📄 3dgraphics6.c
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}
void Yuan_3DXZ(Point3D A,int r,int color,Point3D B,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_3DXZ(A,x,z,color,B,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_3DXZ(A,x,z,color,B,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_3DXY_XuanZhuan(Point3D A,int x,int y,int color,float q,int i,int j,int k,int flag,Point3D B,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,B,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,B,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,B,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,B,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,B,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,B,qx,qy,qz);
putpixel(X,Y,color);
X = 2*A.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,B,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,B,qx,qy,qz);
putpixel(X,Y,color);
}
void Yuan_3DXY_XuanZhuan(Point3D A,int r,int color,float q,Point3D D,int flag,Point3D B,float qx,float qy,float qz)
{
int x,y,d,deltaE,deltaSE,x0,y0,X,Y,Z,i,j,k;
i = D.x; j = D.y; k = D.z;
x0 = A.x;
y0 = A.y;
x = x0;
y = y0 + r;
d = 5 - 4*r;
deltaE = 12;
deltaSE = 20 - 8*r;
CirclePoints_3DXY_XuanZhuan(A,x,y,color,q,i,j,k,flag,B,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_3DXY_XuanZhuan(A,x,y,color,q,i,j,k,flag,B,qx,qy,qz);
}
}
/***************************/
/* */
/* 3D空间椭圆的中点算法 */
/* 平行于X - Y */
/***************************/
/* 椭圆的4对称点的显示 */
void EllipsePoints_3DXY(Point3D A,int x,int y,int color,Point3D B,float qx,float qy,float qz) /*椭圆的中心为:(x0,y0)*/
{
int X,Y,Z;
X = x; Y = y; Z = A.z; /*(x, y) */
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
putpixel(X,Y,color);
X = 2 * A.x - x; Y = y; Z = A.z; /*(-x, y) */
Point3D_2D(&X,&Y,&Z,B,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,B,qx,qy,qz);
putpixel(X,Y,color);
X = x; Y = 2 * A.y - y; Z = A.z; /*(x, -y) */
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
putpixel(X,Y,color);
}
/* 椭圆的中点算法 */
void MidPointEllipse_3DXY(Point3D A,int a,int b,int color,Point3D B,float qx,float qy,float qz)
{
int x,y,xP,yP,x0,y0;
float d,squrarea,squrareb;
x0 = A.x;
y0 = A.y;
squrarea = a * a;
squrareb = b * b;
/*计算分解点P*/
xP = (int)(0.5 + squrarea/sqrt(squrarea + squrareb));
yP = (int)(0.5 + squrareb/sqrt(squrarea + squrareb));
/* 生成上半部椭圆*/
x = x0;
y = y0 + b;
d = 4 * (squrareb - squrarea * b) + squrarea;
EllipsePoints_3DXY(A,x,y,color,B,qx,qy,qz);
while((x - x0)<xP)
{
if(d<=0)
d = d + 4 * squrareb * (2 * (x - x0) + 3);
else
{
d = d + 4 * squrareb * (2 * (x - x0) + 3)-8 * squrarea * ((y - y0) - 1);
y--;
}
x++;
EllipsePoints_3DXY(A,x,y,color,B,qx,qy,qz);
}
/* 生成下半部椭圆*/
x = x0 + a;
y = y0;
d = 4 * (squrarea - squrareb * a) + squrareb;
EllipsePoints_3DXY(A,x,y,color,B,qx,qy,qz);
while((y-y0) < yP)
{
if(d<=0)
d = d + 4 * squrarea * (2 * (y - y0) + 3);
else
{
d = d + 4 * squrarea * (2 * (y - y0) + 3)-8 * squrareb * ((x - x0) - 1);
x--;
}
y++;
EllipsePoints_3DXY(A,x,y,color,B,qx,qy,qz);
}
}
/***************************/
/* */
/* 3D空间椭圆的旋转 */
/* */
/***************************/
/* 椭圆旋转后的4对称点的显示 */
