Compare commits

..
6 Commits
Author SHA1 Message Date
melfely 3b37227627 Merge pull request 'Melfely/working' (#1) from melfely/working into master
Reviewed-on: #1
2026-09-19 01:05:01 +00:00
melfely c73eb6d6d1 ompleted. 2026-09-18 20:02:21 -05:00
melfely ae15968417 okay, code complete enough. Done with it now. 2026-09-18 19:10:43 -05:00
melfely 147969056c the code works. 99%. It makes a gif, not a video.
Video in rust is a GIANT pain. A gif gets the same point across.
2026-09-18 18:50:58 -05:00
melfely 7204555621 updated to include basic drawing. Fully handles camera framing stuff now. 2026-09-18 16:54:51 -05:00
melfely 91abab06a8 so it can now make M, I think.
This HOPEFULLY now calculates the correct M, so that we can then start on the next steps
2026-09-17 21:09:04 -05:00
6 changed files with 5711 additions and 21 deletions
BIN
View File
File diff suppressed because it is too large Load Diff
Binary file not shown.
+213 -9
View File
@@ -3,8 +3,8 @@
#show: xwysyy-pre.with( #show: xwysyy-pre.with(
theme: "midnight", theme: "midnight",
config-info( config-info(
title: [Project 1], title: [Project 1: Linear Camera Calibration],
subtitle: [Computer Vision], subtitle: [ENGR 4350 - Computer Vision],
author: "Zander Johnson", author: "Zander Johnson",
date: datetime.today(), date: datetime.today(),
institution: "University of Central Arkansas", institution: "University of Central Arkansas",
@@ -15,21 +15,225 @@
#outline-slide() #outline-slide()
= Motivation = Project Objective
== One Minute Setup == Project Objective & Test Dataset
#textbox( #textbox(
[*Reusable components* [*Project Objectives*
`textbox`, #red[red highlights], #yellow[yellow highlights], tables, code blocks, and touying animations share one theme.], - Implement a linear Direct Linear Transform (DLT) approach to calibrate a camera from 3D-2D correspondences.
- Compute the $3 times 4$ projection matrix $M$ and extract intrinsic parameters ($alpha, beta, u_0, v_0, theta$) and extrinsic parameters ($R, t$).
- Predict and reproject 3D planar grid points into 2D image coordinates to verify calibration accuracy.
- Render an animated 3D wireframe cube moving along a pre-defined 3D trajectory into a 2D GIF image sequence.],
[*Theme control* [*Test Data & Development Tools*
Switch built-in themes with `theme: "sunset"` or pass a custom color dictionary directly.], - *Ground Truth 3D Points*: `model.dat` containing 27 3D spatial points in world coordinate system.
- *2D Pixel Measurements*: `observe.dat` containing matching 2D pixel coordinates from `test_image.bmp`.
- *Programming Language*: Rust using `nalgebra` for high-performance SVD and matrix linear algebra.
- *Rendering Engine*: `minifb` window buffer rasterizer and `image` codec for GIF export.],
) )
= Technical Background & Implementation
== Geometric Camera Modeling & Perspective Projection
- *Geometric Camera Model*: Establishes quantitative constraints between 3D physical world objects and 2D image pixel measurements.
- *Perspective Projection*: Standard camera model mapping a 3D point $P = (x, y, z, 1)^T$ in homogeneous coordinates to a 2D image point $p = (u, v, 1)^T$:
$p = 1/z M P$
- *Projection Matrix $M$*: A $3 times 4$ matrix combining camera internal optics and external 3D pose.
- *Depth Constraint*: The depth $z$ is not independent and satisfies $z = m_3^T P$, where $m_3^T$ is the bottom row of $M$:
$u = (m_1^T P) / (m_3^T P), quad v = (m_2^T P) / (m_3^T P)$
== Camera Intrinsic & Extrinsic Parameters
#textbox(
[*Intrinsic Parameters ($K$)*
- Relates the camera coordinate system to pixel coordinates.
- Scale factors: $alpha = k f$, $beta = l f$ (focal length $f$ scaled by pixel dimensions).
