Skip to main content

3D Projection

I hope you will remember engineering graphics in your first year of engineering, This basic idea will be useful in understanding the concept.  Usually projection is nothing but the representation of a 3D object in a 2D form with the angle we view. Basically we represent a 3D object in a 2D form with three basic views
  • Front View
  • Top View
  • Side View
In the following code, the user is asked to enter the co-ordinates for a 2D object and with the depth we enter it will generate a 3D object. For example , consider a cube - the view you see without a depth will be a square.

Note: In computer graphics the co-ordinates start from top-left (0,0) of your screen


CODE :

#include <stdio.h>
#include <stdlib.h>
#include <graphics.h>
#include <conio.h>

int ARRAY_SIZE;

int array_max(int *arr, int returnIndex);
int array_min(int *arr, int returnIndex);
void draw3d(int sides, int *x, int *y, int depth);
void drawFrontView(int sides, int *x, int *y);
void drawSideView(int sides, int *x, int *y, int depth);
void drawTopView(int sides,int *x,int *y, int depth);
void drawAxis(int *x, int *y, int depth);

int array_max(int *arr, int returnIndex){
  int i, max = arr[0], index=0;
  for(i=1;i<ARRAY_SIZE;i++){
      if(arr[i]>max)
      {
       max=arr[i];
       index=i;
      }
  }
  return returnIndex?index:max;
}

int array_min(int *arr, int returnIndex){
  int i, min = arr[0], index=0;
  for(i=1;i<ARRAY_SIZE;i++){
      if(arr[i]<min)
      {
  min=arr[i];
  index=i;
      }
  }
  return returnIndex?index:min;
}

void drawAxis(int *x, int *y, int depth){
  int maxy, minx;
  maxy = array_max(y,0);
  minx = array_min(x,0);

  setcolor(BLUE);
  //z-axis
  line(minx+depth, maxy-depth, -depth, getmaxy());
  //x-axis
  line(minx+depth, maxy-depth, getmaxx(), maxy-depth);
  //y-axis
  line(minx+depth, maxy-depth, minx+depth, 0);
  setlinestyle(0,1,2);
  setfillstyle(CLOSE_DOT_FILL, WHITE);
  floodfill(0,0,BLUE);
  setfillstyle(CLOSE_DOT_FILL, BROWN);
  floodfill(getmaxx(),0,BLUE);
  setfillstyle(CLOSE_DOT_FILL, DARKGRAY);
  floodfill(getmaxx(),getmaxy(),BLUE);
}

void draw3d(int sides,int *x,int *y,int depth)
{
  int i,j,k=0;
  setlinestyle(0,1,1);
  drawAxis(x, y, depth);
  setcolor(YELLOW);
  for(j=0;j<2;j++)
  {
    for(i=0;i<sides;i++)
    {
      if(i!=sides-1)
      line(x[i]+k,y[i]-k,x[i+1]+k,y[i+1]-k);
      else
      line(x[i]+k,y[i]-k,x[0]+k,y[0]-k);

      if(j==0)
      line(x[i],y[i],x[i]+depth,y[i]-depth);
    }
    k=depth;
  }
}

void drawFrontView(int sides,int *x,int *y)
{
    int i;
    setlinestyle(0,1,1);
    setcolor(LIGHTGREEN);
    for(i=0;i<sides;i++)
    {
       if(i!=sides-1)
       line(x[i],y[i],x[i+1],y[i+1]);
       else
       line(x[i],y[i],x[0],y[0]);
    }
}

void drawSideView(int sides,int *x,int *y, int depth)
{
    int i, maxyIndex, minyIndex, maxxIndex;
    maxxIndex=array_max(x,1);
    maxyIndex=array_max(y,1);
    minyIndex=array_min(y,1);

    setcolor(LIGHTGREEN);
    for(i=0;i<sides-1;i++)
    {
 if(y[i]<y[maxyIndex] && y[i]>y[minyIndex] && x[i]<x[maxxIndex])
 setlinestyle(3,1,1);
 else
 setlinestyle(0,1,1);

 line(x[0],y[i],x[0],y[i+1]);
 line(x[0]+depth*2,y[i],x[0]+depth*2,y[i+1]);
 line(x[0],y[i],x[0]+depth*2,y[i]);
 line(x[0],y[i+1],x[0]+depth*2,y[i+1]);
    }
}

void drawTopView(int sides, int *x, int *y, int depth)
{
    int i, minyIndex, maxxIndex, minxIndex;
    maxxIndex=array_max(x,1);
    minxIndex=array_min(x,1);
    minyIndex=array_min(y,1);
    setcolor(LIGHTGREEN);
    for(i=0;i<sides-1;i++)
    {
 if(x[i]<x[maxxIndex] && x[i]>x[minxIndex] && y[i]>y[minyIndex])
 setlinestyle(3,1,1);
 else
 setlinestyle(0,1,1);

