3dgraphics-xiaoying.c
来自「在TC20环境下实现消影的生成程序」· C语言 代码 · 共 3,015 行 · 第 1/5 页
C
3,015 行
X =2*x0-x;
Y =2*y0-y;
CuoQie_RY(m,n,&X,&Y,q,flag);
putpixel(X,Y,color); /*(-x,-y) */
X =x0+y0-y;
Y =y0+x0-x;
CuoQie_RY(m,n,&X,&Y,q,flag);
putpixel(X,Y,color); /*(-y,-x) */
}
/* 圆 的错切 */
void MidPointCircle_CuoQie(Yuan C,Point A,float q,int flag)/* 圆心为(x0,y0);*/
{
int x,y,d,deltaE,deltaSE,x0,y0,radius,color,m,n;
m = A.x;
n = A.y;
x0 = C.o.x;
y0 = C.o.y;
radius = C.r;
color = C.color;
x = x0;
y = y0 + radius;
d = 5 - 4*radius;
deltaE = 12;
deltaSE = 20 - 8*radius;
CirclePoints_CuoQie(m,n,x0,y0,x,y,color,q,flag);
while((y-y0)>(x-x0))
{
if(d<=0)
{
d = d + deltaE;
deltaSE=deltaSE + 8;
}
else
{
d = d + deltaSE;
deltaSE=deltaSE + 16;
y--;
}
deltaE=deltaE + 8;
x++;
CirclePoints_CuoQie(m,n,x0,y0,x,y,color,q,flag);
}
}
/*****************************/
/** **/
/** 四棱锥的画法 **/
/** **/
/*****************************/
void Slz3D(Point3D A,int h,int r,float qx,float qy,float qz)
{
int x,y,z,X,Y,Z,i,j,k;
Point3D A1,A2,A3,A4,P;
Point B1,B2,B3,B4,Q,temp;
x = A.x; y = A.y; z = A.z;
A1.x = x + r/2.0; A1.y = y - r/2.0; A1.z = A.z;
A2.x = x + r/2.0; A2.y = y + r/2.0; A2.z = A.z;
A3.x = x - r/2.0; A3.y = y + r/2.0; A3.z = A.z;
A4.x = x - r/2.0; A4.y = y - r/2.0; A4.z = A.z;
P.x = A.x; P.y = A.y; P.z = A.z - h;
X = P.x; Y = P.y; Z = P.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
Q.x = X; Q.y = Y;
X = A4.x; Y = A4.y; Z = A4.z;
j = A4.y;
while(j<=A3.y)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
temp.x = X; temp.y = Y;
MidPointLine(Q,temp,14);
LineDDA(temp,Q,14);
j++;
X = A4.x; Y = j;Z = A4.z;
}
X = A3.x; Y = A3.y; Z = A3.z;
i = A3.x;
while(i<=A2.x)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
temp.x = X; temp.y = Y;
MidPointLine(Q,temp,9);
LineDDA(temp,Q,9);
i++;
X = i; Y = A3.y;Z = A3.z;
}
X = A1.x; Y = A1.y; Z = A1.z;
j = A1.y;
while(j<=A2.y)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
temp.x = X; temp.y = Y;
MidPointLine(Q,temp,6);
LineDDA(temp,Q,6);
j++;
X = A1.x; Y = j;Z = A1.z;
}
X = A1.x; Y = A1.y; Z = A1.z;
i = A1.x;
while(i>=A4.x)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
temp.x = X; temp.y = Y;
MidPointLine(Q,temp,12);
LineDDA(temp,Q,12);
i--;
X = i; Y = A1.y; Z = A1.z;
}
}
/*****************************/
/** **/
/** 三棱柱的画法 **/
/** **/
/*****************************/
void SLZU3D(Point3D A,int r,int h,float qx,float qy,float qz)
{
int X,Y,Z,i,j,k;
Point3D B1,B2,B3,B4,D1,D2,T1,T2;
Point A1,A2,A3,A4,C1,C2,temp1,temp2;
B1.x = A.x + h/2.0; B1.y = A.y - r/2.0; B1.z = A.z;
B2.x = A.x + h/2.0; B2.y = A.y + r/2.0; B2.z = A.z;
B3.x = A.x - h/2.0; B3.y = A.y + r/2.0; B3.z = A.z;
B4.x = A.x - h/2.0; B4.y = A.y - r/2.0; B4.z = A.z;
D1.x = B1.x; D1.y = (B1.y + B2.y)/2.0; D1.z = B1.z - r * 1.0/5.0;
D2.x = B3.x; D2.y = (B3.y + B4.y)/2.0; D2.z = B2.z - r * 1.0/5.0;