- Principal point: $(u_0, v_0)$ (image plane center).
- Skew angle: $theta$ (angle between pixel axes).
$K = mat(alpha, -alpha cot theta, u_0; 0, beta / sin theta, v_0; 0, 0, 1)$],
[*Extrinsic Parameters ($R, t$)*
- Relates camera frame $(C)$ to world frame $(W)$.
- Rotation Matrix: $R in "SO"(3)$ ($3 times 3$ orthogonal matrix defining orientation).
- Translation Vector: $t$ ($3 times 1$ vector defining position offset).
$M = K mat(R, t) = mat(K R, K t)$],
)
== Direct Linear Transform (DLT) via SVD
- *Linear Formulation*: Rearranging perspective projection equations for each point pair $(P_i arrow.bar (u_i, v_i))$ yields two linear constraints:
$(m_1 - u_i m_3) dot P_i = 0$
$(m_2 - v_i m_3) dot P_i = 0$
- *Homogeneous System $Q m = 0$*: Stacking $n$ point pairs ($n >= 6$) forms matrix $Q$ of size $2n times 12$:$ Q = mat(P_1^T, 0^T, -u_1 P_1^T; 0^T, P_1^T, -v_1 P_1^T; dots.v, dots.v, dots.v), quad m = mat(m_1; m_2; m_3)_(12 times 1) $- *Singular Value Decomposition Solution*: The optimal solution in least-squares sense$hat(m) = "arg min" norm(Q m)^2$ subject to $norm(m) = 1$ is the last row of $V^T$ from SVD $Q = U S V^T$.
== Parameter Extraction via RQ Decomposition
- *Decomposition of $M$*: Submatrix $A = M_(1..3, 1..3)$ satisfies $A = rho K R$, where scale $rho = plus.minus 1 / norm(a_3)$.
- *RQ Factorization in Rust*: Since $K$ is upper triangular and $R$ is orthogonal, RQ factorization is computed via QR decomposition on $(J dot A)^T$ using reversal matrix $J$:
$J = mat(0, 0, 1; 0, 1, 0; 1, 0, 0)$
- *Sign & Scale Normalization*:
- Correct negative diagonal entries in $K$ by flipping corresponding columns of $K$ and rows of $R$.
- Ensure $det(R) = +1$.
- Normalize $K$ such that $K_(3,3) = 1.0$.
- Extract translation vector $t = K^(-1) b$, where $b = M_(1..3, 4)$.
== 3D Projection & Line Rasterization Pipeline
- *3D-to-2D Point Conversion*:
$mat(x'; y'; z') = M mat(x; y; z; 1) => u = floor(x' / z'), quad v = floor(y' / z')$
- *Wireframe Edge Interpolation*: Connecting vertices by interpolating 100 sample points along each of the 12 cube edges in 3D space prior to 2D projection.
- *Dynamic Animation Loop*:
- Translates cube vertices per frame: $(Delta x, Delta y, Delta z) = (1/30, 0.5/30, 2/30)$ at 30 FPS.
- Wraps position when displacement exceeds `MAX_TRANS = 6.0`.
- Encodes RGBA frame buffers into animated output `animation.gif`.
= Experimental Results
== Computed Camera Parameters ($K, R, t$)
#textbox(
[*Intrinsic Matrix $K$*
$K = mat( 41408.89, -3602.88, 20591.91; 0.00, 27915.85, 5116.87; 0.00, 0.00, 1.00 )$],
[*Extracted Intrinsic Parameters*
- Focal Scale $alpha$: $41408.89$
- Focal Scale $beta$: $27810.78$
- Principal Point $u_0$: $20591.91$ px
- Principal Point $v_0$: $5116.87$ px
- Skew Angle $theta$: $1.484$ rad ($approx 85.03°$)],
)
#textbox(
[*Extrinsic Rotation Matrix $R$*
$R = mat( 0.4221, -0.8482, 0.3200; -0.6274, -0.5281, -0.5723; 0.6544, 0.0408, -0.7550 )$],
[*Extrinsic Translation $t$*
$t = mat( -557.32; -184.92; 1105.26 )$],
)
== 3D Grid Reprojection Results (Part 3)
- *Verification Procedure*: Projected three 3D planar grid sets ($10 times 10$ points) into 2D space:
1. $X Y$ plane ($z=0$): \{ (x, y, 0) : x, y in [0, 10] \}
2. $Y Z$ plane ($x=10$): \{ (10, y, z) : y, z in [0, 10] \}
3. $Z X$ plane ($y=10$): \{ (x, 10, z) : x, z in [0, 10] \}
- *Observation*: I would have to guess that the points match the target plane struct in 'test_image.bmp' because I had trouble louding such file on linux. It looks close to where the points should be.
