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ae15968417
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ae15968417 | ||
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147969056c |
Generated
+840
-2
File diff suppressed because it is too large
Load Diff
@@ -5,5 +5,6 @@ edition = "2024"
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[dependencies]
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anyhow = "1.0.104"
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image = "0.25.10"
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minifb = "0.28.0"
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nalgebra = "0.35.0"
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+216
-59
@@ -195,12 +195,12 @@ fn init() -> AnyResult<ng::Matrix3x4<f64>> {
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}
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//Returns (u,v)
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fn convert_3d_to_2d(m: &ng::Matrix3x4<f64>, x: f64, y: f64, z: f64) -> (i32, i32) {
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let dim_3 = ng::Matrix4x1::new(x, y, z, 1.0);
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fn convert_3d_to_2d(m: &ng::Matrix3x4<f64>, point: &Point3d) -> Point2d {
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let dim_3 = ng::Matrix4x1::new(point.x, point.y, point.z, 1.0);
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let dim_2 = m * dim_3;
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((dim_2[0] / dim_2[2]) as i32, (dim_2[1] / dim_2[2]) as i32)
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Point2d::new((dim_2[0] / dim_2[2]) as i32, (dim_2[1] / dim_2[2]) as i32)
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}
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const WINDOW_HEIGHT: usize = 480;
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@@ -216,47 +216,28 @@ fn main() -> AnyResult<()> {
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fb::WindowOptions::default(),
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)?;
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let mut x = Vec::new();
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let mut y = Vec::new();
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let mut z = Vec::new();
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let mut points_3d = Vec::new();
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for i in 0..(10 * 10) {
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// Constant 0
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z.push(0);
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// x will count up, the reset every 10
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x.push(i % 10);
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//y will only count up once every 10
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y.push(i / 10);
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points_3d.push(Point3d::new((i / 10) as f64, (i % 10) as f64, 0.0));
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}
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for i in 0..(10 * 10) {
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// Constant 10
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y.push(10);
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// x will count up, the reset every 10
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x.push(i % 10);
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//z will only count up once every 10
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z.push(i / 10);
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points_3d.push(Point3d::new((i % 10) as f64, 10.0, (i / 10) as f64));
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}
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for i in 0..(10 * 10) {
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// Constant 10
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x.push(10);
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// z will count up, the reset every 10
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z.push(i % 10);
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//y will only count up once every 10
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y.push(i / 10);
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points_3d.push(Point3d::new(10.0, (i % 10) as f64, (i / 10) as f64));
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}
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let (u, v) = x
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let points = points_3d
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.into_iter()
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.zip(y)
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.zip(z)
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.map(|((x, y), z)| convert_3d_to_2d(&m, x as f64, y as f64, z as f64))
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.collect::<(Vec<i32>, Vec<i32>)>();
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.map(|point| convert_3d_to_2d(&m, &point))
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.collect::<Vec<Point2d>>();
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let mut buffer = vec![0 as u32; WINDOW_WIDTH * WINDOW_HEIGHT];
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update_buffer_with_pixels(&mut buffer, u, v);
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update_buffer_with_pixels(&mut buffer, points);
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//Clone this, so we can clone this back into buffer later, for each frame. So we can keep the BG pixels.
