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📄 3dgraphics4.c

📁 计算机图形学
💻 C
📖 第 1 页 / 共 5 页
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         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 <= 4)      /*画家算法*/
  {
    switch(dp[i++].s)
    {


  case'A': B.x = A.x - L/2.0; B.y = A.y; B.z = A.z;  /*四条竖线*/
           Cft3D(B,15,15,h + 40,BB,qx,qy,qz);
           break;

  case'B': B.x = A.x - L/2.0 + L/4.0; B.y = A.y; B.z = A.z;
           Cft3D(B,15,15,h - 15,BB,qx,qy,qz);
           break;

  case'C': B.x = A.x - L/2.0 + L/2.0; B.y = A.y; B.z = A.z;
           Cft3D(B,15,15,h - 15,BB,qx,qy,qz);
           break;

  case'D': B.x = A.x - L/2.0 + 3*L/4.0; B.y = A.y; B.z = A.z;
           Cft3D(B,15,15,h - 15,BB,qx,qy,qz);
           break;

  case'E': B.x = A.x - L/2.0 + L; B.y = A.y; B.z = A.z;
           Cft3D(B,15,15,h + 40,BB,qx,qy,qz);
           break;


   }
  }

  B.x = A.x; B.y = A.y; B.z = A.z + h/2.0;        /*两条横线*/
           Cft3D(B,15,L - 15,15,BB,qx,qy,qz);


  B.x = A.x; B.y = A.y; B.z = A.z - h/2.0;
           Cft3D(B,15,L - 15,15,BB,qx,qy,qz);

}

/*****************************/
/**    栏杆(平行于Y轴)      **/
/*****************************/
void LanGan_Y(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 - 10; Y = A.y; Z = A.z;
     Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
  dp[3].s = 'D'; dp[3].d = Z;

  X = A.x - L/2.0 + L; Y = A.y; Z = A.z;
     Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
  dp[4].s = 'E'; dp[4].d = Z;


  for(i = 0; i <=3; i++)                 /*  深度排序  */
   {
      for(j = i+1;j<=4;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 <= 4)      /*画家算法*/
  {
    switch(dp[i++].s)
    {


  case'A': B.x = A.x; B.y = A.y - L/2.0; B.z = A.z;  /*四条竖线*/
           Cft3D(B,15,15,h +40,BB,qx,qy,qz);
           break;

  case'B': B.x = A.x; B.y = A.y - L/2.0 + L/4.0; B.z = A.z;
           Cft3D(B,15,15,h - 15,BB,qx,qy,qz);
           break;

  case'C': B.x = A.x ; B.y = A.y- L/2.0 + L/2.0; B.z = A.z;
           Cft3D(B,15,15,h - 15,BB,qx,qy,qz);
           break;

  case'D': B.x = A.x ; B.y = A.y- L/2.0 + 3*L/4.0; B.z = A.z;
           Cft3D(B,15,15,h - 15,BB,qx,qy,qz);
           break;

  case'E': B.x = A.x ; B.y = A.y- L/2.0 + L; B.z = A.z;
           Cft3D(B,15,15,h + 40,BB,qx,qy,qz);
           break;


   }
  }
    B.x = A.x; B.y = A.y; B.z = A.z + h/2.0;
           Cft3D(B,L - 15,15,15,BB,qx,qy,qz);


    B.x = A.x; B.y = A.y; B.z = A.z - h/2.0;
           Cft3D(B,L - 15,15,15,BB,qx,qy,qz);


}





/*****************************/
/**          树             **/
/*****************************/
void Shu(Point3D A,int r,Point3D BB,float qx,float qy,float qz)
{
   int k;
   Point3D B;
   setbkcolor(2);
   B.x = A.x + r; B.y = A.y; B.z = A.z;
   k=0;
   while(k<360)
   {
     Rect_3DXY_XuanZhuan(B,40,20,7,k,A,3,BB,qx,qy,qz);
     k = k+30;
   }

   B.x = A.x; B.y = A.y; B.z = A.z + 50; /* 树干 */
   YuanZhu3D(B,15,100,BB,qx,qy,qz);

   B.x = A.x; B.y = A.y; B.z = A.z + 15;
   k = 15;
   while(B.z>=A.z)
   {
       if((int)B.z%2==0)
          Yuan_3DXY(B,k,2,BB,qx,qy,qz);
       else
          Yuan_3DXY(B,k,4,BB,qx,qy,qz);
       B.z--;
       k = k + 1;
   }