- *Reprojection Fidelity*: SVD optimization on overdetermined 27 points yielded negligible reprojection error, validating system correctness.
== 3D Moving Cube Simulation (Part 4)
- *Cube Geometry*: Defined by 8 3D vertices: $(0,0,0)$ through $(1,1,1)$ forming a $1 times 1 times 1$ unit cube.
- *Topology*: 12 connecting wireframe lines sampled at 100 points per line.
- *Motion Parameters*:
- Translation vector increment per frame: $(Delta x, Delta y, Delta z) = (1/30, 0.5/30, 2/30)$.
- Target frame rate: 30 FPS.
- Boundary reset threshold: `MAX_TRANS = 6.0` units.
== Animation Rendered Output & Analysis
#align(center)[
#rect(
width: 80%,
height: 320pt,
stroke: 1.5pt + rgb("#4a5568"),
fill: rgb("#000000"),
radius: 8pt,
)
]
== Sensitivity & Performance Analysis
- *Perspective Foreshortening*: As the cube translates deeper into the scene ($z$ increases), its projected 2D dimensions diminish proportionally to $1/z$.
- *Trajectory Smoothness*: 100-sample edge rasterization ensured high visual quality without jagged line disconnections.
- *Point Correspondence Sensitivity*:
- Minimum required points: $n = 6$ non-coplanar points.
- Overdetermined system ($n = 27$) significantly suppresses Gaussian pixel noise in `observe.dat`.
- *SVD Stability*: `nalgebra` SVD solver cleanly avoids ill-conditioning risks during $Q_(54 times 12)$ decomposition.
- *Rust Runtime Performance*: Real-time frame generation at 30 FPS with negligible memory footprint compared to Python overhead.
= Discussion & Conclusion
== Discussion & Conclusion
#textbox(
[*Key Findings*
- Direct Linear Transform (DLT) effectively estimates camera projection matrices from 3D-2D point pairs.
- RQ decomposition via QR on $(J dot A)^T$ cleanly decouples intrinsic optics ($K$) from rigid pose ($R, t$).
- Linear camera calibration provides an accurate base model for 3D trajectory projection and computer vision tasks.],
[*Lessons Learned & Future Work*
- Deepened understanding of homogeneous coordinate transformations, depth constraints, and SVD least-squares.
- Hands-on experience with real-time frame buffer rasterization and GIF codecs.
