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Last active August 13, 2024 17:31
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ASCII Tesseract Rotation C Program
#include <stdio.h>
#define _USE_MATH_DEFINES
#include <math.h>
#include <windows.h>
// width and height of screen
#define ww 100
#define wh 50
void clr(CHAR_INFO* d)
{
for (int i = 0; i < ww * wh; ++i)
{
d[i].Attributes = FOREGROUND_GREEN;
d[i].Char.UnicodeChar = ' ';
}
}
void set(CHAR_INFO* d, COORD pt, char c)
{
d[pt.Y * ww + pt.X].Char.UnicodeChar = c;
}
char getp(CHAR_INFO* d, COORD* pts, double err)
{
if (abs(pts[0].Y - pts[2].Y) < 2)
{
if (err > 0.5)
{
return '-';
}
return '_';
}
if (abs(pts[0].X - pts[2].X) < 2 &&
(pts[0].X >= pts[2].X || pts[1].X != pts[2].X) &&
(pts[0].X <= pts[2].X || pts[1].X != pts[0].X))
{
return '|';
}
int mX = pts[0].Y < pts[2].Y ? pts[0].X : pts[2].X;
return mX < pts[1].X ? '\\' : '/';\
}
void ln(CHAR_INFO* d, COORD a, COORD b)
{
set(d, a, '@');
set(d, b, '@');
int dx = abs(b.X - a.X), sx = a.X < b.X ? 1 : -1;
int dy = abs(b.Y - a.Y), sy = a.Y < b.Y ? 1 : -1;
int err = (dx > dy ? dx : -dy) / 2, e2;
COORD pts[3];
double ers[3];
for (int i = 0; i < 3; ++i)
{
pts[i] = a;
ers[i] = ((double)err - dx) / ((double)dy - dx);
ers[i] = sy == 1 ? 1.0f - ers[i] : ers[i];
if (a.X == b.X && a.Y == b.Y) {
return;
}
e2 = err;
if (e2 > -dx) { err -= dy; a.X += sx; }
if (e2 < dy) { err += dx; a.Y += sy; }
}
for (;;)
{
set(d, pts[1], getp(d, pts, ers[1]));
pts[0] = pts[1];
pts[1] = pts[2];
pts[2] = a;
ers[0] = ers[1];
ers[1] = ers[2];
ers[2] = ((double)err - dx) / ((double)dy - dx);
ers[2] = sy == 1 ? 1.0f - ers[2] : ers[2];
if (a.X == b.X && a.Y == b.Y) {
break;
}
e2 = err;
if (e2 > -dx) { err -= dy; a.X += sx; }
if (e2 < dy) { err += dx; a.Y += sy; }
}
// add the final point
set(d, pts[1], getp(d, pts, ers[1]));
}
// hypercube vertices in 4D
double V4[16][4] =
{
{-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},
};
// store the vertices once they have been projected to 3D
double V3[16][3];
// final 2D projection
double V2[16][2];
// the indices for each line
int indices[32][2] =
{
// cube #1
{0, 1},
{0, 2},
{0, 4},
{1, 3},
{1, 5},
{2, 3},
{2, 6},
{3, 7},
{4, 5},
{4, 6},
{5, 7},
{6, 7},
// in-between lines
{0, 8},
{1, 9},
{2, 10},
{3, 11},
{4, 12},
{5, 13},
{6, 14},
{7, 15},
// cube #2
{8, 9},
{8, 10},
{8, 12},
{9, 11},
{9, 13},
{10, 11},
{10, 14},
{11, 15},
{12, 13},
{12, 14},
{13, 15},
{14, 15},
};
double dot4(const double* V, const double* U)
{
return (V[0] * U[0]) + (V[1] * U[1]) + (V[2] * U[2]) + (V[3] * U[3]);
}
double norm4(const double* V)
{
return sqrt(dot4(V, V));
}
// cross4 computes the four-dimensional cross product of the three vectors
// U, V and W, in that order.
