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