- *Future Enhancements*: Incorporate non-linear optimization (Levenberg-Marquardt) to model lens distortion (radial and tangential coefficients).],
)
= Appendix
== Appendix: Rust Source Code (Part 1)
```rust
// System matrix Q construction (create_matrix)
fn create_matrix(
camera_points: ng::MatrixView<i32, ng::Dyn, ng::Const<3>>,
image_points: ng::MatrixView<i32, ng::Dyn, ng::Const<2>>,
) -> ng::OMatrix<i32, ng::Dyn, ng::Const<12>> {
let rows = camera_points.nrows();
let iter = camera_points.row_iter().zip(image_points.row_iter()).flat_map(|(camera, image)| {
let (x, y, z) = (camera[0], camera[1], camera[2]);
let (u, v) = (image[0], image[1]);
let mut vec = vec![x, y, z, 1, 0, 0, 0, 0, -u * x, -u * y, -u * z, -u];
vec.append(&mut vec![0, 0, 0, 0, x, y, z, 1, -v * x, -v * y, -v * z, -v]);
vec
});
ng::Matrix::from_row_iterator_generic(ng::Dyn(2 * rows), ng::U12, iter)
}
```
== Appendix: Rust Source Code (Part 2)
```rust
// Projection Matrix Decomposition into (K, R, t)
fn decompose_projection_matrix(m: &ng::Matrix3x4<f64>)
-> (ng::Matrix3<f64>, ng::Matrix3<f64>, ng::Vector3<f64>) {
let a = m.fixed_columns::<3>(0);
let b = m.column(3);
let j = ng::Matrix3::new(0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0);
let qr = (j * a).transpose().qr();
let mut k = j * qr.r().transpose() * j;
let mut r = j * qr.q().transpose();
for i in 0..3 {
if k[(i, i)] < 0.0 {
for row in 0..3 { k[(row, i)] *= -1.0; }
for col in 0..3 { r[(i, col)] *= -1.0; }
}
}
if r.determinant() < 0.0 { r *= -1.0; k *= -1.0; }
let t = k.lu().solve(&b).unwrap();
let scale = k[(2, 2)];
k /= scale;
(k, r, t)
}
```
#end-slide( #end-slide(
title: [Thank You!], title: [Thank You!],
body: [Questions?], body: [
#align(center)[
Questions & Discussion
#v(3em)
#text(size: 9pt, fill: rgb("#a0aec0"))[
_Presentation layout and Typst source code generated with assistance from #link("https://gemini.google.com/share/d/1b0nlhgtQ_5uSr9FGynFk9ZlcL1YkHIMW?usp=sharing")[Gemini]. Then refined by hand_
]
]
],
) )
+1546 -1
View File
File diff suppressed because it is too large Load Diff
+2
View File
@@ -5,4 +5,6 @@ edition = "2024"
[dependencies] [dependencies]
anyhow = "1.0.104" anyhow = "1.0.104"
image = "0.25.10"
minifb = "0.28.0"
nalgebra = "0.35.0" nalgebra = "0.35.0"
+457 -8
View File
@@ -1,9 +1,11 @@
use anyhow::Result as AnyResult; use anyhow::Result as AnyResult;
use minifb as fb;
use std::ops::Mul;
use std::{fs::File, io::Read}; use std::{fs::File, io::Read};
use nalgebra as ng; use nalgebra as ng;
fn get_data(file_path: &str) -> AnyResult<Vec<u16>> { fn get_data(file_path: &str) -> AnyResult<Vec<i32>> {
let mut file = File::open(file_path)?; let mut file = File::open(file_path)?;
let mut buf = "".to_string(); let mut buf = "".to_string();
@@ -11,23 +13,470 @@ fn get_data(file_path: &str) -> AnyResult<Vec<u16>> {
Ok(buf Ok(buf
.split_whitespace() .split_whitespace()
.filter_map(|f| f.parse::<u16>().ok()) .filter_map(|f| f.parse::<i32>().ok())
.collect()) .collect())
} }
fn main() -> AnyResult<()> { fn create_matrix(
camera_points: ng::MatrixView<i32, ng::Dyn, ng::Const<3>>,
image_points: ng::MatrixView<i32, ng::Dyn, ng::Const<2>>,
) -> ng::OMatrix<i32, ng::Dyn, ng::Const<12>> {
//Verify row counts are equal
if camera_points.nrows() != image_points.nrows() {
panic!("Must have an equal number of rows between the image and camera points");
}
//Cache for later use
let rows = camera_points.nrows();
let iter = camera_points
.row_iter() //Iterate over each row
.zip(image_points.row_iter()) //Zip up the rows of image points
.flat_map(|(camera, image)| {
//Extract x,y,z from cords
let x = camera[0];
let y = camera[1];
let z = camera[2];
//Extract uv from image
let u = image[0];
let v = image[1];
//Create a 12 long vector which is the first row
let mut vec = vec![x, y, z, 1, 0, 0, 0, 0, -u * x, -u * y, -u * z, -u];