// returns the resulting four-vector.
void cross4(double* result, const double* U, const double* V, const double* W)
{
// intermediate values
double A, B, C, D, E, F;
// calculate intermediate values
A = (V[0] * W[1]) - (V[1] * W[0]);
B = (V[0] * W[2]) - (V[2] * W[0]);
C = (V[0] * W[3]) - (V[3] * W[0]);
D = (V[1] * W[2]) - (V[2] * W[1]);
E = (V[1] * W[3]) - (V[3] * W[1]);
F = (V[2] * W[3]) - (V[3] * W[2]);
// calculate the result-vector components
result[0] = (U[1] * F) - (U[2] * E) + (U[3] * D);
result[1] = -(U[0] * F) + (U[2] * C) - (U[3] * B);
result[2] = (U[0] * E) - (U[1] * C) + (U[3] * A);
result[3] = -(U[0] * D) + (U[1] * B) - (U[2] * A);
}
void vecSub4(double* result, const double* a, const double* b)
{
result[0] = a[0] - b[0];
result[1] = a[1] - b[1];
result[2] = a[2] - b[2];
result[3] = a[3] - b[3];
}
void vecScale4(double* vec, double m)
{
vec[0] *= m;
vec[1] *= m;
vec[2] *= m;
vec[3] *= m;
}
void matVecMul4(double* result, const double* mat, const double* vec)
{
for (int row = 0; row < 4; ++row)
{
result[row] = 0;
for (int col = 0; col < 4; ++col)
{
result[row] += mat[col * 4 + row] * vec[col];
}
}
}
// creates a rotation matrix for the XW plane
// T is the angle in radians
void rotXW4(double* result, double T)
{
// column vectors
double* Wa = result + 4 * 0;
double* Wb = result + 4 * 1;
double* Wc = result + 4 * 2;
double* Wd = result + 4 * 3;
Wa[0] = cos(T);
Wa[1] = 0;
Wa[2] = 0;
Wa[3] = -sin(T);
Wb[0] = 0;
Wb[1] = 1;
Wb[2] = 0;
Wb[3] = 0;
Wc[0] = 0;
Wc[1] = 0;
Wc[2] = 1;
Wc[3] = 0;
Wd[0] = sin(T);
Wd[1] = 0;
Wd[2] = 0;
Wd[3] = cos(T);
}
double from4[4] = { 5, 0, 0, 0 };
double to4[4] = { 0, 0, 0, 0 };
double up4[4] = { 0, 1, 0, 0 };
double over4[4] = { 0, 0, 1, 0 };
// generate a 4D view matrix
void view4(double* result)
{
// column vectors
double* Wa = result + 4 * 0;
double* Wb = result + 4 * 1;
double* Wc = result + 4 * 2;
double* Wd = result + 4 * 3;
// vector norm
double norm;
// get the normalized Wd column-vector.
vecSub4(Wd, to4, from4);
norm = norm4(Wd);
vecScale4(Wd, 1 / norm);
// calculate the normalized Wa column-vector.
cross4(Wa, up4, over4, Wd);
norm = norm4(Wa);
vecScale4(Wa, 1 / norm);
// calculate the normalized Wb column-vector.
cross4(Wb, over4, Wd, Wa);
norm = norm4(Wb);
vecScale4(Wb, 1 / norm);
// calculate the Wc column-vector.
