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- /*******************************************************************************************
- *
- * raylib [models] example - tesseract view
- *
- * NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
- *
- * Example complexity rating: [★★☆☆] 2/4
- *
- * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
- *
- * Example contributed by Timothy van der Valk (@arceryz) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2024-2025 Timothy van der Valk (@arceryz) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include "raymath.h"
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 0.0f, 1.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 50.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
- // Find the coordinates by setting XYZW to +-1
- Vector4 tesseract[16] = {
- { 1, 1, 1, 1 }, { 1, 1, 1, -1 },
- { 1, 1, -1, 1 }, { 1, 1, -1, -1 },
- { 1, -1, 1, 1 }, { 1, -1, 1, -1 },
- { 1, -1, -1, 1 }, { 1, -1, -1, -1 },
- { -1, 1, 1, 1 }, { -1, 1, 1, -1 },
- { -1, 1, -1, 1 }, { -1, 1, -1, -1 },
- { -1, -1, 1, 1 }, { -1, -1, 1, -1 },
- { -1, -1, -1, 1 }, { -1, -1, -1, -1 },
- };
- float rotation = 0.0f;
- Vector3 transformed[16] = { 0 };
- float wValues[16] = { 0 };
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- rotation = DEG2RAD*45.0f*(float)GetTime();
- for (int i = 0; i < 16; i++)
- {
- Vector4 p = tesseract[i];
- // Rotate the XW part of the vector
- Vector2 rotXW = Vector2Rotate((Vector2){ p.x, p.w }, rotation);
- p.x = rotXW.x;
- p.w = rotXW.y;
- // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
- // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
- float c = 3.0f/(3.0f - p.w);
- p.x = c*p.x;
- p.y = c*p.y;
- p.z = c*p.z;
- // Split XYZ coordinate and W values later for drawing
- transformed[i] = (Vector3){ p.x, p.y, p.z };
- wValues[i] = p.w;
- }
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- for (int i = 0; i < 16; i++)
- {
- // Draw spheres to indicate the W value
- DrawSphere(transformed[i], fabsf(wValues[i]*0.1f), RED);
- for (int j = 0; j < 16; j++)
- {
- // Two lines are connected if they differ by 1 coordinate
- // This way we dont have to keep an edge list
- Vector4 v1 = tesseract[i];
- Vector4 v2 = tesseract[j];
- int diff = (int)(v1.x == v2.x) + (int)(v1.y == v2.y) + (int)(v1.z == v2.z) + (int)(v1.w == v2.w);
- // Draw only differing by 1 coordinate and the lower index only (duplicate lines)
- if (diff == 3 && i < j) DrawLine3D(transformed[i], transformed[j], MAROON);
- }
- }
- EndMode3D();
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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