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