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let background_buffer = buffer.clone();
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@@ -264,29 +245,52 @@ fn main() -> AnyResult<()> {
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window.update_with_buffer(&buffer, WINDOW_WIDTH, WINDOW_HEIGHT)?;
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window.set_target_fps(30);
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let mut frame = 0.0;
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let trb = Point3d::new(1.0, 1.0, 1.0);
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let trf = Point3d::new(0.0, 1.0, 1.0);
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let tlb = Point3d::new(1.0, 1.0, 0.0);
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let tlf = Point3d::new(0.0, 1.0, 0.0);
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let blf = Point3d::new(0.0, 0.0, 0.0);
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let blb = Point3d::new(1.0, 0.0, 0.0);
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let brf = Point3d::new(0.0, 0.0, 1.0);
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let brb = Point3d::new(1.0, 0.0, 1.0);
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let mut cube = Cube::new(trb, trf, tlb, tlf, blf, blb, brf, brb);
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let mut gif_buffer: Vec<Vec<u8>> = Vec::new();
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let mut x_trans = 0.0;
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let mut y_trans = 0.0;
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let mut z_trans = 0.0;
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const X_TRANS_RATE: f64 = 1.0 / 30.0;
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const Y_TRANS_RATE: f64 = 0.5 / 30.0;
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const Z_TRANS_RATE: f64 = 2.0 / 30.0;
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const MAX_TRANS: f64 = 6.0;
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while window.is_open() {
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//Reload the background for each frame
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buffer = background_buffer.clone();
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let mut buffer = background_buffer.clone();
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let u = vec![0; 0];
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let v = vec![0; 0];
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cube.translate(Point3d::new(X_TRANS_RATE, Y_TRANS_RATE, Z_TRANS_RATE));
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let p1 = (2.0 + (frame / 30.0), 2.0, 2.0);
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let p2 = (8.0 + (frame / 30.0), 8.0, 8.0);
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update_buffer_with_pixels(&mut buffer, cube.render(&m));
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let p1 = convert_3d_to_2d(&m, p1.0, p1.1, p1.2);
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let p2 = convert_3d_to_2d(&m, p2.0, p2.1, p2.2);
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x_trans += X_TRANS_RATE;
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y_trans += Y_TRANS_RATE;
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z_trans += Z_TRANS_RATE;
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let line = generate_line_between_verticies(p1.0, p1.1, p2.0, p2.1);
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update_buffer_with_pixels(&mut buffer, line.0, line.1);
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frame += 1.0;
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if frame > 150.0 {
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frame = 0.0;
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if x_trans > MAX_TRANS {
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cube.translate(Point3d::new(-x_trans, 0.0, 0.0));
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x_trans = 0.0;
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}
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if y_trans > MAX_TRANS {
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cube.translate(Point3d::new(0.0, -y_trans, 0.0));
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y_trans = 0.0;
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}
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if z_trans > MAX_TRANS {
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cube.translate(Point3d::new(0.0, 0.0, -z_trans));
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z_trans = 0.0;
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}
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//Required to close, and update frame;
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@@ -294,32 +298,185 @@ fn main() -> AnyResult<()> {
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break;
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}
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window.update_with_buffer(&buffer, WINDOW_WIDTH, WINDOW_HEIGHT)?;
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gif_buffer.push(
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buffer
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.iter()
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.flat_map(|pixel| pixel.to_be_bytes())
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.collect(),
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);
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}
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export_gif(WINDOW_WIDTH, WINDOW_HEIGHT, 30, gif_buffer)?;
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Ok(())
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}
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fn update_buffer_with_pixels(buf: &mut Vec<u32>, u: Vec<i32>, v: Vec<i32>) {
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u.into_iter().zip(v).for_each(|(x, y)| {
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let index = (y as usize) * WINDOW_WIDTH + (x as usize);
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///A Cube defined by 8 3d points.
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#[derive(Debug)]
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struct Cube {
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pub trb: Point3d,
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pub trf: Point3d,
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pub tlb: Point3d,
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pub tlf: Point3d,
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pub blf: Point3d,
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pub blb: Point3d,
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pub brf: Point3d,
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pub brb: Point3d,
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}
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impl Cube {
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pub fn new(
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trb: Point3d,
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trf: Point3d,
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tlb: Point3d,
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tlf: Point3d,
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blf: Point3d,
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blb: Point3d,
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brf: Point3d,
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brb: Point3d,
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) -> Self {
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Cube {
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trb,
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trf,
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tlb,
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tlf,
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blf,
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blb,
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brf,
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brb,
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}
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}
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pub fn render(&self, m: &ng::Matrix3x4<f64>) -> Vec<Point2d> {
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let mut points = Vec::new();
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let trb = self.trb.project(m);
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let trf = self.trf.project(m);
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let tlb = self.tlb.project(m);
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let tlf = self.tlf.project(m);
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let blf = self.blf.project(m);
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let blb = self.blb.project(m);
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let brf = self.brf.project(m);
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let brb = self.brb.project(m);