   B.x = A.x; B.y = A.y; B.z = A.z + 100; /*树叶*/
   k=80;
   while(k>=0)
   {
       Yuan_3DXY(B,k--,8,BB,qx,qy,qz);
   }

   k=100;            /*树叶1*/
   while(k>=0)
   {
      if(k%2==0)
        Yuan_3DXY(B,k,3,BB,qx,qy,qz);
      else
          Yuan_3DXY(B,k,4,BB,qx,qy,qz);

      B.z = B.z + 2;
      k--;

   }

   B.x = A.x; B.y = A.y; B.z = A.z + 200;
   k=80;
   while(k>=0)
   {
       Yuan_3DXY(B,k--,8,BB,qx,qy,qz);
   }

   k=80;            /*树叶2*/
   while(k>=0)
   {
      if(k%2==0)
        Yuan_3DXY(B,k,3,BB,qx,qy,qz);
      else
          Yuan_3DXY(B,k,4,BB,qx,qy,qz);

      B.z = B.z + 2;
      k--;

   }


}



/*****************************/
/**          凳子           **/
/*****************************/
void DengZi(Point3D A,int a,int b,int h,Point3D B,float qx,float qy,float qz)
{
   int X,Y,Z,i,j;
   Point3D D;
   Depth dp[12],temp;
   setbkcolor(2);
 /*  Rect_3DXY(A,a + 100,b + 100,8,B,qx,qy,qz);*//*凳子下的地板*/



                                              /* 深度初始化*/
   X =  A.x - b/2.0; Y = A.y - a/2.0; Z = A.z + h/2.0;
      Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[0].s = 'A'; dp[0].d = Z;


    X =  A.x - b/2.0; Y = A.y + a/2.0; Z = A.z + h/2.0;
      Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[1].s = 'B'; dp[1].d = Z;

   X =  A.x + b/2.0; Y = A.y - a/2.0; Z = A.z + h/2.0;
      Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[2].s = 'C'; dp[2].d = Z;


   X =  A.x + b/2.0; Y = A.y + a/2.0; Z = A.z + h/2.0;
      Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[3].s = 'D'; dp[3].d = Z;

   X =  A.x - b/2.0; Y = A.y; Z = A.z + h/2.0;
      Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[4].s = 'E'; dp[4].d = Z;

   X =  A.x + b/2.0; Y = A.y; Z = A.z + h/2.0;
      Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[5].s = 'F'; dp[5].d = Z;

   X = A.x; Y = A.y - a/2.0; Z = A.z + h;
      Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[6].s = 'H'; dp[6].d = Z;

   X = A.x; Y = A.y - a/2.0 + a/5.0; Z = A.z + h;
       Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[7].s = 'I'; dp[7].d = Z;

   X = A.x; Y = A.y - a/2.0 + 2*a/5.0; Z = A.z + h;
        Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[8].s = 'J'; dp[8].d = Z;

   X = A.x; Y = A.y - a/2.0 + 3*a/5.0; Z = A.z + h;
        Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[9].s = 'K'; dp[9].d = Z;

   X = A.x; Y = A.y - a/2.0 + 4*a/5.0; Z = A.z + h;
        Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[10].s = 'L'; dp[10].d = Z;

   X = A.x; Y = A.y - a/2.0 + a; Z = A.z + h;
        Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[11].s = 'M'; dp[11].d = Z;




    for(i = 0; i <=11; i++)                 /*  深度排序  */
   {
      for(j = i+1;j<=12;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 <= 11)      /*画家算法*/
  {
    switch(dp[i++].s)
    {
    case 'A': D.x = A.x - b/2.0; D.y = A.y - a/2.0; D.z = A.z + h/2.0;  /* 四个脚 */
              Cft3D(D,20,20,h+20,B,qx,qy,qz);
              break;


    case 'B': D.x = A.x - b/2.0; D.y = A.y + a/2.0; D.z = A.z + h/2.0;
              Cft3D(D,20,20,h+20,B,qx,qy,qz);
              break;

    case 'C': D.x = A.x + b/2.0; D.y = A.y - a/2.0; D.z = A.z + h/2.0;
              Cft3D(D,20,20,h+20,B,qx,qy,qz);
              break;


    case 'D': D.x = A.x + b/2.0; D.y = A.y + a/2.0; D.z = A.z + h/2.0;
              Cft3D(D,20,20,h+20,B,qx,qy,qz);
              break;


    case 'E': D.x = A.x - b/2.0; D.y = A.y; D.z = A.z + h;  /*上面的条木*/
              Cft3D(D,a+20,10,10,B,qx,qy,qz);
              break;


