3dgraphics-xiaoying.c
来自「计算机图形学」· C语言 代码 · 共 3,015 行 · 第 1/5 页
C
3,015 行
X = B1.x; Y = j;Z = B1.z; k = Z;
}
X = B5.x; Y = (B5.y+B6.y)/2.0 + 30; Z = (B5.z + B1.z)/2.0 + 30;/* 画窗*/
j = Y; k = Z;
while(j>=((B5.y + B6.y)/2.0 - 30))
{
while(k >= (B5.z + B1.z)/2.0 - 30)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,15);
k--;
X = B1.x;Y = j;Z = k;
}
j--;
X = B5.x; Y = j;Z = (B5.z + B1.z)/2.0 + 30;k = Z;
}
X = B5.x; Y = (B5.y+B6.y)/2.0+30; Z = (B5.z + B1.z)/2.0 + 30;/* 窗框 */
k = Z; /* 三条竖线*/
while(k>=(B5.z + B1.z)/2.0 - 30)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,4);
k--;
X = B5.x; Y = (B5.y+B6.y)/2.0+30; Z = k;
}
X = B5.x; Y = (B5.y+B6.y)/2.0; Z = (B5.z + B1.z)/2.0 + 30;
k = Z;
while(k>=(B5.z + B1.z)/2.0 - 30)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,4);
k--;
X = B5.x; Y = (B5.y+B6.y)/2.0; Z = k;
}
X = B5.x; Y = (B5.y+B6.y)/2.0-30; Z = (B5.z + B1.z)/2.0 + 30;
k = Z;
while(k>=(B5.z + B1.z)/2.0 - 30)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,4);
k--;
X = B5.x; Y = (B5.y+B6.y)/2.0-30; Z = k;
}
X = B5.x; Y = (B5.y+B6.y)/2.0 + 30; Z = (B5.z + B1.z)/2.0+30; /* 框的两条横线*/
j = Y;
while(j>=(B5.y+B6.y)/2.0 - 30)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,4);
j--;
X = B5.x; Y = j; Z = (B5.z + B1.z)/2.0+30;
}
X = B5.x; Y = (B5.y+B6.y)/2.0 + 30; Z = (B5.z + B1.z)/2.0-30;
j = Y;
while(j>=(B5.y+B6.y)/2.0 - 30)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,4);
j--;
X = B5.x; Y = j; Z = (B5.z + B1.z)/2.0-30;
}
Cft1.A.x = B5.x+15; /* 窗的台板 */
Cft1.A.y = (B5.y+B6.y)/2.0;
Cft1.A.z = ((B5.z + B1.z)/2.0) + 30;
Cft1.a = 60;
Cft1.b = 30;
Cft1.h = 5;
Cft3D(Cft1.A,Cft1.a,Cft1.b,Cft1.h,qx,qy,qz);
X = (B5.x + B8.x)/2.0 + 50; Y = B5.y; Z = B5.z;/* 画门*/
i = X; k = Z;
while(i>=((B5.x + B8.x)/2.0 - 50))
{
while(k >= B5.z - 100)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,15);
k--;
X = i;Y = B5.y;Z = k;
}
i--;
X = i; Y = B5.y;Z = B5.z;k = Z;
}
Cft1.A.x = (B5.x + B8.x)/2.0 + 50;
Cft1.A.y = B5.y-25;
Cft1.A.z = B5.z-50;
Cft1.a = 50;
Cft1.b = 5;
Cft1.h = 100;
Cft3D(Cft1.A,Cft1.a,Cft1.b,Cft1.h,qx,qy,qz);
Cft1.A.x = (B5.x + B8.x)/2.0 - 50;
Cft1.A.y = B5.y-25;
Cft1.A.z = B5.z-50;
Cft1.a = 50;
Cft1.b = 5;
Cft1.h = 100;
Cft3D(Cft1.A,Cft1.a,Cft1.b,Cft1.h,qx,qy,qz);
T1.x = ((B5.x + B8.x)/2.0 - 50);T1.y = B5.y;T1.z = B5.z; /*画路1*/
T2.x = ((B5.x + B8.x)/2.0 + 50);T2.y = B5.y;T2.z = B5.z;
i = T1.x; j = B5.y-100;
while(j > B5.y-160)
{
while(i<=T2.x)
{
X = i; Y = j; Z = T1.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,7);