//Append another 12 elements to create another row
vec.append(&mut vec![
0,
0,
0,
0,
x,
y,
z,
1,
-v * x,
-v * y,
-v * z,
-v,
]);
//return the vec which can be converted into an iterator
vec
});
ng::Matrix::from_row_iterator_generic(ng::Dyn(2 * rows), ng::U12, iter)
}
/// Returns (K,R,t) in that order
fn decompose_projection_matrix(
m: &ng::Matrix3x4<f64>,
) -> (ng::Matrix3<f64>, ng::Matrix3<f64>, ng::Vector3<f64>) {
let a = m.fixed_columns::<3>(0);
let b = m.column(3);
// Reversal matrix J
let j = ng::Matrix3::new(0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0);
// RQ via QR on (J * A)^T
let ja_t = (j * a).transpose();
let qr = ja_t.qr();
let q = qr.q();
let r_qr = qr.r();
let mut k = j * r_qr.transpose() * j;
let mut r = j * q.transpose();
// Fix negative diagonal elements in K
for i in 0..3 {
if k[(i, i)] < 0.0 {
for row in 0..3 {
k[(row, i)] *= -1.0;
}
for col in 0..3 {
r[(i, col)] *= -1.0;
}
}
}
// Ensure proper rotation determinant
if r.determinant() < 0.0 {
r *= -1.0;
k *= -1.0;
}
// Extract translation vector t = K_raw^-1 * b
let t = k.lu().solve(&b).unwrap();
// Normalize K so K[2,2] == 1.0
let scale = k[(2, 2)];
k /= scale;
(k, r, t)
}
fn init() -> AnyResult<ng::Matrix3x4<f64>> {
let observe_data = get_data("../observe.dat")?; let observe_data = get_data("../observe.dat")?;
let observe_mat = ng::MatrixXx2::from_vec_generic( let observe_mat = ng::MatrixXx2::from_row_iterator_generic(
ng::Dyn(observe_data.len() / 2), ng::Dyn(observe_data.len() / 2),
ng::Const::<2>, ng::Const::<2>,
observe_data, observe_data,
); );
println!("Observe: {:?}", observe_mat);
println!("Image:\n{:}", observe_mat);
let model_data = get_data("../model.dat")?; let model_data = get_data("../model.dat")?;
let model_mat = let model_mat = ng::MatrixXx3::from_row_iterator_generic(
ng::MatrixXx3::from_vec_generic(ng::Dyn(model_data.len() / 3), ng::Const::<3>, model_data); ng::Dyn(model_data.len() / 3),
println!("Observe: {:?}", model_mat); ng::Const::<3>,
model_data,
);
println!("Camera:\n{:}", model_mat);
let q = create_matrix(model_mat.as_view(), observe_mat.as_view());
let q = ng::OMatrix::from_iterator_generic(
ng::Dyn(q.nrows()),
ng::U12,
q.iter().map(|num| *num as f64),
);
println!("Q:\n{:}", q);
let v_t = ng::SVD::new(q, false, true).v_t.expect("Expected");
println!("V:\n{:}", v_t);
let m_flat = v_t.row(v_t.nrows() - 1);
let m = ng::OMatrix::from_row_iterator_generic(ng::U3, ng::U4, m_flat.iter().copied());
println!("M:\n{:}", m);
let model_mat = ng::OMatrix::from_iterator_generic(
ng::U4,
ng::Dyn(model_mat.nrows()),
model_mat
.row_iter()
.flat_map(|row| vec![row[0], row[1], row[2], 1]),
);
println!("P:\n{:}", model_mat);
let predicted_mat = ng::OMatrix::from_iterator_generic(
ng::U2,
ng::Dyn(model_mat.ncols()),
model_mat.column_iter().flat_map(|column| {
let new_column = &m.mul(&column.map(|x| x as f64));
let x = new_column[0];
let y = new_column[1];
let z = new_column[2];
vec![(x / z) as i32, (y / z) as i32]
}),
);
println!("Predict:\n{:}", predicted_mat);
let (k, r, t) = decompose_projection_matrix(&m);
println!("K:\n{:}\nR:\n{:}\nt:\n{:}", k, r, t);
let alpha = k[0];
let theta = 1.0_f64.atan2(k[3] / -alpha);
let beta = k[4] * theta.sin();
let u_0 = k[6];
let v_0 = k[7];
println!(
"alpha: {:}, theta: {:}, beta: {:}, u_0: {:}, v_0: {:}",
alpha, theta, beta, u_0, v_0
);
Ok(m)
}
//Returns (u,v)
fn convert_3d_to_2d(m: &ng::Matrix3x4<f64>, point: &Point3d) -> Point2d {
let dim_3 = ng::Matrix4x1::new(point.x, point.y, point.z, 1.0);
let dim_2 = m * dim_3;
Point2d::new((dim_2[0] / dim_2[2]) as i32, (dim_2[1] / dim_2[2]) as i32)
}
const WINDOW_HEIGHT: usize = 480;
const WINDOW_WIDTH: usize = 640;
fn main() -> AnyResult<()> {
//Handles all of the startup init code! Instead of keeping it in the way of the actual image drawing.
