📄 3dgraphics1.c
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d = 5 - 4*radius;
deltaE = 12;
deltaSE = 20 - 8*radius;
CirclePoints(x0,y0,x,y,color);
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(x0,y0,x,y,color);
}
}
/***********************/
/* 椭圆的中点算法 */
/***********************/
/* 椭圆的4对称点的显示 */
void EllipsePoints(int x0,int y0,int x,int y,int color) /*椭圆的中心为:(x0,y0)*/
{
putpixel(x,y,color); /*(x, y) */
putpixel(2*x0-x,y,color); /*(-x, y) */
putpixel(2*x0-x,2*y0-y,color); /*(-x,-y) */
putpixel(x,2*y0-y,color); /*(x, -y) */
}
/* 椭圆的中点算法 */
void MidPointEllipse(Point Q,int a,int b,int color)
{
int x,y,xP,yP,x0,y0;
float d,squrarea,squrareb;
x0 = Q.x;
y0 = Q.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(x0,y0,x,y,color);
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(x0,y0,x,y,color);
}
/* 生成下半部椭圆*/
x = x0 + a;
y = y0;
d = 4 * (squrarea - squrareb * a) + squrareb;
EllipsePoints(x0,y0,x,y,color);
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(x0,y0,x,y,color);
}
}
/***********************/
/* 矩形的算法 */
/***********************/
void Rectangle(Point LeftTop,Point RightDown,int color)
{
int x1,y1,x2,y2,x,y;
x1 = LeftTop.x;
x2 = RightDown.x;
y1 = LeftTop.y;
y2 = RightDown.y;
x = x1;
while(x<=x2)
{
putpixel(x,y1,color);
putpixel(x,y2,color);
x++;
}
y = y1;
while(y<=y2)
{
putpixel(x1,y,color);
putpixel(x2,y,color);
y++;
}
}
/*************************/
/****** 网格球 *****/
/*************************/
void QiuEC(Point o,int r,int color) /* 球心为(x,y) */
{
float i,X,Y,ra,rb;
int k,x,y;
x = o.x;
y = o.y;
MidPointEllipse(o,r,15,color);
MidPointCircle_1(o,r,color);
for(i=1;i<=(r/5);i++)
{
MidPointEllipse(o,5*i,r,color);
}
k = (int)(r/4);
for(i=1;i<4;i++)
{
o.y = y-(4-i)*k;
MidPointEllipse(o,sqrt(2*r*(k*i)-k*i*k*i),i*4,color);
o.y = y+(4-i)*k;
MidPointEllipse(o,sqrt(2*r*(k*i)-k*i*k*i),i*4,color);
}
}
/***************************/
/** **/
/** 长方体的算法 **/
/** **/
/***************************/
void Cft3D(Point3D A,int a,int b,int h,float q,float qx,float qy,float qz) /* 观察方向为(qx,qy,qz)*/
{
int x,y,z,X,Y,Z,i,j,k;
Point3D B1,B2,B3,B4,B5,B6,B7,B8,T1,T2;
Point3D C1,C2,C3,C4;
Point A1,A2,A3,A4,A5,A6,A7,A8,temp1,temp2;
float Q;
Q = (3.1415926/180)*q;
x = A.x;
y = A.y;
z = A.z;
C1.x = x + 3 * a; C1.y = y - 3 * a; C1.z = z + 0.5 * a;
C2.x = x + 3 * a; C2.y = y + 3 * a; C2.z = z + 0.5 * a;
C3.x = x - 3 * a; C3.y = y + 3 * a; C3.z = z + 0.5 * a;
C4.x = x - 3 * a; C4.y = y - 3 * a; C4.z = z + 0.5 * a;
X = C1.x; Y = C1.y; Z = C1.z; /* 地面 */
i = C1.x; j = C1.y;
while(j<=C2.y)
{
while(i>=C4.x)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,2);
i--;
X = i; Y = j; Z = C1.z;
}
j++;
X = C1.x; Y = j; Z = C1.z; i = X;
}
/* C1.x = x + r/2.0; C1.y = y - r/2.0 + tan(Q)*(5.0/2.0)*r; C1.z = z + 1.5 * r; 光照阴影
C2.x = x + r/2.0; C2.y = y + r/2.0 + tan(Q)*(5.0/2.0)*r; C2.z = z + 1.5 * r;
C3.x = x - r/2.0; C3.y = y + r/2.0 + tan(Q)*(5.0/2.0)*r; C3.z = z + 1.5 * r;
C4.x = x - r/2.0; C4.y = y - r/2.0 + tan(Q)*(5.0/2.0)*r; C4.z = z + 1.5 * r;
X = C1.x; Y = C1.y; Z = C1.z;
i = C1.x; j = C1.y;
while(j<=C2.y)
{