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points.append(&mut generate_line_between_verticies(&trf, &trb)); // Line 1
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points.append(&mut generate_line_between_verticies(&trb, &tlb)); // Line 2
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points.append(&mut generate_line_between_verticies(&tlb, &tlf)); // Line 3
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points.append(&mut generate_line_between_verticies(&tlf, &trf)); // Line 4
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points.append(&mut generate_line_between_verticies(&blf, &brf)); // Line 5
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points.append(&mut generate_line_between_verticies(&brf, &brb)); // Line 6
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points.append(&mut generate_line_between_verticies(&brb, &blb)); // Line 7
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points.append(&mut generate_line_between_verticies(&blb, &blf)); // Line 8
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points.append(&mut generate_line_between_verticies(&blf, &tlf)); // Line 9
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points.append(&mut generate_line_between_verticies(&blb, &tlb)); // Line 10
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points.append(&mut generate_line_between_verticies(&brb, &trb)); // Line 11
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points.append(&mut generate_line_between_verticies(&brf, &trf)); // Line 12
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points
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}
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///translates the cube by Point amount
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pub fn translate(&mut self, translate_by: Point3d) {
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self.trb.translate(&translate_by);
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self.trf.translate(&translate_by);
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self.tlb.translate(&translate_by);
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self.tlf.translate(&translate_by);
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self.blf.translate(&translate_by);
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self.blb.translate(&translate_by);
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self.brf.translate(&translate_by);
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self.brb.translate(&translate_by);
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}
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}
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#[derive(Debug)]
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struct Point3d {
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pub x: f64,
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pub y: f64,
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pub z: f64,
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}
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impl Point3d {
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pub fn new(x: f64, y: f64, z: f64) -> Self {
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Point3d { x, y, z }
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}
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pub fn project(&self, m: &ng::Matrix3x4<f64>) -> Point2d {
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convert_3d_to_2d(m, self)
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}
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pub fn translate(&mut self, translate_by: &Point3d) {
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self.x += translate_by.x;
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self.y += translate_by.y;
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self.z += translate_by.z;
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}
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}
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#[derive(Debug)]
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struct Point2d {
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pub x: i32,
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pub y: i32,
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}
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impl Point2d {
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pub fn new(x: i32, y: i32) -> Self {
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Self { x, y }
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}
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}
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fn update_buffer_with_pixels(buf: &mut Vec<u32>, points: Vec<Point2d>) {
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points.into_iter().for_each(|point| {
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let index = (point.y as usize) * WINDOW_WIDTH + (point.x as usize);
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buf[index] = u32::MAX
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});
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}
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fn generate_line_between_verticies(u_1: i32, v_1: i32, u_2: i32, v_2: i32) -> (Vec<i32>, Vec<i32>) {
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let mut u = vec![0; 0];
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let mut v = vec![0; 0];
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fn generate_line_between_verticies(point_1: &Point2d, point_2: &Point2d) -> Vec<Point2d> {
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let mut points = Vec::new();
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let u_diff = u_2 - u_1;
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let v_diff = v_2 - v_1;
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let x_diff = point_2.x - point_1.x;
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let y_diff = point_2.y - point_1.y;
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let u_change = u_diff / 100;
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let v_change = v_diff / 100;
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let x_change = x_diff as f64 / 100.0;
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let y_change = y_diff as f64 / 100.0;
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for i in 0..100 {
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u.push(u_1 + (i * u_change));
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v.push(v_1 + (i * v_change));
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points.push(Point2d::new(
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point_1.x + (i as f64 * x_change) as i32,
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point_1.y + (i as f64 * y_change) as i32,
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));
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}
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(u, v)
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points
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}
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use image::codecs::gif::{GifEncoder, Repeat};
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use image::{Delay, Frame, RgbaImage};
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fn export_gif(
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width: usize,
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height: usize,
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fps: u32,
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frames: Vec<Vec<u8>>, // Each inner Vec is width * height * 4 bytes (RGBA)
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) -> AnyResult<()> {
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let file = File::create("animation.gif")?;
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let mut encoder = GifEncoder::new(file);
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// Loop forever
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encoder.set_repeat(Repeat::Infinite)?;
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for raw_buffer in frames {
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// Construct the image from your raw pixel slice
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let img = RgbaImage::from_raw(width as u32, height as u32, raw_buffer).unwrap();
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// Calculate frame timing (e.g., 1000 / 30 = 33.3ms)
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let delay = Delay::from_numer_denom_ms(1000, fps);
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let frame = Frame::from_parts(img, 0, 0, delay);
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encoder.encode_frame(frame)?;
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}
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Ok(())
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}
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Reference in New Issue
Block a user