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-rw-r--r--cube_pc_test1/3d.c344
1 files changed, 344 insertions, 0 deletions
diff --git a/cube_pc_test1/3d.c b/cube_pc_test1/3d.c
new file mode 100644
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--- /dev/null
+++ b/cube_pc_test1/3d.c
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+#include "draw.h"
+#include "draw_3d.h"
+#include "3d.h"
+#include <math.h>
+#include <stdlib.h>
+#include <stdint.h>
+#include <stdio.h>
+#include <string.h>
+
+void linespin (int iterations, int delay)
+{
+ float top_x, top_y, top_z, bot_x, bot_y, bot_z, sin_base;
+ float center_x, center_y;
+
+ center_x = 4;
+ center_y = 4;
+
+ int i, z;
+ for (i=0;i<iterations;i++)
+ {
+
+ //printf("Sin base %f \n",sin_base);
+
+ for (z = 0; z < 8; z++)
+ {
+
+ sin_base = (float)i/50 + (float)z/(10+(7*sin((float)i/200)));
+
+ top_x = center_x + sin(sin_base)*5;
+ top_y = center_x + cos(sin_base)*5;
+ //top_z = center_x + cos(sin_base/100)*2.5;
+
+ bot_x = center_x + sin(sin_base+3.14)*10;
+ bot_y = center_x + cos(sin_base+3.14)*10;
+ //bot_z = 7-top_z;
+
+ bot_z = z;
+ top_z = z;
+
+ //setvoxel((int) top_x, (int) top_y, 7);
+ //setvoxel((int) bot_x, (int) bot_y, 0);
+
+ //printf("P1: %i %i %i P2: %i %i %i \n", (int) top_x, (int) top_y, 7, (int) bot_x, (int) bot_y, 0);
+
+ //line_3d((int) top_x, (int) top_y, (int) top_z, (int) bot_x, (int) bot_y, (int) bot_z);
+ line_3d((int) top_z, (int) top_x, (int) top_y, (int) bot_z, (int) bot_x, (int) bot_y);
+ }
+
+ delay_ms(120);
+ fill(0x00);
+ }
+
+}
+
+void sinelines (int iterations, int delay)
+{
+ int i,x;
+
+ float left, right, sine_base, x_dividor,ripple_height;
+
+ for (i=0; i<iterations; i++)
+ {
+ for (x=0; x<8 ;x++)
+ {
+ x_dividor = 2 + sin((float)i/100)+1;
+ ripple_height = 3 + (sin((float)i/200)+1)*6;
+
+ sine_base = (float) i/40 + (float) x/x_dividor;
+
+ left = 4 + sin(sine_base)*ripple_height;
+ right = 4 + cos(sine_base)*ripple_height;
+ right = 7-left;
+
+ //printf("%i %i \n", (int) left, (int) right);
+
+ line_3d(0-3, x, (int) left, 7+3, x, (int) right);
+ //line_3d((int) right, 7, x);
+ }
+
+ delay_ms(delay);
+ fill(0x00);
+ }
+}
+
+// Display a sine wave running out from the center of the cube.
+void ripples (int iterations, int delay)
+{
+ float origin_x, origin_y, distance, height, ripple_interval;
+ int x,y,i;
+
+ fill(0x00);
+
+ for (i=0;i<iterations;i++)
+ {
+ for (x=0;x<8;x++)
+ {
+ for (y=0;y<8;y++)
+ {
+ distance = distance2d(3.5,3.5,x,y)/9.899495*8;
+ //distance = distance2d(3.5,3.5,x,y);
+ ripple_interval =1.3;
+ height = 4+sin(distance/ripple_interval+(float) i/50)*4;
+
+ setvoxel(x,y,(int) height);
+ }
+ }
+ delay_ms(delay);
+ fill(0x00);
+ }
+}
+
+void sidewaves (int iterations, int delay)
+{
+ float origin_x, origin_y, distance, height, ripple_interval;
+ int x,y,i;
+
+ fill(0x00);
+
+ for (i=0;i<iterations;i++)
+ {
+
+ origin_x = 3.5+sin((float)i/500)*4;
+ origin_y = 3.5+cos((float)i/500)*4;
+
+ for (x=0;x<8;x++)
+ {
+ for (y=0;y<8;y++)
+ {
+ distance = distance2d(origin_x,origin_y,x,y)/9.899495*8;
+ ripple_interval =2;
+ height = 4+sin(distance/ripple_interval+(float) i/50)*3.6;
+
+ setvoxel(x,y,(int) height);
+ setvoxel(x,y,(int) height);
+
+ }
+ }
+
+ delay_ms(delay);
+ fill(0x00);
+ }
+}
+
+void spheremove (int iterations, int delay)
+{
+
+ fill(0x00);
+
+ float origin_x, origin_y, origin_z, distance, diameter;
+
+ origin_x = 0;