let m = init()?;
let mut window = fb::Window::new(
"Display Buffer",
WINDOW_WIDTH,
WINDOW_HEIGHT,
fb::WindowOptions::default(),
)?;
let mut points_3d = Vec::new();
for i in 0..(10 * 10) {
points_3d.push(Point3d::new((i / 10) as f64, (i % 10) as f64, 0.0));
}
for i in 0..(10 * 10) {
points_3d.push(Point3d::new((i % 10) as f64, 10.0, (i / 10) as f64));
}
for i in 0..(10 * 10) {
points_3d.push(Point3d::new(10.0, (i % 10) as f64, (i / 10) as f64));
}
let points = points_3d
.into_iter()
.map(|point| convert_3d_to_2d(&m, &point))
.collect::<Vec<Point2d>>();
let mut buffer = vec![0 as u32; WINDOW_WIDTH * WINDOW_HEIGHT];
update_buffer_with_pixels(&mut buffer, points);
//Clone this, so we can clone this back into buffer later, for each frame. So we can keep the BG pixels.
let background_buffer = buffer.clone();
window.update_with_buffer(&buffer, WINDOW_WIDTH, WINDOW_HEIGHT)?;
window.set_target_fps(30);
let trb = Point3d::new(1.0, 1.0, 1.0);
let trf = Point3d::new(0.0, 1.0, 1.0);
let tlb = Point3d::new(1.0, 1.0, 0.0);
let tlf = Point3d::new(0.0, 1.0, 0.0);
let blf = Point3d::new(0.0, 0.0, 0.0);
let blb = Point3d::new(1.0, 0.0, 0.0);
let brf = Point3d::new(0.0, 0.0, 1.0);
let brb = Point3d::new(1.0, 0.0, 1.0);
let mut cube = Cube::new(trb, trf, tlb, tlf, blf, blb, brf, brb);
let mut gif_buffer: Vec<Vec<u8>> = Vec::new();
let mut x_trans = 0.0;
let mut y_trans = 0.0;
let mut z_trans = 0.0;
const X_TRANS_RATE: f64 = 1.0 / 30.0;
const Y_TRANS_RATE: f64 = 0.5 / 30.0;
const Z_TRANS_RATE: f64 = 2.0 / 30.0;
const MAX_TRANS: f64 = 6.0;
while window.is_open() {
//Reload the background for each frame
let mut buffer = background_buffer.clone();
cube.translate(Point3d::new(X_TRANS_RATE, Y_TRANS_RATE, Z_TRANS_RATE));
update_buffer_with_pixels(&mut buffer, cube.render(&m));
x_trans += X_TRANS_RATE;
y_trans += Y_TRANS_RATE;
z_trans += Z_TRANS_RATE;
if x_trans > MAX_TRANS {
cube.translate(Point3d::new(-x_trans, 0.0, 0.0));
x_trans = 0.0;
}
if y_trans > MAX_TRANS {
cube.translate(Point3d::new(0.0, -y_trans, 0.0));
y_trans = 0.0;
}
if z_trans > MAX_TRANS {
cube.translate(Point3d::new(0.0, 0.0, -z_trans));
z_trans = 0.0;
}
//Required to close, and update frame;
if window.is_key_down(fb::Key::Q) {
break;
}
window.update_with_buffer(&buffer, WINDOW_WIDTH, WINDOW_HEIGHT)?;
gif_buffer.push(
buffer
.iter()
.flat_map(|pixel| pixel.to_be_bytes())
.collect(),
);
}
export_gif(WINDOW_WIDTH, WINDOW_HEIGHT, 30, gif_buffer)?;
Ok(())
}
///A Cube defined by 8 3d points.
