C语言绘制动态ASCII立方体
#include <stdlib.h> #include <stdio.h> #include <memory.h> #include <math.h> #include <unistd.h> #define pi 3.14159265358979323846 #define c 3 #define screen_width 50 #define screen_height 25 float cube[6][4][3] = { { {-0.5, -0.5, 0.5}, { 0.5, -0.5, 0.5}, {-0.5, 0.5, 0.5}, { 0.0, 0.0, 1.0} }, { {-0.5, -0.5, 0.5}, {-0.5, -0.5, -0.5}, {-0.5, 0.5, 0.5}, {-1.0, 0.0, 0.0} }, { {-0.5, -0.5, 0.5}, {-0.5, -0.5, -0.5}, { 0.5, -0.5, 0.5}, { 0.0, -1.0, 0.0} }, { {-0.5, 0.5, 0.5}, { 0.5, 0.5, 0.5}, {-0.5, 0.5, -0.5}, { 0.0, 1.0, 0.0} },
{
{ 0.5, -0.5, 0.5}, { 0.5, -0.5, -0.5}, { 0.5, 0.5, 0.5}, { 1.0, 0.0, 0.0}
},
{
{-0.5, -0.5, -0.5}, { 0.5, -0.5, -0.5}, {-0.5, 0.5, -0.5}, { 0.0, 0.0, -1.0}
}
};
int face[6][3][3] = { { {0, 0, 0}, {0, 1, 0}, {0, 0, 0} }, { {0, 0, 1}, {0, 0, 0}, {1, 0, 0} }, { {0, 0, 1}, {0, 1, 0}, {1, 0, 0} }, { {1, 0, 1}, {0, 0, 0}, {1, 0, 1} }, { {1, 0, 1}, {0, 1, 0}, {1, 0, 1} }, { {1, 0, 1}, {1, 0, 1}, {1, 0, 1} }
}; int judgeFace(int ID, float x, float y) { return face[ID][(int)(3.f * y)][(int)(3.f * x)]; } void ini() { for (int i = 0; i < 6; i++) { for (int j = 0; j < 4; j++) { float x = cube[i][j][0]; float y = cube[i][j][1]; float z = cube[i][j][2];
cube[i][j][0] = (sqrt(3) / 6.f + 0.5) * x - sqrt(3) / 3.f * y + (-0.5 + sqrt(3) / 6.f) * z;
cube[i][j][1] = (sqrt(3) / 3.f) * x + (sqrt(3) / 3.f) * y + (sqrt(3) / 3.f) * z;
cube[i][j][2] = (-0.5 + sqrt(3) / 6.f) * x + (-sqrt(3) / 3.f) * y + (sqrt(3) / 6.f + 0.5) * z;
}
}
} void renderFrame() { ini(); double time = 0; while (1) { time = time + 0.01; float z_buffer[screen_height + 1][screen_width + 1]; for (int i = 0; i <= screen_height; i++) for (int j = 0; j <= screen_width; j++) z_buffer[i][j] = -100; char output[screen_height + 1][screen_width + 1]; memset(output, ' ', sizeof(output));
for (int i = 0; i < 6; i++)
{
for (float u = 0.f; u < 1.f; u = u + 0.01)
for (float v = 0.f; v < 1.f; v = v + 0.01)
{
float m_x = (cube[i][1][0] - cube[i][0][0]);
float m_y = (cube[i][1][1] - cube[i][0][1]);
float m_z = (cube[i][1][2] - cube[i][0][2]);
float n_x = (cube[i][2][0] - cube[i][0][0]);
float n_y = (cube[i][2][1] - cube[i][0][1]);
float n_z = (cube[i][2][2] - cube[i][0][2]);
float x = m_x * u + n_x * v + cube[i][0][0];
float y = m_y * u + n_y * v + cube[i][0][1];
float z = m_z * u + n_z * v + cube[i][0][2];
float rotation_x = cos(time) * x - sin(time) * z;
float rotation_y = y;
float rotation_z = sin(time) * x + cos(time) * z;
float normal_x = (cube[i][3][0]) * cos(time) - sin(time) * (cube[i][3][2]);
float normal_y = cube[i][3][1];
float normal_z = (cube[i][3][0]) * sin(time) + cos(time) * (cube[i][3][2]);
int screen_x = (rotation_x / (1 - rotation_z / c) + 1.f) / 2 * screen_width;
int screen_y = (rotation_y / (1 - rotation_z / c) + 1.f) / 2 * screen_height;
float screen_z = rotation_z / (1 - rotation_z / c);
float L = normal_z;
if (L > 0) {
if (z_buffer[screen_y][screen_x] < screen_z)
{
z_buffer[screen_y][screen_x] = screen_z;
if (judgeFace(i, u, v) == 1)
{
float tempu = u - (float)((int)(u * 3.f)) * 1.f / 3.f;
float tempv = v - (float)((int)(v * 3.f)) * 1.f / 3.f;
if ((tempu - 1.f / 6.f) * (tempu - 1.f / 6.f) + (tempv - 1.f / 6.f) * (tempv - 1.f / 6.f) <= 1.f / 36.f)
{
L = 0;
}
else
L = (L + 0.1) * sqrt(2);
}
else
L = (L + 0.1) * sqrt(2);
int luminance_index = L * 8;
if (luminance_index > 11)
luminance_index = 11;
output[screen_y][screen_x] = '.\-~:;=!*#$@'[luminance_index];
}
}
else
if (z_buffer[screen_y][screen_x] < screen_z)
z_buffer[screen_y][screen_x] = screen_z;
}
}
system("cls");
for (int j = screen_height; j >= 0; j--) {
for (int i = 0; i <= screen_width; i++) {
putchar(output[j][i]);
}
putchar('\n');
}
}
} int main() { renderFrame(); return 0; }
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