X = B1.x; Y = B1.y; Z = B1.z; /* B D为未转化的点,AC为其转化的二维平面点*/
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
A1.x = X; A1.y = Y;
X = B2.x; Y = B2.y; Z = B2.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
A2.x = X; A2.y = Y;
X = B3.x; Y = B3.y; Z = B3.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
A3.x = X; A3.y = Y;
X = B4.x; Y = B4.y; Z = B4.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
A4.x = X; A4.y = Y;
X = D1.x; Y =D1.y; Z = D1.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
C1.x = X; C1.y = Y;
X = D2.x; Y =D2.y; Z = D2.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
C2.x = X; C2.y = Y;
X = B1.x; Y = B1.y; Z = B1.z;
j = B1.y; i = B1.x;
while(j<=B2.y)
{
while(i>=B4.x)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,8);
i--;
X = i;Y = j;Z = B1.z;
}
j++;
X = B1.x; Y = j;Z = B1.z; i = X;
}
T1.x = B2.x; T1.y = B2.y; T1.z = B2.z;
T2.x = D1.x; T2.y = D1.y; T2.z = D2.z;
i = B1.x +1;
while(i>=B3.x)
{
X = T1.x; Y = T1.y; Z = T1.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
temp1.x = X; temp1.y = Y;
X = T2.x; Y = T2.y; Z = T2.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
temp2.x = X; temp2.y = Y;
LineDDA(temp1,temp2,9);
LineDDA(temp2,temp1,9);
i--;
T1.x = T2.x = i;
}
T1.x = B1.x; T1.y = B1.y; T1.z = B1.z;
T2.x = D1.x; T2.y = D1.y; T2.z = D1.z;
i = B1.x +1;
while(i>=B4.x)
{
X = T1.x; Y = T1.y; Z = T1.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
temp1.x = X; temp1.y = Y;
X = T2.x; Y = T2.y; Z = T2.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
temp2.x = X; temp2.y = Y;
LineDDA(temp1,temp2,14);
LineDDA(temp2,temp1,14);
i--;
T1.x = T2.x = i;
}
/* LineDDA(A2,A3,15);
LineDDA(A4,A1,15);
LineDDA(C1,A1,14);
LineDDA(C1,A2,14);
LineDDA(C2,A3,14);
LineDDA(C2,A4,14);
LineDDA(C2,C1,14); */
}
/***************************/
/** **/
/** 3D空间矩形面 **/
/** 平行于X-Y平面 **/
/***************************/
void Rect_3D(Point3D A,int a,int b,int color,float qx,float qy,float qz)
{
int i,j,k,X,Y,Z;
Point3D B1,B2,B3,B4;
B1.x = A.x + b/2.0; B1.y = A.y - a/2.0; B1.z = A.z;
B2.x = A.x + b/2.0; B2.y = A.y + a/2.0; B2.z = A.z;
B3.x = A.x - b/2.0; B3.y = A.y + a/2.0; B3.z = A.z;
B4.x = A.x - b/2.0; B4.y = A.y - a/2.0; B4.z = A.z;
X = B1.x; Y = B1.y; Z = B1.z;
i = X; j = Y;
while(j <= B2.y)
{
while(i >= B4.x)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
i--;
X = i; Y = j; Z = B1.z;
}
j++;
X = B1.x; Y = j; Z = B1.z; i = X;
}
}
/***************************/
/** **/
/** 3D空间矩形面 **/
/** 平行于X-Z平面 **/
/***************************/
void Rect_3D_2(Point3D A,int a,int b,int color,float qx,float qy,float qz)
{
int i,j,k,X,Y,Z;
Point3D B1,B2,B3,B4;
B1.x = A.x + a/2.0; B1.y = A.y; B1.z = A.z - b/2.0;
B2.x = A.x - a/2.0; B2.y = A.y; B2.z = A.z - b/2.0;
B3.x = A.x - a/2.0; B3.y = A.y; B3.z = A.z + b/2.0;
B4.x = A.x + a/2.0; B4.y = A.y; B4.z = A.z + b/2.0;
X = B1.x; Y = B1.y; Z = B1.z;
