| @ -0,0 +1,124 @@ | |||||
| /******************************************************************************************* | |||||
| * | |||||
| * raylib [models] example - Tesseract view | |||||
| * | |||||
| * NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?) | |||||
| * | |||||
| * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev | |||||
| * | |||||
| * 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 raylib contributor (?) & 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*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/(3 - 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]*0.1), 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; | |||||
| } | |||||