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/******************************************************************************************* | ||
* | ||
* raylib [models] example - Tesseract view | ||
* | ||
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?) | ||
* | ||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev | ||
* | ||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | ||
* BSD-like license that allows static linking with closed source software | ||
* | ||
* Copyright (c) 2024-2025 raylib contributor (?) & Ramon Santamaria (@raysan5) | ||
* | ||
********************************************************************************************/ | ||
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#include "raylib.h" | ||
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#include "raymath.h" | ||
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//------------------------------------------------------------------------------------ | ||
// Program main entry point | ||
//------------------------------------------------------------------------------------ | ||
int main(void) | ||
{ | ||
// Initialization | ||
//-------------------------------------------------------------------------------------- | ||
const int screenWidth = 800; | ||
const int screenHeight = 450; | ||
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InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view"); | ||
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// Define the camera to look into our 3d world | ||
Camera camera = { 0 }; | ||
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position | ||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point | ||
camera.up = (Vector3){ 0.0f, 0.0f, 1.0f }; // Camera up vector (rotation towards target) | ||
camera.fovy = 50.0f; // Camera field-of-view Y | ||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type | ||
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// Find the coordinates by setting XYZW to +-1 | ||
Vector4 tesseract[16] = { | ||
{ 1, 1, 1, 1 }, { 1, 1, 1, -1 }, | ||
{ 1, 1, -1, 1 }, { 1, 1, -1, -1 }, | ||
{ 1, -1, 1, 1 }, { 1, -1, 1, -1 }, | ||
{ 1, -1, -1, 1 }, { 1, -1, -1, -1 }, | ||
{ -1, 1, 1, 1 }, { -1, 1, 1, -1 }, | ||
{ -1, 1, -1, 1 }, { -1, 1, -1, -1 }, | ||
{ -1, -1, 1, 1 }, { -1, -1, 1, -1 }, | ||
{ -1, -1, -1, 1 }, { -1, -1, -1, -1 }, | ||
}; | ||
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float rotation = 0.0f; | ||
Vector3 transformed[16] = { 0 }; | ||
float wValues[16] = { 0 }; | ||
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second | ||
//-------------------------------------------------------------------------------------- | ||
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// Main game loop | ||
while (!WindowShouldClose()) // Detect window close button or ESC key | ||
{ | ||
// Update | ||
//---------------------------------------------------------------------------------- | ||
rotation = DEG2RAD*45.0f*GetTime(); | ||
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for (int i = 0; i < 16; i++) | ||
{ | ||
Vector4 p = tesseract[i]; | ||
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// Rotate the XW part of the vector | ||
Vector2 rotXW = Vector2Rotate((Vector2){ p.x, p.w }, rotation); | ||
p.x = rotXW.x; | ||
p.w = rotXW.y; | ||
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// Projection from XYZW to XYZ from perspective point (0, 0, 0, 3) | ||
// NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0 | ||
float c = 3/(3 - p.w); | ||
p.x = c * p.x; | ||
p.y = c * p.y; | ||
p.z = c * p.z; | ||
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// Split XYZ coordinate and W values later for drawing | ||
transformed[i] = (Vector3){ p.x, p.y, p.z }; | ||
wValues[i] = p.w; | ||
} | ||
//---------------------------------------------------------------------------------- | ||
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// Draw | ||
//---------------------------------------------------------------------------------- | ||
BeginDrawing(); | ||
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ClearBackground(RAYWHITE); | ||
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BeginMode3D(camera); | ||
for (int i = 0; i < 16; i++) | ||
{ | ||
// Draw spheres to indicate the W value | ||
DrawSphere(transformed[i], fabsf(wValues[i]*0.1), RED); | ||
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for (int j = 0; j < 16; j++) | ||
{ | ||
// Two lines are connected if they differ by 1 coordinate | ||
// This way we dont have to keep an edge list | ||
Vector4 v1 = tesseract[i]; | ||
Vector4 v2 = tesseract[j]; | ||
int diff = (int)(v1.x == v2.x) + (int)(v1.y == v2.y) + (int)(v1.z == v2.z) + (int)(v1.w == v2.w); | ||
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// Draw only differing by 1 coordinate and the lower index only (duplicate lines) | ||
if (diff == 3 && i < j) DrawLine3D(transformed[i], transformed[j], MAROON); | ||
} | ||
} | ||
EndMode3D(); | ||
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EndDrawing(); | ||
//---------------------------------------------------------------------------------- | ||
} | ||
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// De-Initialization | ||
//-------------------------------------------------------------------------------------- | ||
CloseWindow(); // Close window and OpenGL context | ||
//-------------------------------------------------------------------------------------- | ||
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return 0; | ||
} |
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