i++;
}
j--; i = T1.x;
}
T1.x = ((B5.x + B8.x)/2.0 + 50);T1.y = B5.y-160;T1.z = B5.z; /*画路2*/
T2.x = ((B5.x + B8.x)/2.0 + 50);T2.y = B5.y-660;T2.z = B5.z;
i = B5.x+800; j = T1.y;
while(i >=B8.x-800)
{
while(j>=T2.y)
{
X = i; Y = j; Z = T1.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,7);
j--;
}
i--; j = T1.y;
}
T1.x = ((B5.x + B8.x)/2.0 + 50);T1.y = B5.y-400;T1.z = B5.z; /*对路2的美化*/
T2.x = ((B5.x + B8.x)/2.0 + 50);T2.y = B5.y-420;T2.z = B5.z;
i = B5.x+800; j = T1.y;
for(k = B5.x+800; k>=B8.x-800;)
{
i = k;
while(i >=k-60)
{
while(j>=T2.y)
{
X = i; Y = j; Z = T1.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,6);
j--;
}
i--; j = T1.y;
}
k = k - 100;
}
Cft1.A.x = B1.x-10; /* 柱子*/
Cft1.A.y = C1.y+20;
Cft1.A.z = C1.z - h/2.0;
Cft1.a = 15;
Cft1.b = 15;
Cft1.h = h;
Cft3D(Cft1.A,Cft1.a,Cft1.b,Cft1.h,qx,qy,qz);
Cft1.A.x = B4.x+10; /* 柱子*/
Cft1.A.y = C4.y+20;
Cft1.A.z = C4.z - h/2.0;
Cft1.a = 15;
Cft1.b = 15;
Cft1.h = h;
Cft3D(Cft1.A,Cft1.a,Cft1.b,Cft1.h,qx,qy,qz);
T1.x = A.x; T1.y = A.y-40; T1.z = A.z - h/2.0;
r = a +250;
SLZU3D(T1,r,b+100,qx,qy,qz); /* 房顶,三棱柱 */
Cft1.A.x = A.x; /* 屋脊 */
Cft1.A.y = A.y-40;
Cft1.A.z = A.z - h/2.0-r*(1.0/5.0);
Cft1.a = 10;
Cft1.b = b + 100;
Cft1.h = 10;
Cft3D(Cft1.A,Cft1.a,Cft1.b,Cft1.h,qx,qy,qz);
}
void My3DGraphics_B(Point3D A,float qx,float qy,float qz)
{
int X,Y,Z;
CFT Cft1,Cft2,Cft3,Cft4,Cft5,Cft6;
Point3D D1,D2,T;
Point B1,B2;
int a,b,i,j,k;
setbkcolor(2);
a = 400; b = 800;
Rect_3D(A,a,b,15,qx,qy,qz);
Rect_3D(A,a - 10,b - 10,6,qx,qy,qz);
D2.x = A.x; D2.y = A.y + a/2.0 + 65; D2.z = A.z; /*凳子下的地板*/
Rect_3D(D2,90,250,8,qx,qy,qz);
/* 画凳子 */
D2.x = A.x + 75; D2.y = A.y + a/2.0 + 50; D2.z = A.z - 20; /* 四个脚 */
Cft3D(D2,10,10,30,qx,qy,qz);
D2.x = A.x + 75; D2.y = A.y + a/2.0 + 80; D2.z = A.z - 20;
Cft3D(D2,10,10,30,qx,qy,qz);
D2.x = A.x - 75; D2.y = A.y + a/2.0 + 50; D2.z = A.z - 20;
Cft3D(D2,10,10,30,qx,qy,qz);
D2.x = A.x - 75; D2.y = A.y + a/2.0 + 80; D2.z = A.z - 20;
Cft3D(D2,10,10,30,qx,qy,qz);
D2.x = A.x - 75; D2.y = A.y + a/2.0 + 65; D2.z = A.z - 30; /*上面的条木*/
Cft3D(D2,60,10,10,qx,qy,qz);
D2.x = A.x + 75; D2.y = A.y + a/2.0 + 65; D2.z = A.z - 30;
Cft3D(D2,60,10,10,qx,qy,qz);
D2.x = A.x; D2.y = A.y + a/2.0 + 40; D2.z = A.z - 30;
Cft3D(D2,5,190,5,qx,qy,qz);
D2.x = A.x; D2.y = A.y + a/2.0 + 55; D2.z = A.z - 30;
Cft3D(D2,5,190,5,qx,qy,qz);
D2.x = A.x; D2.y = A.y + a/2.0 + 70; D2.z = A.z - 30;
Cft3D(D2,5,190,5,qx,qy,qz);
D2.x = A.x; D2.y = A.y + a/2.0 + 85; D2.z = A.z - 30;