    case 'F': D.x = A.x + b/2.0; D.y = A.y; D.z = A.z + h;
              Cft3D(D,a+20,10,10,B,qx,qy,qz);
              break;

    case 'H': D.x = A.x; D.y = A.y - a/2.0; D.z = A.z + h;
              Cft3D(D,10,b+20,10,B,qx,qy,qz);
              break;

    case 'I': D.x = A.x; D.y = A.y - a/2.0 + a/5.0; D.z = A.z + h;
              Cft3D(D,10,b+20,10,B,qx,qy,qz);
              break;


    case 'J': D.x = A.x; D.y = A.y - a/2.0 + 2*a/5.0; D.z = A.z + h;
              Cft3D(D,10,b+20,10,B,qx,qy,qz);
              break;


    case 'K': D.x = A.x; D.y = A.y - a/2.0 + 3*a/5.0; D.z = A.z + h;
              Cft3D(D,10,b+20,10,B,qx,qy,qz);
              break;

    case 'L': D.x = A.x; D.y = A.y - a/2.0 + 4*a/5.0; D.z = A.z + h;
              Cft3D(D,10,b+20,10,B,qx,qy,qz);
              break;

    case 'M': D.x = A.x; D.y = A.y - a/2.0 + a; D.z = A.z + h;
              Cft3D(D,10,b+20,10,B,qx,qy,qz);
              break;

    }
  }
}

/*****************************/
/**          梯子           **/
/*****************************/

void TiZi_Y_XuanZhuan(Point3D A,int a,int b,int h,float q,Point3D D,int flag,Point3D BB,float qx,float qy,float qz)/*0度时平行于负Y轴的梯子,A为直角的中心点*/
{
   int X,Y,Z,k,d,i,j,max;
   Point3D B;
   Depth dp[15],temp;
   k = (float)h/20.0; /*台阶个数*/
   d = ((float)a)/((float)k); /*每个梯阶的宽度*/


   X = A.x; Y = A.y - (float)d/2.0; Z = A.z + h/2.0;
   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 = 'A'; dp[0].d = Z;


   X = A.x; Y = A.y - (float)d/2.0 - d; Z = A.z + h/2.0;
   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 = 'B'; dp[1].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 2*d; Z = A.z + h/2.0;
   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 = 'C'; dp[2].d = Z;


   X =  A.x; Y = A.y - a/2.0 - 3*d; Z = A.z + h/2.0;
   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 = 'D'; dp[3].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 4*d; Z = A.z + h/2.0;
   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 = 'E'; dp[4].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 5*d; Z = A.z + h/2.0;
   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 = 'F'; dp[5].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 6*d; Z = A.z + h/2.0;
   XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
      Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[6].s = 'H'; dp[6].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 7*d; Z = A.z + h/2.0;
   XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
       Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[7].s = 'I'; dp[7].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 8*d; Z = A.z + h/2.0;
   XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
        Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[8].s = 'J'; dp[8].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 9*d; Z = A.z + h/2.0;
   XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
        Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[9].s = 'K'; dp[9].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 10*d; Z = A.z + h/2.0;
   XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
        Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[10].s = 'L'; dp[10].d = Z;

   X =  A.x; Y = A.y - a/2.0 - 11*d; Z = A.z + h/2.0;
   XuanZhuan3D_RY(&X,&Y,&Z,q,D.x,D.y,D.z,flag);
        Point3D_2D(&X,&Y,&Z,B,qx,qy,qz);
   dp[11].s = 'M'; dp[11].d = Z;


   for(i = 0; i <=k-2; i++)                 /*  深度排序  */
   {
      for(j = i+1;j<=k-1;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 <= k-1)      /*画家算法*/
  {
    switch(dp[i++].s)
    {
       case'A': B.x = A.x; B.y = A.y - (float)d/2.0; B.z = A.z + h/2.0;
                Cft3D_XuanZhuan(B,d,b,h,q,D,flag,BB,qx,qy,qz);
                break;

       case'B': B.x = A.x; B.y = A.y - (float)d/2.0 - d; B.z = A.z + h/2.0 - 10;
                Cft3D_XuanZhuan(B,d,b,h-20,q,D,flag,BB,qx,qy,qz);
                break;

       case'C': B.x = A.x; B.y = A.y - (float)d/2.0 - 2*d; B.z = A.z + h/2.0 - 20;
                Cft3D_XuanZhuan(B,d,b,h-40,q,D,flag,BB,qx,qy,qz);
                break;
       case'D': B.x = A.x; B.y = A.y - (float)d/2.0 - 3*d; B.z = A.z + h/2.0 - 30;
                Cft3D_XuanZhuan(B,d,b,h-60,q,D,flag,BB,qx,qy,qz);
                break;
       case'E': B.x = A.x; B.y = A.y - (float)d/2.0 - 4*d; B.z = A.z + h/2.0 - 40;
                Cft3D_XuanZhuan(B,d,b,h-80,q,A,flag,BB,qx,qy,qz);
                break;