cross4(Wc, Wd, Wa, Wb);
}
void projectTo3D(double vAngle, const double* matView, const double* matRotation)
{
// column vectors
const double* Wa = matView + 4 * 0;
const double* Wb = matView + 4 * 1;
const double* Wc = matView + 4 * 2;
const double* Wd = matView + 4 * 3;
// divisor Values
double S, T;
T = 1 / tan(vAngle / 2);
for (int i = 0; i < 16; ++i)
{
double V[4];
matVecMul4(V, matRotation, V4[i]);
double Vf[4];
vecSub4(Vf, V, from4);
S = T / dot4(Vf, Wd);
V3[i][0] = S * dot4(Vf, Wa);
V3[i][1] = S * dot4(Vf, Wb);
V3[i][2] = S * dot4(Vf, Wc);
}
}
double dot3(const double* V, const double* U)
{
return (V[0] * U[0]) + (V[1] * U[1]) + (V[2] * U[2]);
}
double norm3(const double* V)
{
return sqrt(dot3(V, V));
}
void cross3(double* result, const double* U, const double* V)
{
result[0] = (U[1] * V[2]) - (U[2] * V[1]);
result[1] = (U[2] * V[0]) - (U[0] * V[2]);
result[2] = (U[0] * V[1]) - (U[1] * V[0]);
}
void vecSub3(double* result, const double* a, const double* b)
{
result[0] = a[0] - b[0];
result[1] = a[1] - b[1];
result[2] = a[2] - b[2];
}
void vecScale3(double* vec, double m)
{
vec[0] *= m;
vec[1] *= m;
vec[2] *= m;
}
void matVecMul3(double* result, const double* mat, const double* vec)
{
for (int row = 0; row < 3; ++row)
{
result[row] = 0;
for (int col = 0; col < 3; ++col)
{
result[row] += mat[col * 3 + row] * vec[col];
}
}
}
void rotXZ3(double* result, double T)
{
// column vectors
double* Va = result + 3 * 0;
double* Vb = result + 3 * 1;
double* Vc = result + 3 * 2;
Va[0] = cos(T);
Va[1] = 0;
Va[2] = -sin(T);
Vb[0] = 0;
Vb[1] = 1;
Vb[2] = 0;
Vc[0] = sin(T);
Vc[1] = 0;
Vc[2] = cos(T);
}
double from3[3] = { 3.00f, 0.99f, 1.82f };
double to3[3] = { 0, 0, 0 };
double up3[3] = { 0, -1, 0 };
// generate a 3D view matrix
void view3(double* result)
{
double* Va = result + 3 * 0;
double* Vb = result + 3 * 1;
double* Vc = result + 3 * 2;
double norm;
// Get the normalized Vc column-vector.
vecSub3(Vc, to3, from3);
norm = norm3(Vc);
vecScale3(Vc, 1 / norm);
// Calculate the normalized Va column-vector.
cross3(Va, Vc, up3);
norm = norm3(Va);
vecScale3(Va, 1 / norm);
// Calculate the Vb column-vector.
cross3(Vb, Va, Vc);
}
void projectTo2D(double vAngle, const double* matView, const double* matRotation)
{
// column vectors
const double* Va = matView + 3 * 0;
const double* Vb = matView + 3 * 1;
const double* Vc = matView + 3 * 2;
// divisor values
double S, T;
T = 1 / tan(vAngle / 2);
for (int i = 0; i < 16; ++i)
{
double V[3];
matVecMul3(V, matRotation, V3[i]);
double Vf[3];
vecSub3(Vf, V, from3);
S = T / dot3(Vf, Vc);
V2[i][0] = (ww / 2) + (ww * S * dot3(Vf, Va));
V2[i][1] = (wh / 2) + (wh * S * dot3(Vf, Vb));
}
}
int main(int argc, const char* argv[])
{
// get the console handle
HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
// set console dimensions
COORD s = { ww, wh };
SMALL_RECT r = { 0, 0, ww, wh };
COORD z = { 0, 0 };
SetConsoleScreenBufferSize(h, s);
SetConsoleWindowInfo(h, TRUE, &r);
CHAR_INFO d[wh * ww];
double viewMat4[4 * 4];
view4(viewMat4);
double rot4[4 * 4];
double viewMat3[3 * 3];
view3(viewMat3);
double rot3[3 * 3];
double rotation = 0;
for (;;)
{
rotation += 0.01f;
rotXW4(rot4, rotation);
projectTo3D(M_PI / 3, viewMat4, rot4);
rotXZ3(rot3, rotation * 0.3);
projectTo2D(M_PI / 4, viewMat3, rot3);
clr(d);
for (int i = 0; i < 32; ++i)
{
int a = indices[i][0];
int b = indices[i][1];
COORD c1 = { (SHORT)V2[a][0], (SHORT)V2[a][1] };
COORD c2 = { (SHORT)V2[b][0], (SHORT)V2[b][1] };
ln(d, c1, c2);
}
WriteConsoleOutput(h, d, s, z, &r);
Sleep(1);
}
}
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Mashpoe commented May 16, 2022 via email

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