1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204
|
#include <iostream>
#include <windows.h>
#include <cmath>
#include <stdlib.h>
#include <vector>
#include <string>
#define M_PI 3.14159265358979323846 /* pi */
struct Position2D
{
Position2D()
{
//Nothing;
}
Position2D(float X, float Y)
{
PosX = X;
PosY = Y;
}
float PosX = 0;
float PosY = 0;
};
struct Position3D
{
float PosX = 0;
float PosY = 0;
float PosZ = 0;
Position3D()
{
//Nothing;
}
Position3D(float X, float Y, float Z)
{
PosX = X;
PosY = Y;
PosZ = Z;
}
operator Position2D()
{
Position2D Pos2D{PosX, PosY};
Pos2D.PosX = PosX;
Pos2D.PosY = PosY;
return Pos2D;
}
};
std::vector<Position3D> GetLinePoints(Position3D Origin, Position3D Destination)
{
//Getting the Line Points Count:
int LineCountPoints = sqrt(abs(Destination.PosX - Origin.PosX) * abs(Destination.PosX - Origin.PosX)
+ abs(Destination.PosY - Origin.PosY) * abs(Destination.PosY - Origin.PosY)
+ abs(Destination.PosZ - Origin.PosZ) * abs(Destination.PosZ - Origin.PosZ));
//Get the increment for X, Y and Z:
Position3D Increment;
Increment.PosX = (Destination.PosX - Origin.PosX) / LineCountPoints;
Increment.PosY = (Destination.PosY - Origin.PosY) / LineCountPoints;
Increment.PosZ = (Destination.PosZ - Origin.PosZ) / LineCountPoints;
Position3D NextPoint=Origin;
std::vector<Position3D> GetPoints;
for(int LinePoint =0 ; LinePoint<LineCountPoints; LinePoint++)
{
//Get the next point:
NextPoint.PosX += Increment.PosX;
NextPoint.PosY += Increment.PosY;
NextPoint.PosZ += Increment.PosZ;
//Round the values:
Position3D Pos3D;
Pos3D.PosX = ceil(NextPoint.PosX);
Pos3D.PosY = ceil(NextPoint.PosY);
Pos3D.PosZ = ceil(NextPoint.PosZ);
/*if(Pos3D.PosX <Origin.PosX && Pos3D.PosX > Destination.PosX) break;
if(Pos3D.PosY <Origin.PosY && Pos3D.PosY > Destination.PosY) break;
if(Pos3D.PosZ <Origin.PosZ && Pos3D.PosZ > Destination.PosZ) break;*/
//Add the 3D position on vector:
GetPoints.push_back(Pos3D);
}
return GetPoints;
}
Position3D RotationPoints(Position3D Position, Position3D RotationPosition, Position3D Angle)
{
//Convert Angles in Radians:
Angle.PosX *= M_PI / 180 ;
Angle.PosY *= M_PI / 180 ;
Angle.PosZ *= M_PI / 180 ;
Position3D RotatedPoint;
//for add the Rotation Point
//we must sub the Rotation point with rotation center:
Position.PosX -= RotationPosition.PosX;
Position.PosY -= RotationPosition.PosY;
Position.PosZ -= RotationPosition.PosZ;
//First we rotate the Z:
RotatedPoint.PosX = Position.PosX * cos(Angle.PosZ)-Position.PosY*sin(Angle.PosZ);
RotatedPoint.PosY = Position.PosX * sin(Angle.PosZ)+Position.PosY*cos(Angle.PosZ);
RotatedPoint.PosZ = Position.PosZ;
//Second we rotate the Y:
RotatedPoint.PosX = RotatedPoint.PosX * cos(Angle.PosY)+RotatedPoint.PosZ*sin(Angle.PosY);
RotatedPoint.PosY = RotatedPoint.PosY;
RotatedPoint.PosZ = -RotatedPoint.PosX * sin(Angle.PosY)+RotatedPoint.PosZ*cos(Angle.PosY);
//Third we rotate the X:
RotatedPoint.PosX = RotatedPoint.PosX;
RotatedPoint.PosY = RotatedPoint.PosY * cos(Angle.PosX)-RotatedPoint.PosZ*sin(Angle.PosX);
RotatedPoint.PosZ = RotatedPoint.PosY * sin(Angle.PosX)+RotatedPoint.PosZ*cos(Angle.PosX);
//after rotate the point
//we add the rotation center:
RotatedPoint.PosX += RotationPosition.PosX;
RotatedPoint.PosY += RotationPosition.PosY;
RotatedPoint.PosZ += RotationPosition.PosZ;
return RotatedPoint;
}
void DrawLine3D(unsigned int *&Pixels, Position3D Origin, Position3D Destination, COLORREF Color)
{
std::vector<Position3D> GetLineDots = GetLinePoints(Origin, Destination);
for(int x=0; x<GetLineDots.size()-1; x++)
{
unsigned int X = GetLineDots[x].PosX;
unsigned int Y = GetLineDots[x].PosY;
//*(Pixels+ X*Y + X) =(unsigned int) Color;
}
}
int main()
{
BITMAPINFO BitInfo;
HWND HWNDConsoleWindow = GetConsoleWindow();
HDC HDCConsoleWindow = GetDC(HWNDConsoleWindow);
std::vector<Position3D> GetLineDots;
Position3D Origin ={100,100,0};
Position3D Destination ={200,200,0};
Position3D RotOrigin ={0,0,0};
Position3D RotDestination ={100,100,0};
GetLineDots = GetLinePoints(Origin,Destination);
Position3D Angle={0,0,0};
Position3D RotatePoint={150,150,0};
RECT rect;
GetClientRect(HWNDConsoleWindow, &rect);
int ConsoleWidth = rect.right - rect.left;
int ConsoleHeight = rect.bottom - rect.top;
BitInfo.bmiHeader.biSize = sizeof(BitInfo.bmiHeader);
BitInfo.bmiHeader.biWidth = ConsoleWidth;
BitInfo.bmiHeader.biHeight = -ConsoleHeight;
BitInfo.bmiHeader.biPlanes = 1;
BitInfo.bmiHeader.biBitCount = 32;
BitInfo.bmiHeader.biCompression = BI_RGB;
unsigned int PixelColors[ConsoleHeight][ConsoleWidth];
do
{
//draw a background color:
RotOrigin = RotationPoints(Origin,RotatePoint,Angle);
RotDestination = RotationPoints(Destination,RotatePoint,Angle);
for(int y=0; y<ConsoleHeight; y++)
{
for(int x=0, i=0; x<ConsoleWidth; x++)
{
PixelColors[y][x] = RGB(0,0,255);
}
}
if(GetAsyncKeyState(VK_RIGHT)) Angle.PosZ += 0.2;
if(GetAsyncKeyState(VK_LEFT)) Angle.PosZ -= 0.2;
// draw a line:
DrawLine3D(PixelColors[0],RotOrigin,RotDestination, RGB(0,255,0) );// here theres a different error
// draw the pixels on console window:
StretchDIBits(HDCConsoleWindow,0,0,ConsoleWidth, ConsoleHeight, 0,0, ConsoleWidth,ConsoleHeight, (void*)PixelColors, &BitInfo,DIB_RGB_COLORS, SRCCOPY );
}while(!GetAsyncKeyState(VK_ESCAPE));
std::cin.get();
return 0;
}
|