i = X; k = Z;
while(i >= B2.x)
{
while(k <= B4.z)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
k++;
X = i; Y =A.y; Z = k;
}
i--;
X = i; Y = A.y; Z = B1.z; k = Z;
}
}
/***************************/
/** **/
/** 3D空间矩形面的旋转 **/
/** 平行于X-Y平面 **/
/***************************/
void Rect_3D_XuanZhuan(Point3D A,int a,int b,int color,int q,Point3D D,int flag,float qx,float qy,float qz)
{
int i,j,k,X,Y,Z;
int ii,jj,kk;
Point3D B1,B2,B3,B4;
ii = D.x; jj = D.y; kk = D.z;
B1.x = A.x + b/2.0; B1.y = A.y - a/2.0; B1.z = A.z;
B2.x = A.x + b/2.0; B2.y = A.y + a/2.0; B2.z = A.z;
B3.x = A.x - b/2.0; B3.y = A.y + a/2.0; B3.z = A.z;
B4.x = A.x - b/2.0; B4.y = A.y - a/2.0; B4.z = A.z;
X = B1.x; Y = B1.y; Z = B1.z;
i = X; j = Y;
while(j <= B2.y)
{
while(i >= B4.x)
{
XuanZhuan3D_RY(&X,&Y,&Z,q,ii,jj,kk,flag);
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
i--;
X = i; Y = j; Z = B1.z;
}
j++;
X = B1.x; Y = j; Z = B1.z; i = X;
}
}
/***************************/
/** **/
/** 3D空间矩形面的旋转 **/
/** 平行于X-Z平面 **/
/***************************/
void Rect_3D_2_XuanZhuan(Point3D A,int a,int b,int color,int q,Point3D D,int flag,float qx,float qy,float qz)
{
int i,j,k,X,Y,Z;
int ii,jj,kk;
Point3D B1,B2,B3,B4;
ii = D.x; jj = D.y; kk = D.z;
B1.x = A.x + a/2.0; B1.y = A.y; B1.z = A.z - b/2.0;
B2.x = A.x - a/2.0; B2.y = A.y; B2.z = A.z - b/2.0;
B3.x = A.x - a/2.0; B3.y = A.y; B3.z = A.z + b/2.0;
B4.x = A.x + a/2.0; B4.y = A.y; B4.z = A.z + b/2.0;
X = B1.x; Y = B1.y; Z = B1.z;
i = X; k = Z;
while(i >= B2.x)
{
while(k <= B4.z)
{
XuanZhuan3D_RY(&X,&Y,&Z,q,ii,jj,kk,flag);
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
k++;
X = i; Y =A.y; Z = k;
}
i--;
X = i; Y = A.y; Z = B1.z; k = Z;
}
}
/***************************/
/** **/
/** 3D空间圆 **/
/** 平行于X-Y平面 **/
/***************************/
/* 3D圆的8对称点的显示 */
void CirclePoints_3D(Point3D A,int x,int y,int color,float qx,float qy,float qz)/* 圆心为A;*/
{
int X,Y,Z;
X = x; Y = y; Z = A.z; /*(x, y) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x-A.y+y; Y = A.y-A.x+x; Z = A.z;/*(y, x) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x+A.y-y; Y = A.y-A.x+x; Z = A.z; /*(-y, x) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = 2*A.x-x; Y = y; Z = A.z; /*(-x, y) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x-A.y+y; Y = A.y+A.x-x; Z = A.z; /*(y, -x) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = x; Y = 2*A.y-y; Z = A.z; /*(x, -y) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = 2*A.x-x; Y = 2*A.y-y; Z = A.z; /*(-x,-y) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x+A.y-y; Y = A.y+A.x-x; Z = A.z;/*(-y,-x) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
}
void Yuan_3D(Point3D A,int r,int color,float qx,float qy,float qz)
{
int x,y,d,deltaE,deltaSE,x0,y0,X,Y,Z;
x0 = A.x;
y0 = A.y;
x = x0;
y = y0 + r;
d = 5 - 4*r;
deltaE = 12;
