surf3d.c

来自「linux下的MPEG1」· C语言 代码 · 共 108 行

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#include "surf3d.h"#include "goom_plugin_info.h"#include <stdlib.h>#include <stdio.h>#include <string.h>grid3d *grid3d_new (int sizex, int defx, int sizez, int defz, v3d center) {	int x = defx;	int y = defz;	grid3d *g = malloc (sizeof(grid3d));	surf3d *s = &(g->surf);	s->nbvertex = x*y;	s->vertex = malloc (x*y*sizeof(v3d));	s->svertex = malloc (x*y*sizeof(v3d));	s->center = center;	g->defx=defx;	g->sizex=sizex;	g->defz=defz;	g->sizez=sizez;	g->mode=0;	while (y) {		--y;		x = defx;		while (x) {			--x;			s->vertex[x+defx*y].x = (float)(x-defx/2)*sizex/defx;			s->vertex[x+defx*y].y = 0;			s->vertex[x+defx*y].z = (float)(y-defz/2)*sizez/defz;		}	}	return g;}void grid3d_draw (PluginInfo *plug, grid3d *g, int color, int colorlow,	int dist, Pixel *buf, Pixel *back, int W,int H) {	int x;	v2d v2,v2x;	v2d *v2_array = malloc(g->surf.nbvertex * sizeof(v2d));	v3d_to_v2d(g->surf.svertex, g->surf.nbvertex, W, H, dist, v2_array);		for (x=0;x<g->defx;x++) {		int z;		v2x = v2_array[x];		for (z=1;z<g->defz;z++) {			v2 = v2_array[z*g->defx + x];			if (((v2.x != -666) || (v2.y!=-666))					&& ((v2x.x != -666) || (v2x.y!=-666))) {				plug->methods.draw_line (buf,v2x.x,v2x.y,v2.x,v2.y, colorlow, W, H);				plug->methods.draw_line (back,v2x.x,v2x.y,v2.x,v2.y, color, W, H);			}			v2x = v2;		}	}	free(v2_array);}void surf3d_rotate (surf3d *s, float angle) {	int i;	float cosa;	float sina;	SINCOS(angle,sina,cosa);	for (i=0;i<s->nbvertex;i++) {		Y_ROTATE_V3D(s->vertex[i],s->svertex[i],cosa,sina);	}}void surf3d_translate (surf3d *s) {	int i;	for (i=0;i<s->nbvertex;i++) {		TRANSLATE_V3D(s->center,s->svertex[i]);	}}void grid3d_update (grid3d *g, float angle, float *vals, float dist) {	int i;	float cosa;	float sina;	surf3d *s = &(g->surf);	v3d cam = s->center;	cam.z += dist;	SINCOS((angle/4.3f),sina,cosa);	cam.y += sina*2.0f;	SINCOS(angle,sina,cosa);	if (g->mode==0) {		if (vals)			for (i=0;i<g->defx;i++)				s->vertex[i].y = s->vertex[i].y*0.2 + vals[i]*0.8;		for (i=g->defx;i<s->nbvertex;i++) {			s->vertex[i].y *= 0.255f;			s->vertex[i].y += (s->vertex[i-g->defx].y * 0.777f);		}	}	for (i=0;i<s->nbvertex;i++) {		Y_ROTATE_V3D(s->vertex[i],s->svertex[i],cosa,sina);		TRANSLATE_V3D(cam,s->svertex[i]);	}}

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