       case'F': B.x = A.x; B.y = A.y - (float)d/2.0 - 5*d; B.z = A.z + h/2.0 - 50;
                Cft3D_XuanZhuan(B,d,b,h-100,q,D,flag,BB,qx,qy,qz);
                break;

       case'H': B.x = A.x; B.y = A.y - (float)d/2.0 - 6*d; B.z = A.z + h/2.0 - 60;
                Cft3D_XuanZhuan(B,d,b,h-120,q,D,flag,BB,qx,qy,qz);
                break;

       case'I': B.x = A.x; B.y = A.y - (float)d/2.0 - 7*d; B.z = A.z + h/2.0 - 70;
                Cft3D_XuanZhuan(B,d,b,h-140,q,D,flag,BB,qx,qy,qz);
                break;

       case'J': B.x = A.x; B.y = A.y - (float)d/2.0 - 8*d; B.z = A.z + h/2.0 - 80;
                Cft3D_XuanZhuan(B,d,b,h-160,q,D,flag,BB,qx,qy,qz);
                break;

       case'K': B.x = A.x; B.y = A.y - (float)d/2.0 - 9*d; B.z = A.z + h/2.0 - 90;
                Cft3D_XuanZhuan(B,d,b,h-180,q,D,flag,BB,qx,qy,qz);
                break;

       case'L': B.x = A.x; B.y = A.y - (float)d/2.0 - 10*d; B.z = A.z + h/2.0 - 100;
                Cft3D_XuanZhuan(B,d,b,h-200,q,D,flag,BB,qx,qy,qz);
                break;

       case'M': B.x = A.x; B.y = A.y - (float)d/2.0 - 11*d; B.z = A.z + h/2.0 - 110;
                Cft3D_XuanZhuan(B,d,b,h-220,q,D,flag,BB,qx,qy,qz);
                break;
    }
  }

}

/*****************************/
/**          房子           **/
/*****************************/
void FangZi(Point3D A,int a,int b,int h,Point3D BB,float qx,float qy,float qz)
{
   int X,Y,Z,i,j,d;
   Point3D B,C;
   Depth dp[9],temp;

   X = A.x; Y = A.y; Z = A.z;         /*深度信息初始化*/
    Point3D_2D(&X,&Y,&Z,BB,qx,qy,qz);
   dp[0].s = 'A'; dp[0].d = Z;        /* 长方体的深度*/

   X = A.x + b/2.0 + 30; Y = A.y; Z = A.z;
     Point3D_2D(&X,&Y,&Z,BB,qx,qy,qz);
   dp[1].s = 'B'; dp[1].d = Z;        /*门框的深度*/

   X = A.x + b/2.0 + a/12.0 + 60; Y = A.y - a/6.0; Z = A.z;
     Point3D_2D(&X,&Y,&Z,BB,qx,qy,qz);
   dp[2].s = 'C'; dp[2].d = Z;        /*门1的深度*/

   X = A.x + b/2.0 + a/12.0 + 60; Y = A.y + a/6.0; Z = A.z;
      Point3D_2D(&X,&Y,&Z,BB,qx,qy,qz);
   dp[3].s = 'D'; dp[3].d = Z;        /*门2的深度*/

   X = A.x; Y = A.y + a/2.0; Z = A.z;
      Point3D_2D(&X,&Y,&Z,BB,qx,qy,qz);
   dp[4].s = 'E'; dp[4].d = Z;       /* 窗框1的深度 */

   X = A.x; Y = A.y + a/2.0 + 25; Z = A.z - h/8.0;
       Point3D_2D(&X,&Y,&Z,BB,qx,qy,qz);
   dp[5].s = 'F'; dp[5].d = Z;       /* 窗台1的深度 */

   X = A.x; Y = A.y - a/2.0; Z = A.z;
       Point3D_2D(&X,&Y,&Z,BB,qx,qy,qz);
   dp[6].s = 'H'; dp[6].d = Z;       /* 窗框2的深度 */

   X = A.x; Y = A.y - a/2.0 - 25; Z = A.z - h/8.0;
       Point3D_2D(&X,&Y,&Z,BB,qx,qy,qz);
   dp[7].s = 'I'; dp[7].d 

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