Cft3D(D2,5,190,5,qx,qy,qz);
D2.x = A.x; D2.y = A.y + a/2.0 + 100; D2.z = A.z - 30;
Cft3D(D2,5,190,5,qx,qy,qz);
Rect_3D(A,a,5,15,qx,qy,qz); /* 中间的一条横线*/
k = 80;
while(k>=75) /* 中间的圆 */
{
Yuan_3D(A,k,15,qx,qy,qz);
k--;
}
D2.x = A.x + b/4.0; D2.y = A.y; D2.z = A.z;/* 篮筐1下的的三分线及其斜线 */
k = 70;
while(k>=65)
{
Yuan_3D(D2,k,15,qx,qy,qz);
k--;
}
D2.x = A.x + b/4.0 + 35; D2.y = A.y; D2.z = A.z;
Rect_3D(D2,200,70,6,qx,qy,qz);
D2.x = A.x + 3 * b/8.0; D2.y = A.y - 85; D2.z = A.z; /* 斜线 */
Rect_3D_XuanZhuan(D2,5,b/4.0 + 10,15,-10,D2,3,qx,qy,qz);
D2.x = A.x + 3 * b/8.0; D2.y = A.y + 85; D2.z = A.z; /* 斜线 */
Rect_3D_XuanZhuan(D2,5,b/4.0 + 10,15,10,D2,3,qx,qy,qz);
D2.x = A.x + b/4.0; D2.y = A.y; D2.z = A.z; /* 篮筐1下的圆 */
k = 50;
while(k>=45)
{
Yuan_3D(D2,k,15,qx,qy,qz);
k--;
}
Rect_3D(D2,100,5,15,qx,qy,qz);
D1.x = A.x + b/2.0 - 80; D1.y = A.y; D1.z = A.z - 200;
k = 20;
while(k>=17) /* 篮筐1 */
{
Yuan_3D(D1,k,14,qx,qy,qz);
k--;
}
Cft1.A.x = D1.x + 30; /* 篮框1处接柱1 */
Cft1.A.y = D1.y;
Cft1.A.z = D1.z-5;
Cft1.a = 10;
Cft1.b = 15;
Cft1.h = 10;
Cft3D(Cft1.A,Cft1.a,Cft1.b,Cft1.h,qx,qy,qz);
Cft2.A.x = D1.x + 40; /* 篮板1 */
Cft2.A.y = D1.y;
Cft2.A.z = D1.z;
Cft2.a = 80;
Cft2.b = 10;
Cft2.h = 80;
Cft3D(Cft2.A,Cft2.a,Cft2.b,Cft2.h,qx,qy,qz);
Cft3.A.x = D1.x + 50; /* 篮板1的支架 */
Cft3.A.y = D1.y;
Cft3.A.z = D1.z + 100;
Cft3.a = 10;
Cft3.b = 10;
Cft3.h = 200;
Cft3D(Cft3.A,Cft3.a,Cft3.b,Cft3.h,qx,qy,qz);
Cft4.A.x = A.x - b/2.0 + 30; /*篮板2的支架*/
Cft4.A.y = D1.y;
Cft4.A.z = D1.z + 100;
Cft4.a = 10;
Cft4.b = 10;
Cft4.h = 200;
Cft3D(Cft4.A,Cft4.a,Cft4.b,Cft4.h,qx,qy,qz);
Cft2.A.x = A.x - b/2.0 + 40; /* 篮板2 */
Cft2.A.y = D1.y;
Cft2.A.z = D1.z;
Cft2.a = 80;
Cft2.b = 10;
Cft2.h = 80;
Cft3D(Cft2.A,Cft2.a,Cft2.b,Cft2.h,qx,qy,qz);
Cft1.A.x = A.x - b/2.0 + 50; /* 篮框2处接柱1 */
Cft1.A.y = D1.y;
Cft1.A.z = D1.z-5;
Cft1.a = 10;
Cft1.b = 15;
Cft1.h = 10;
Cft3D(Cft1.A,Cft1.a,Cft1.b,Cft1.h,qx,qy,qz);
D1.x = A.x - b/2.0 + 80; D1.y = A.y; D1.z = A.z - 205; /* 篮筐2 */
k = 20;
while(k>=17)
{
Yuan_3D(D1,k,14,qx,qy,qz);
k--;
}
D2.x = A.x - b/4.0; D2.y = A.y; D2.z = A.z;/* 篮筐2下的的三分线及其斜线 */
k = 70;
while(k>=65)
{
Yuan_3D(D2,k,15,qx,qy,qz);
k--;
}
D2.x = A.x - b/4.0 - 35; D2.y = A.y; D2.z = A.z;
Rect_3D(D2,200,70,6,qx,qy,qz);
D2.x = A.x - 3 * b/8.0; D2.y = A.y - 85; D2.z = A.z; /* 斜线 */
Rect_3D_XuanZhuan(D2,5,b/4.0 + 10,15,10,D2,3,qx,qy,qz);
D2.x = A.x - 3 * b/8.0; D2.y = A.y + 85; D2.z = A.z; /* 斜线 */
Rect_3D_XuanZhuan(D2,5,b/4.0 + 10,15,-10,D2,3,qx,qy,qz);