while(i>=C4.x)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,8);
i--;
X = i; Y = j; Z = C1.z;
}
j++;
X = C1.x; Y = j; Z = C1.z; i = X;
} */
B1.x = x + b/2.0; B1.y = y - a/2.0; B1.z = z - h/2.0;
B2.x = x + b/2.0; B2.y = y + a/2.0; B2.z = z - h/2.0;
B3.x = x - b/2.0; B3.y = y + a/2.0; B3.z = z - h/2.0;
B4.x = x - b/2.0; B4.y = y - a/2.0; B4.z = z - h/2.0;
B5.x = x + b/2.0; B5.y = y - a/2.0; B5.z = z + h/2.0;
B6.x = x + b/2.0; B6.y = y + a/2.0; B6.z = z + h/2.0;
B7.x = x - b/2.0; B7.y = y + a/2.0; B7.z = z + h/2.0;
B8.x = x - b/2.0; B8.y = y - a/2.0; B8.z = z + h/2.0;
X = B1.x; Y = B1.y; Z = B1.z; /* 长方体 */
i = X; j = Y;
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;
}
X = B1.x; Y = B1.y; Z = B1.z;
i = X; k = Z;
while(i>=B4.x)
{
while(k <= B5.z)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,6);
k++;
X = i;Y = B1.y;Z = k;
}
i--;
X = i; Y = B1.y;Z = B1.z;k = Z;
}
X = B1.x; Y = B1.y; Z = B1.z;
j = Y; k = Z;
while(j <= B2.y)
{
while(k<=B5.z)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,3);
k++;
X = B1.x;Y = j;Z = k;
}
j++;
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; 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; /* 窗的台板*/
j = Y; i = X;
while(j>=((B5.y + B6.y)/2.0 - 30))
{
while(i <= B5.x + 35 )
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,6);
i++;
X =i;Y = j; Z = (B5.z + B1.z)/2.0 + 30;
}
j--;
X = B5.x; Y = j;Z = (B5.z + B1.z)/2.0 + 30;i = X;
}
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;
}
X = (B5.x + B8.x)/2.0 + 50; Y = B5.y; Z = B5.z;
j = Y; k = B5.z;
while(j>=B5.y-50)
{
while(k>=B5.z - 100)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,4);
k--;
X = (B5.x + B8.x)/2.0 + 50; Y = j; Z = k;
}
j--;
X = (B5.x + B8.x)/2.0 + 50;Y = j;Z = B5.z; k = Z;
}
X = (B5.x + B8.x)/2.0 - 50; Y = B5.y; Z = B5.z;
j = Y; k = B5.z;
while(j>=B5.y-50)
{
while(k>=B5.z - 100)
{
Point3D_2D(&X,&Y,&Z,qx,qy,qz);
putpixel(X,Y,4);
k--;
X = (B5.x + B8.x)/2.0 - 50; Y = j; Z = k;
}
j--;
X = (B5.x + B8.x)/2.0 - 50;Y = j;Z = B5.z; k = Z;
}
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-60;
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-360;T2.z = B5.z;
i = B5.x+400; j = T1.y;
while(i >=B8.x-400)
{
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;
}
}
/*****************************/
/** **/
/** 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 - B1.z * 4.0/5.0;
D2.x = B3.x; D2.y = (B3.y + B4.y)/2.0; D2.z = B2.z - B2.z * 4.0/5.0;
X = B1.x; Y = B1.y; Z = B1.z;
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;
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); */
}
/*****************************/
/** **/
/** 矩形的旋转 **/
/** **/
/*****************************/
void Rectangle_XuanZhuan(Rect R,float q)
{
int x1,y1,x2,y2,x,y,color,X,Y;
color = R.color;
x1 = R.LeftTop.x;
y1 = R.LeftTop.y;
x2 = R.RightDown.x;
y2 = R.RightDown.y;
x = x1;
while(x<=x2)
{
X = x;
Y = y1;
XuanZhuan(&X,&Y,q);
putpixel(X,Y,color);
X = x;
Y = y2;
XuanZhuan(&X,&Y,q);
putpixel(X,Y,color);
x++;
}
y = y1;
while(y<=y2)
{
X = x1;
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