void EllipsePoints_3DXY_XhuanZhuan(Point3D A,int x,int y,int color,float q,int i,int j,int k,int flag,Point3D B,float qx,float qy,float qz) /*椭圆的中心为: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,B,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,B,qx,qy,qz);
putpixel(X,Y,color);
X = 2 * A.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,B,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,B,qx,qy,qz);
putpixel(X,Y,color);
}
/* 椭圆的中点算法 */
void MidPointEllipse_3DXY_XhuanZhuan(Point3D A,int a,int b,int color,float q,Point3D D,int flag,Point3D B,float qx,float qy,float qz) /* 绕通过 D 点直线的旋转 */
{
int x,y,xP,yP,x0,y0,i,j,k;
float d,squrarea,squrareb;
x0 = A.x;
y0 = A.y;
i = D.x; j = D.y; k = D.z;
squrarea = a * a;
squrareb = b * b;
/*计算分解点P*/
xP = (int)(0.5 + squrarea/sqrt(squrarea + squrareb));
yP = (int)(0.5 + squrareb/sqrt(squrarea + squrareb));
/* 生成上半部椭圆*/
x = x0;
y = y0 + b;
d = 4 * (squrareb - squrarea * b) + squrarea;
EllipsePoints_3DXY_XhuanZhuan(A,x,y,color,q,i,j,k,flag,B,qx,qy,qz);
while((x - x0)<xP)
{
if(d<=0)
d = d + 4 * squrareb * (2 * (x - x0) + 3);
else
{
d = d + 4 * squrareb * (2 * (x - x0) + 3)-8 * squrarea * ((y - y0) - 1);
y--;
}
x++;
EllipsePoints_3DXY_XhuanZhuan(A,x,y,color,q,i,j,k,flag,B,qx,qy,qz);
}
/* 生成下半部椭圆*/
x = x0 + a;
y = y0;
d = 4 * (squrarea - squrareb * a) + squrareb;
EllipsePoints_3DXY_XhuanZhuan(A,x,y,color,q,i,j,k,flag,B,qx,qy,qz);
while((y-y0) < yP)
{
if(d<=0)
d = d + 4 * squrarea * (2 * (y - y0) + 3);
else
{
d = d + 4 * squrarea * (2 * (y - y0) + 3)-8 * squrareb * ((x - x0) - 1);
x--;
}
y++;
EllipsePoints_3DXY_XhuanZhuan(A,x,y,color,q,i,j,k,flag,B,qx,qy,qz);
}
}
/***************************/
/** **/
/** 圆柱的算法 **/
/** **/
/***************************/
void YuanZhu3D(Point3D A,int r,int h,Point3D B,float qx,float qy,float qz)
{
Point3D T;
T.x = A.x; T.y = A.y; T.z = A.z -h/2.0;
while(T.z <= A.z + h/2.0)
{
Yuan_3DXY(T,r,6,B,qx,qy,qz);
T.z++;
}
while(r>=0)
{
Yuan_3DXY(T,r,2,B,qx,qy,qz);
r--;
}
}
/******************************************/
/** **/
/** 长方体的算法(包含隐藏面的消隐算法) **/
/** **/
/******************************************/
void Cft3D(Point3D A,int a,int b,int h,Point3D B,float qx,float qy,float qz)
{
int X,Y,Z,i,j;
Point3D B1,B2,B3,B4,B5,B6;
Depth dp[6],temp;
B1.x = A.x + b/2.0; B1.y = A.y; B1.z = A.z;
B2.x = A.x; B2.y = A.y + a/2.0; B2.z = A.z;
B3.x = A.x - b/2.0; B3.y = A.y; B3.z = A.z;
B4.x = A.x; B4.y = A.y - a/2.0; B4.z = A.z;
B5.x = A.x; B5.y = A.y; B5.z = A.z - h/2.0;
B6.x = A.x; B6.y = A.y; B6.z = A.z + h/2.0;
/*深度信息初始化*/
X = B1.x; Y = B1.y; Z = B1.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[0].s = '1'; dp[0].d = Z; /*第 1 面的深度*/
X = B2.x; Y = B2.y; Z = B2.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[1].s = '2'; dp[1].d = Z; /*第 2 面的深度*/
X = B3.x; Y = B3.y; Z = B3.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[2].s = '3'; dp[2].d = Z; /*第 3 面的深度*/
X = B4.x; Y = B4.y; Z = B4.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[3].s = '4'; dp[3].d = Z; /*第 4 面的深度*/
X = B5.x; Y = B5.y; Z = B5.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[4].s = '5'; dp[4].d = Z; /*第 5 面的深度*/
X = B6.x; Y = B6.y; Z = B6.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[5].s = '6'; dp[5].d = Z; /*第 6 面的深度*/
for(i = 0; i <=4; i++) /* 深度排序 */
{
for(j = i+1;j<=5;j++)
{
if(dp[i].d>dp[j].d)
{
temp.s = dp[i].s; temp.d = dp[i].d;