D2.x = A.x - b/4.0; D2.y = A.y; D2.z = A.z; /* 篮筐2下的圆*/
k = 50;
while(k>=45)
{
Yuan_3D(D2,k,15,qx,qy,qz);
k--;
}
Rect_3D(D2,100,5,15,qx,qy,qz);
}
void My3DGraphics_C(Point3D A,float qx,float qy,float qz)
{
int L,d,X,Y,Z,i,j,k;
Point3D T1,T2,D1,D2;
setbkcolor(2);
L = 2000; d = 400;
T1.x = A.x; T1.y = A.y - d/2.0; T1.z = A.z;
T2.x = A.x; T2.y = A.y + d/2.0; T2.z = A.z;
i = A.x + L/2.0; j = T1.y; /* 公路 */
while(i >= A.x - L/2.0)
{
while(j <= T2.y)
{
X = i; Y = j; Z = A.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,7);
j++;
}
i--; j = T1.y;
}
j = (T1.y + T2.y)/2.0 -10;
/* */ /* for(k = A.x + L/2.0;k>=A.x - L/2.0;) 公路的美化
{
i = k;
while(i >=k-60)
{
while(j<=(T1.y + T2.y)/2.0 +10)
{
X = i; Y = j; Z = T1.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,6);
j++;
}
i--; j = (T1.y + T2.y)/2.0 -10;
}
k = k - 100;
} */
j = (T1.y + T2.y)/2.0 -10;
for(k = A.x + L/2.0;k>=A.x - L/2.0;) /* 公路的美化 */
{
i = k;
while(i >=k-60)
{
while(j<=(T1.y + T2.y)/2.0 +10)
{
X = i; Y = j; Z = T1.z;
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,6);
j++;
}
i--; j = (T1.y + T2.y)/2.0 -10;
}
k = k - 100;
}
/* 画车 */
D1.x = A.x; D1.y = A.y + 50; D1.z = A.z - 15; /* 车能4 */
k = 0;
while(k <= 5)
{
D1.y = A.y + 50 + k;
Yuan_3D_2(D1,10 + k,8,qx,qy,qz);
k++;
}
D1.x = A.x; D1.y = A.y + 50; D1.z = A.z - 15;
k = 10;
while(k >= 0)
{
Yuan_3D_2(D1,k,15,qx,qy,qz);
k--;
}
D1.x = A.x; D1.y = A.y -50; D1.z = A.z - 15; /* 车能1 */
k = 0;
while(k <= 5)
{
D1.y = A.y -50 + k;
Yuan_3D_2(D1,10 + k,8,qx,qy,qz);
k++;
}
D1.x = A.x; D1.y = A.y -50; D1.z = A.z - 15;
k = 10;
while(k >= 0)
{
Yuan_3D_2(D1,k,15,qx,qy,qz);
k--;
}
D1.x = A.x + 150; D1.y = A.y + 50; D1.z = A.z - 15; /* 车能3 */
k = 0;
while(k <= 5)
{
D1.y = A.y + 50 + k;
Yuan_3D_2(D1,10 + k,8,qx,qy,qz);
k++;
}
D1.x = A.x + 150; D1.y = A.y + 50; D1.z = A.z - 15;
k = 10;
while(k >= 0)
{
Yuan_3D_2(D1,k,15,qx,qy,qz);
k--;
}
D1.x = A.x + 150; D1.y = A.y - 50; D1.z = A.z - 15; /* 车能2 */
k = 0;
while(k <= 5)
{
D1.y = A.y -50 + k;
Yuan_3D_2(D1,10 + k,8,qx,qy,qz);
k++;
}
D1.x = A.x + 150; D1.y = A.y - 50; D1.z = A.z -15;
k = 10;
while(k >= 0)
{
Yuan_3D_2(D1,k,15,qx,qy,qz);
k--;
}
}
void My3DGraphics_D(Point3D A,float qx,float qy,float qz)
{
int a,b,k;
setbkcolor(7);
a = 400; b = 800;
Rect_3D(A,a,b,15,qx,qy,qz);
Rect_3D(A,a-10,b-10,2,qx,qy,qz);
Rect_3D(A,a,5,15,qx,qy,qz);
k = 100;
while(k>=95)
{
Yuan_3D(A,k,15,qx,qy,qz);
k--;
}
}
/***************************/
/**** ****/
/**** 图形显示函数 ****/
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