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2025-10-05 07:51:25 +04:00
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#include "utils.h"
#include <math.h>
#include <stdio.h>
#include <windows.h>
// === Vectors ===
void vector_substruct(int size, float v1[size], float v2[size], float r[size]) {
for (int i = 0; i < size; i++)
r[i] = v1[i] - v2[i];
}
void cross_product_vectors(float v1[3], float v2[3], float r[3]) {
r[0] = v1[1] * v2[2] - v1[2] * v2[1];
r[1] = v1[2] * v2[0] - v1[0] * v2[2];
r[2] = v1[0] * v2[1] - v1[1] * v2[0];
}
float dot_product_vectors(float v1[3], float v2[3]) {
return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
}
void vector_normalize(int size, float coordinates[size]) {
float divider = 0;
for (int i = 0; i < size; i++)
divider += coordinates[i] * coordinates[i];
divider = sqrt(divider);
float new_coordinates[size];
for (int i = 0; i < size; i++)
coordinates[i] /= divider;
}
void print_vector(int size, float vector[size]) {
printf("(");
for (int i = 0; i < size; i++) {
printf("%f", vector[i]);
if (i != size - 1)
printf(",\t");
}
printf(")\n");
}
// === Matrices ===
void print_matrix(int size, float matrix[size][size]) {
for (int i = 0; i < size; i++) {
printf("(");
for (int j = 0; j < size; j++) {
printf("%f", matrix[i][j]);
if (j != size - 1)
printf(",\t");
}
printf(")\n");
}
}
void matrix_mult_matrix(int size, float matrix1[size][size],
float matrix2[size][size], float result[size][size]) {
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
result[i][j] = 0;
}
}
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
for (int k = 0; k < size; k++) {
result[i][j] += matrix1[i][k] * matrix2[k][j];
}
}
}
}
void matrix_mult_vector(int size, float matrix[size][size], float vector[size],
float result[size]) {
for (int i = 0; i < size; i++)
result[i] = 0;
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
result[i] += matrix[i][j] * vector[j];
}
}
}
void create_axis_rotate_matrix(int axis, float angle,
float rotate_matrix[3][3]) {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
rotate_matrix[i][j] = 0;
}
}
float cos_angle = cosf(angle);
float sin_angle = sinf(angle);
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (i == axis || j == axis) {
if (i == j)
rotate_matrix[i][j] = 1;
else
rotate_matrix[i][j] = 0;
} else {
if (i == j) {
rotate_matrix[i][j] = cos_angle;
} else {
if ((i < j && axis == 2) || (i > j && axis != 2)) {
rotate_matrix[i][j] = sin_angle;
} else {
rotate_matrix[i][j] = -sin_angle;
}
}
}
}
}
}
void create_rotate_matrix(float rotate_speed[3], float rotate_matrix[3][3]) {
float x_rotate[3][3];
create_axis_rotate_matrix(0, rotate_speed[0], x_rotate);
float y_rotate[3][3];
create_axis_rotate_matrix(1, rotate_speed[1], y_rotate);
float z_rotate[3][3];
create_axis_rotate_matrix(2, rotate_speed[2], z_rotate);
float xy_rotate[3][3];
matrix_mult_matrix(3, x_rotate, y_rotate, xy_rotate);
matrix_mult_matrix(3, xy_rotate, z_rotate, rotate_matrix);
}
// === Points in scene ===
void transform_point(Point3D *point, int size,
float translate_matrix[size][size]) {
float new_coordinates[3];
float old_coordinates[] = {point->coordinates[0], point->coordinates[1],
point->coordinates[2], 1.0f};
matrix_mult_vector(size, translate_matrix, old_coordinates, new_coordinates);
for (int i = 0; i < 3; i++)
point->coordinates[i] = new_coordinates[i];
}
void create_translate_matrix(Point3D *position, float translate_matrix[4][4],
int k) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
translate_matrix[i][j] = 0;
if (i == j)
translate_matrix[i][j] = 1;
else if (j == 3)
translate_matrix[i][j] = position->coordinates[i] * k;
}
}
}
// === Points on screen ===
ScreenPoint convert_to_screen_point(Point3D *point, Screen *screen) {
float tmp[] = {point->coordinates[0], point->coordinates[1],
point->coordinates[2], 1.0f};
float point_projection_view[4];
matrix_mult_vector(4, *(screen->render_matrix), tmp, point_projection_view);
float perspective_coordinates[3] = {
point_projection_view[0] / point_projection_view[3],
point_projection_view[1] / point_projection_view[3],
point_projection_view[2] / point_projection_view[3],
};
ScreenPoint spoint = {
.coordinates = {((perspective_coordinates[0] + 1.0f) / 2.0f) *
(float)screen->width,
((perspective_coordinates[1] + 1.0f) / 2.0f) *
(float)screen->height}};
return spoint;
}
void draw_line(Screen *screen, ScreenPoint *sp1, ScreenPoint *sp2) {
MoveToEx(*(screen->hdc), sp1->coordinates[0], sp1->coordinates[1], NULL);
LineTo(*(screen->hdc), sp2->coordinates[0], sp2->coordinates[1]);
}
// === Camera ===
void create_view_matrix(Camera *camera, float view_matrix[4][4]) {
float forward[3];