dp[i].s = dp[j].s; dp[i].d = dp[j].d;
dp[j].s = temp.s; dp[j].d = temp.d;
}
}
}
i = 0;
while(i <= 5) /*画家算法*/
{
switch(dp[i++].s)
{
case'1': Rect_3DYZ(B1,a,h,4,B,qx,qy,qz);
break;
case'2': Rect_3DXZ(B2,b,h,12,B,qx,qy,qz);
break;
case'3': Rect_3DYZ(B3,a,h,4,B,qx,qy,qz);
break;
case'4': Rect_3DXZ(B4,b,h,12,B,qx,qy,qz);
break;
case'5': Rect_3DXY(B5,a,b,1,B,qx,qy,qz);
break;
case'6': Rect_3DXY(B6,a,b,1,B,qx,qy,qz);
break;
}
}
}
/***************************/
/** **/
/** 长方体的旋转 **/
/** **/
/***************************/
void Cft3D_XuanZhuan(Point3D A,int a,int b,int h,float q,Point3D D,int flag,Point3D B,float qx,float qy,float qz)
{
int X,Y,Z,i,j;
Depth dp[6],temp;
Point3D B1,B2,B3,B4,B5,B6;
B1.x = A.x + b/2.0; B1.y = A.y; B1.z = A.z;
B2.x = A.x; B2.y = A.y + a/2.0; B2.z = A.z;
B3.x = A.x - b/2.0; B3.y = A.y; B3.z = A.z;
B4.x = A.x; B4.y = A.y - a/2.0; B4.z = A.z;
B5.x = A.x; B5.y = A.y; B5.z = A.z - h/2.0;
B6.x = A.x; B6.y = A.y; B6.z = A.z + h/2.0;
/*深度信息初始化*/
X = B1.x; Y = B1.y; Z = B1.z;
XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[0].s = '1'; dp[0].d = Z; /*第 1 面的深度*/
X = B2.x; Y = B2.y; Z = B2.z;
XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[1].s = '2'; dp[1].d = Z; /*第 2 面的深度*/
X = B3.x; Y = B3.y; Z = B3.z;
XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[2].s = '3'; dp[2].d = Z; /*第 3 面的深度*/
X = B4.x; Y = B4.y; Z = B4.z;
XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[3].s = '4'; dp[3].d = Z; /*第 4 面的深度*/
X = B5.x; Y = B5.y; Z = B5.z;
XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[4].s = '5'; dp[4].d = Z; /*第 5 面的深度*/
X = B6.x; Y = B6.y; Z = B6.z;
XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[5].s = '6'; dp[5].d = Z; /*第 6 面的深度*/
for(i = 0; i <=4; i++) /* 深度排序 */
{
for(j = i+1;j<=5;j++)
{
if(dp[i].d>dp[j].d)
{
temp.s = dp[i].s; temp.d = dp[i].d;
dp[i].s = dp[j].s; dp[i].d = dp[j].d;
dp[j].s = temp.s; dp[j].d = temp.d;
}
}
}
i = 0;
while(i <= 5) /*画家算法*/
{
switch(dp[i++].s)
{
case'1': Rect_3DYZ_XuanZhuan(B1,a,h,4,q,D,flag,B,qx,qy,qz);
break;
case'2': Rect_3DXZ_XuanZhuan(B2,b,h,12,q,D,flag,B,qx,qy,qz);
break;
case'3': Rect_3DYZ_XuanZhuan(B3,a,h,4,q,D,flag,B,qx,qy,qz);
break;
case'4': Rect_3DXZ_XuanZhuan(B4,b,h,12,q,D,flag,B,qx,qy,qz);
break;
case'5': Rect_3DXY_XuanZhuan(B5,a,b,1,q,D,flag,B,qx,qy,qz);
break;
case'6': Rect_3DXY_XuanZhuan(B6,a,b,1,q,D,flag,B,qx,qy,qz);
break;
}
}
}
/***************************************/
/*** ***/
/*** 常见的实物实体画法 ***/
/*** ***/
/***************************************/
/*****************************/
/** 栏杆(平行于X轴) **/
/*****************************/
void LanGan_X(Point3D A,int L,int h,Point3D BB,float qx,float qy,float qz)
{
int X,Y,Z,i,j;
Point3D B;
Depth dp[7],temp;
X = A.x - L/2.0; Y = A.y; Z = A.z; /*五条竖线的深度*/
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[0].s = 'A'; dp[0].d = Z;
X = A.x - L/2.0+ L/4.0; Y = A.y; Z = A.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[1].s = 'B'; dp[1].d = Z;
X = A.x - L/2.0 + L/2.0; Y = A.y; Z = A.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[2].s = 'C'; dp[2].d = Z;
X = A.x - L/2.0 + 3*L/4.0; Y = A.y; Z = A.z;
Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
dp[3].s = 'D'; dp[3].d = Z;
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