+ origin_y = 3.5;
+ origin_z = 3.5;
+
+ diameter = 3;
+
+ int x, y, z, i;
+
+ for (i=0; i<iterations; i++)
+ {
+ origin_x = 3.5+sin((float)i/50)*2.5;
+ origin_y = 3.5+cos((float)i/50)*2.5;
+ origin_z = 3.5+cos((float)i/30)*2;
+
+ diameter = 2+sin((float)i/150);
+
+ for (x=0; x<8; x++)
+ {
+ for (y=0; y<8; y++)
+ {
+ for (z=0; z<8; z++)
+ {
+ distance = distance3d(x,y,z, origin_x, origin_y, origin_z);
+ //printf("Distance: %f \n", distance);
+
+ if (distance>diameter && distance<diameter+1)
+ {
+ setvoxel(x,y,z);
+ }
+ }
+ }
+ }
+
+ delay_ms(delay);
+ fill(0x00);
+ }
+
+}
+
+void fireworks (int iterations, int n, int delay)
+{
+ fill(0x00);
+
+ int i,f,e;
+
+ float origin_x = 3;
+ float origin_y = 3;
+ float origin_z = 3;
+
+ int rand_y, rand_x, rand_z;
+
+ float slowrate, gravity;
+
+ // Particles and their position, x,y,z and their movement, dx, dy, dz
+ float particles[n][6];
+
+ for (i=0; i<iterations; i++)
+ {
+
+ origin_x = rand()%4;
+ origin_y = rand()%4;
+ origin_z = rand()%2;
+ origin_z +=5;
+ origin_x +=2;
+ origin_y +=2;
+
+ // shoot a particle up in the air
+ for (e=0;e<origin_z;e++)
+ {
+ setvoxel(origin_x,origin_y,e);
+ delay_ms(600+500*e);
+ fill(0x00);
+ }
+
+ // Fill particle array
+ for (f=0; f<n; f++)
+ {
+ // Position
+ particles[f][0] = origin_x;
+ particles[f][1] = origin_y;
+ particles[f][2] = origin_z;
+
+ rand_x = rand()%200;
+ rand_y = rand()%200;
+ rand_z = rand()%200;
+
+ // Movement
+ particles[f][3] = 1-(float)rand_x/100; // dx
+ particles[f][4] = 1-(float)rand_y/100; // dy
+ particles[f][5] = 1-(float)rand_z/100; // dz
+ }
+
+ // explode
+ for (e=0; e<25; e++)
+ {
+ slowrate = 1+tan((e+0.1)/20)*10;
+
+ gravity = tan((e+0.1)/20)/2;
+
+ for (f=0; f<n; f++)
+ {
+ particles[f][0] += particles[f][3]/slowrate;
+ particles[f][1] += particles[f][4]/slowrate;
+ particles[f][2] += particles[f][5]/slowrate;
+ particles[f][2] -= gravity;
+
+ setvoxel(particles[f][0],particles[f][1],particles[f][2]);
+
+
+ }
+
+ delay_ms(delay);
+ fill(0x00);
+ }
+
+ }
+
+}
+
+void effect_rotate_random_pixels (int iterations, int delay, int pixels)
+{
+ vertex points[pixels];
+ vertex rotated[pixels];
+
+ float fy, fx, fz;
+ int x,y,z;
+ int i,p;
+
+ float rot_x = 0;
+ float rot_y = 0;
+ float rot_z = 0;
+ vertex cube_center = {3.5, 3.5, 3.5};
+
+ for (i=0; i<pixels; i++)
+ {
+ x = rand()%1200-200;
+ y = rand()%1200-200;
+ z = rand()%1200-200;
+ fx = (float)x/100;
+ fy = (float)y/100;
+ fz = (float)z/100;
+
+ points[i].x = fx;
+ points[i].y = fy;
+ points[i].z = fz;
+
+ setvoxel((int)points[i].x, (int)points[i].y, (int)points[i].z);
+ delay_ms(100);
+ }
+ delay_ms(10000);
+
+ for (i=0; i<iterations; i++)
+ {
+ rot_x = (float)i/75;
+ rot_y = (float)i/150;
+ rot_z = (float)i/200;
+
+ for (p=0; p<pixels; p++)
+ {
+ rotated[p] = point_rotate_around_point (points[p], cube_center, rot_x, rot_y, rot_z);
+ }
+
+ fill(0x00);
+ for (p=0; p<pixels; p++)
+ {
+ setvoxel((int)rotated[p].x, (int)rotated[p].y, (int)rotated[p].z);
+ }
+
+ delay_ms(delay);
+ }
+
+ fill(0x00);
+}
+
+
+float distance2d (float x1, float y1, float x2, float y2)
+{
+ float dist;
+ dist = sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2));
+
+ return dist;
+}
+
+float distance3d (float x1, float y1, float z1, float x2, float y2, float z2)
+{
+ float dist;
+ dist = sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) + (z1-z2)*(z1-z2));
+
+ return dist;
+}
+
+
+
+