vector_substruct(3, camera->position.coordinates, camera->target.coordinates,
forward);
vector_normalize(3, forward);
float right[3];
cross_product_vectors(camera->up, forward, right);
vector_normalize(3, right);
float up[3];
cross_product_vectors(forward, right, up);
vector_normalize(3, up);
float *vectors[] = {right, up, forward};
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
view_matrix[i][j] = 0;
if (i == 3) {
if (j == 3)
view_matrix[i][j] = 1;
} else if (j == 3) {
view_matrix[i][j] =
-1 * dot_product_vectors(vectors[i], camera->position.coordinates);
} else {
view_matrix[i][j] = vectors[i][j];
}
}
}
}
void create_projection_matrix(Camera *camera, float projection_matrix[4][4]) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
projection_matrix[i][j] = 0;
}
}
float f = 1 / tan(camera->fov / 2);
projection_matrix[0][0] = f / camera->aspect_ratio;
projection_matrix[1][1] = f;
projection_matrix[2][2] = (camera->max_distance + camera->min_distance) /
(camera->min_distance - camera->max_distance);
projection_matrix[3][2] = -1;
projection_matrix[2][3] = (2 * camera->max_distance * camera->min_distance) /
(camera->min_distance - camera->max_distance);
}
// === Composite objects ===
void transform_object(const Object *object, int size,
float translate_matrix[size][size]) {
for (int i = 0; i < object->number_of_points; i++) {
transform_point(&(object->points[i]), size, translate_matrix);
}
}
void draw_object(const Object *object, Screen *screen) {
for (int i = 0; i < object->number_of_edges; i++) {
Point3D point1 = object->points[object->edges[i][0]];
ScreenPoint screen_point1 = convert_to_screen_point(&point1, screen);
Point3D point2 = object->points[object->edges[i][1]];
ScreenPoint screen_point2 = convert_to_screen_point(&point2, screen);
draw_line(screen, &screen_point1, &screen_point2);
}
}
Point3D calculate_centroid(const Object *object) {
Point3D centroid = {{0.0f, 0.0f, 0.0f}};
for (int i = 0; i < object->number_of_points; i++) {
centroid.coordinates[0] += object->points[i].coordinates[0];
centroid.coordinates[1] += object->points[i].coordinates[1];
centroid.coordinates[2] += object->points[i].coordinates[2];
}
float inv_n = 1.0f / (float)object->number_of_points;
centroid.coordinates[0] *= inv_n;
centroid.coordinates[1] *= inv_n;
centroid.coordinates[2] *= inv_n;
return centroid;
}

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#ifndef OBJECTS_H
#define OBJECTS_H
#include <windows.h>
// === Vectors ===
void vector_substruct(int size, float v1[size], float v2[size], float r[size]);
void cross_product_vectors(float v1[3], float v2[3], float r[3]);
float dot_product_vectors(float v1[3], float v2[3]);
void vector_normalize(int size, float coordinates[size]);
void print_vector(int size, float vector[size]);
// === Matrix ===
void print_matrix(int size, float matrix[size][size]);
void matrix_mult_matrix(int size, float matrix1[size][size],
float matrix2[size][size], float result[size][size]);
void matrix_mult_vector(int size, float matrix[size][size], float vector[size],
float result[size]);
void create_axis_rotate_matrix(int axis, float angle,
float rotate_matrix[3][3]);
void create_rotate_matrix(float rotate_speed[3], float rotate_matrix[3][3]);
// === Point in scene ===
struct Point3D {
float coordinates[3];
};
typedef struct Point3D Point3D;
void transform_point(Point3D *point, int size,
float translate_matrix[size][size]);
void create_translate_matrix(Point3D *position, float translate_matrix[4][4],
int k);
// === Screen summary ===
struct Screen {
int width;
int height;
HDC *hdc;
float (*render_matrix)[4][4];
};
typedef struct Screen Screen;
// === Point on screen ===
struct ScreenPoint {
int coordinates[2];
};
typedef struct ScreenPoint ScreenPoint;
ScreenPoint convert_to_screen_point(Point3D *point, Screen *screen);
void draw_line(Screen *screen, ScreenPoint *sp1, ScreenPoint *sp2);
// === Camera in scene ===
struct Camera {
Point3D position;
Point3D target;
float up[3];
float fov;
float max_distance;
float min_distance;
float aspect_ratio;
};
typedef struct Camera Camera;
void create_view_matrix(Camera *camera, float view_matrix[4][4]);
void create_projection_matrix(Camera *camera, float projection_matrix[4][4]);
// === Composite object in scene ===
struct Object {
Point3D *points;
int (*edges)[2];
int number_of_points;
int number_of_edges;
Point3D *position;
float (*rotate_speed)[3];
};
typedef struct Object Object;
void transform_object(const Object *object, int size,
float translate_matrix[size][size]);
void draw_object(const Object *object, Screen *screen);
Point3D calculate_centroid(const Object *object);
#endif