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66 lines
1.1 KiB
C
66 lines
1.1 KiB
C
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#ifndef _V3D_H
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#define _V3D_H
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "mathtools.h"
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typedef struct {
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float x,y,z;
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} v3d;
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typedef struct {
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int x,y;
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} v2d;
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typedef struct {
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double x,y;
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} v2g;
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/*
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* projete le vertex 3D sur le plan d'affichage
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* retourne (0,0) si le point ne doit pas etre affiche.
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*
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* bonne valeur pour distance : 256
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*/
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#define V3D_TO_V2D(v3,v2,width,height,distance) \
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{ \
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int Xp, Yp; \
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if (v3.z > 2) { \
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F2I((distance * v3.x / v3.z),Xp) ; \
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F2I((distance * v3.y / v3.z),Yp) ; \
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v2.x = Xp + (width>>1); \
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v2.y = -Yp + (height>>1); \
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} \
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else v2.x=v2.y=-666; \
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}
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void v3d_to_v2d(v3d *src, int nbvertex, int width, int height, float distance, v2d *v2_array);
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/*
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* rotation selon Y du v3d vi d'angle a (cosa=cos(a), sina=sin(a))
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* centerz = centre de rotation en z
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*/
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#define Y_ROTATE_V3D(vi,vf,sina,cosa)\
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{\
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vf.x = vi.x * cosa - vi.z * sina;\
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vf.z = vi.x * sina + vi.z * cosa;\
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vf.y = vi.y;\
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}
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/*
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* translation
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*/
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#define TRANSLATE_V3D(vsrc,vdest)\
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{\
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vdest.x += vsrc.x;\
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vdest.y += vsrc.y;\
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vdest.z += vsrc.z;\
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}
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#define MUL_V3D(lf,v) {v.x*=lf;v.y*=lf;v.z*=lf;}
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#endif
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