 line(x[i],y[0],x[i+1],y[0]);
 line(x[i],y[0]+depth * 2,x[i+1],y[0]+depth*2);
 line(x[i],y[0],x[i],y[0]+depth*2);
 line(x[i+1],y[0],x[i+1],y[0]+depth*2);
    }
}

void main(){
int gd=0,gm;
int x[20],y[20],i,sides,depth,key;
initgraph(&gd,&gm,"");
printf("No of sides(front view only) : ");
scanf("%d",&sides);
printf("Co-ordinates : ");
for(i=0;i<sides;i++)
{
printf("(x%d,y%d)",i,i);
scanf("%d%d",&x[i],&y[i]);
}
printf("Depth :");
scanf("%d",&depth);
ARRAY_SIZE=sides;
while(1){
key=getche();
clrscr();
cleardevice();
printf("LEFT ARROW -> 3D View\nUP ARROW - > Front View\nDOWN ARROW -> Top View\nRIGHT ARROW -> Side View\nESC -> Exit");
switch(key){
 case 75: //left arrow
 draw3d(sides,x,y,depth);
 break;
 case 72: //up arrow
 drawFrontView(sides,x,y);
 break;
 case 77: //right arrow
 drawSideView(sides,x,y,depth);
 break;
 case 80: //down arrow
 drawTopView(sides,x,y,depth);
 break;
 case 27: //esc
 exit(0);
 break;
}
}
}


OUTPUT:










Comments

Popular posts from this blog

Random Bouncing Ball Animation

Simple animation of random balls that bounces within the screen Source: #include<stdio.h> #include<graphics.h> #include<conio.h> #include<dos.h> #include<math.h> void drawBall(struct ball *b, int color); struct ball{ int x, y; int dx, dy; int radius; }; void main() { int gd=0, gm=VGAHI; int i; struct ball b[10]; initgraph(&gd, &gm, ""); for(i=1;i<=15;i++){ b[i].radius = rand()%20; b[i].x=rand()%getmaxx(); b[i].y=rand()%getmaxy(); b[i].dx=2; b[i].dy=4; } while(!kbhit()) { delay(5); cleardevice(); for(i=1;i<=15;i++) drawBall(&b[i],i); } closegraph(); } void drawBall(struct ball *b, int color){ setfillstyle(1,color); setcolor(color); fillellipse(b->x, b->y, b->radius, b->radius); if(b->x+b->radius > getmaxx() || b->x-b->radius<0) b->dx = -b->dx; if(b->y+b->radius > getmaxy() || b->y-b->radius<0) b->dy = -b->dy; b->x+=b-...

Simple Animation Using C

Here i have used fillpoly function to draw the object body and used fillellipse function to draw tier. animation is done by looping through the objects x & y position until user hits a key. Keypress event is achived  by using kbhit function. Smoothness of animation is controlled by delay function. Change the delay values to change the animation speed Source: #include<stdio.h> #include<conio.h> #include<graphics.h> #include<dos.h> void main() { int gd=DETECT,gm,i=-300,j; int poly[16]={100,100,250,100,250,50,300,50,325,90,325,140,100,140,100,100}; int tpoly[16]={100,100,250,100,250,50,300,50,325,90,325,140,100,140,100,100}; initgraph(&gd,&gm,""); getch(); while(!kbhit()) { for(j=0;j<16;j+=2) { poly[j]=tpoly[j]+i; } fillpoly(8,poly); setfillstyle(5,7); bar(275+i,60,295+i,85); setfillstyle(5,8); fillellipse(140+i,140,20,20); fillellipse(280+i,140,20,20); setfillstyle(1,0); fillellipse(140+i,140,10,10); fillellipse(280+i,140,10...

RGB in C

Default palette size for normal graphics driver is 16 i.e) the color number rages from 0 to 15 To use rgb color modes we have to choose VGA or IBM 8514 as a graphics driver For VGA, Palette size is 16 i.e) color number ranges from 0-16 For IBM 8514, Palette size is 256 i.e) color number ranges from 0-255, we can also say it as VGA with 256 palette size By using setrgbpalette function we can generate RGB colors, we can generate colors with respect to Palette size. This function replaces the default palette colors with the generated Palette colors. Syntax: void setrgbpalette(int colornum, int red, int green, int blue); /* colornum - color number in palette (0-15 or 0-255 depens on graphics driver) red - color value for red (0-255) green - color value for green (0-255) blue - color value for blue (0-255) */ Example: #include<graphics.h> #include<stdio.h> #include<conio.h> #include<stdlib.h> #include<time.h> void main(){ in...