/*******************************************************************************************
							 | 
						|
								*
							 | 
						|
								*   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*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;
							 | 
						|
								}
							 |