deltaSE = 20 - 8*r;
CirclePoints_3D(A,x,y,color,qx,qy,qz);
while((y-y0)>(x-x0))
{
if(d<=0)
{
d = d + deltaE;
deltaSE=deltaSE + 8;
}
else
{
d = d + deltaSE;
deltaSE=deltaSE + 16;
y--;
}
deltaE=deltaE + 8;
x++;
CirclePoints_3D(A,x,y,color,qx,qy,qz);
}
}
/***************************/
/** **/
/** 3D空间圆 **/
/** 平行于X-Z平面 **/
/***************************/
/* 3D圆的8对称点的显示 */
void CirclePoints_3D_2(Point3D A,int x,int z,int color,float qx,float qy,float qz)/* 圆心为A;*/
{
int X,Y,Z;
X = x; Y = A.y; Z = z; /*(x, z) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x - A.z + z; Y = A.y; Z = A.z - A.x + x; /*(z, x) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x + A.z - z; Y = A.y; Z = A.z - A.x + x;/*(-z, x) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = 2 * A.x - x; Y = A.y; Z = z; /*(-x, z) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x - A.z + z; Y = A.y; Z = A.z + A.x - x; /*(z, -x) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = x; Y = A.y; Z = 2 * A.z - z; /*(x, -z) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = 2 * A.x - x; Y = A.y; Z = 2 * A.z - z; /*(-x,-z) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x + A.z - z; Y = A.y; Z = A.z + A.x - x; /*(-z,-x) */
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
}
void Yuan_3D_2(Point3D A,int r,int color,float qx,float qy,float qz)
{
int x,z,d,deltaE,deltaSE,x0,z0,X,Y,Z;
x0 = A.x;
z0 = A.z;
x = x0;
z = z0 + r;
d = 5 - 4*r;
deltaE = 12;
deltaSE = 20 - 8*r;
CirclePoints_3D_2(A,x,z,color,qx,qy,qz);
while((z-z0)>(x-x0))
{
if(d<=0)
{
d = d + deltaE;
deltaSE=deltaSE + 8;
}
else
{
d = d + deltaSE;
deltaSE=deltaSE + 16;
z--;
}
deltaE=deltaE + 8;
x++;
CirclePoints_3D_2(A,x,z,color,qx,qy,qz);
}
}
/***************************/
/** **/
/**3D平行于X-Y平面的空间圆**/
/** 的旋转 **/
/***************************/
/* 3D圆的8对称点的显示 */
void CirclePoints_3D_XuanZhuan(Point3D A,int x,int y,int color,float q,int i,int j,int k,int flag,float qx,float qy,float qz)/* 圆心为A;*/
{
int X,Y,Z;
X = x; Y = y; Z = A.z; /*(x, y) */
XuanZhuan3D_RY(&X,&Y,&Z,q,i,j,k,flag);
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x-A.y+y; Y = A.y-A.x+x; Z = A.z;/*(y, x) */
XuanZhuan3D_RY(&X,&Y,&Z,q,i,j,k,flag);
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x+A.y-y; Y = A.y-A.x+x; Z = A.z; /*(-y, x) */
XuanZhuan3D_RY(&X,&Y,&Z,q,i,j,k,flag);
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = 2*A.x-x; Y = y; Z = A.z; /*(-x, y) */
XuanZhuan3D_RY(&X,&Y,&Z,q,i,j,k,flag);
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = A.x-A.y+y; Y = A.y+A.x-x; Z = A.z; /*(y, -x) */
XuanZhuan3D_RY(&X,&Y,&Z,q,i,j,k,flag);
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,color);
X = x; Y = 2*A.y-y; Z = A.z; /*(x, -y) */
XuanZhuan3D_RY(&X,&Y,&Z,q,i,j,k,flag);
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
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