3dgraphics-xiaoying.c

来自「计算机图形学」· C语言 代码 · 共 3,015 行 · 第 1/5 页

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  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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