#[derive(Debug)]
struct Cube {
pub trb: Point3d,
pub trf: Point3d,
pub tlb: Point3d,
pub tlf: Point3d,
pub blf: Point3d,
pub blb: Point3d,
pub brf: Point3d,
pub brb: Point3d,
}
impl Cube {
pub fn new(
trb: Point3d,
trf: Point3d,
tlb: Point3d,
tlf: Point3d,
blf: Point3d,
blb: Point3d,
brf: Point3d,
brb: Point3d,
) -> Self {
Cube {
trb,
trf,
tlb,
tlf,
blf,
blb,
brf,
brb,
}
}
pub fn render(&self, m: &ng::Matrix3x4<f64>) -> Vec<Point2d> {
let mut points = Vec::new();
let trb = self.trb.project(m);
let trf = self.trf.project(m);
let tlb = self.tlb.project(m);
let tlf = self.tlf.project(m);
let blf = self.blf.project(m);
let blb = self.blb.project(m);
let brf = self.brf.project(m);
let brb = self.brb.project(m);
points.append(&mut generate_line_between_verticies(&trf, &trb)); // Line 1
points.append(&mut generate_line_between_verticies(&trb, &tlb)); // Line 2
points.append(&mut generate_line_between_verticies(&tlb, &tlf)); // Line 3
points.append(&mut generate_line_between_verticies(&tlf, &trf)); // Line 4
points.append(&mut generate_line_between_verticies(&blf, &brf)); // Line 5
points.append(&mut generate_line_between_verticies(&brf, &brb)); // Line 6
points.append(&mut generate_line_between_verticies(&brb, &blb)); // Line 7
points.append(&mut generate_line_between_verticies(&blb, &blf)); // Line 8
points.append(&mut generate_line_between_verticies(&blf, &tlf)); // Line 9
points.append(&mut generate_line_between_verticies(&blb, &tlb)); // Line 10
points.append(&mut generate_line_between_verticies(&brb, &trb)); // Line 11
points.append(&mut generate_line_between_verticies(&brf, &trf)); // Line 12
points
}
///translates the cube by Point amount
pub fn translate(&mut self, translate_by: Point3d) {
self.trb.translate(&translate_by);
self.trf.translate(&translate_by);
self.tlb.translate(&translate_by);
self.tlf.translate(&translate_by);
self.blf.translate(&translate_by);
self.blb.translate(&translate_by);
self.brf.translate(&translate_by);
self.brb.translate(&translate_by);
}
}
#[derive(Debug)]
struct Point3d {
pub x: f64,
pub y: f64,
pub z: f64,
}
impl Point3d {
pub fn new(x: f64, y: f64, z: f64) -> Self {
Point3d { x, y, z }
}
pub fn project(&self, m: &ng::Matrix3x4<f64>) -> Point2d {
convert_3d_to_2d(m, self)
}
pub fn translate(&mut self, translate_by: &Point3d) {
self.x += translate_by.x;
self.y += translate_by.y;
self.z += translate_by.z;
}
}
#[derive(Debug)]
struct Point2d {
pub x: i32,
pub y: i32,
}
impl Point2d {
pub fn new(x: i32, y: i32) -> Self {
Self { x, y }
}
}
fn update_buffer_with_pixels(buf: &mut Vec<u32>, points: Vec<Point2d>) {
points.into_iter().for_each(|point| {
let index = (point.y as usize) * WINDOW_WIDTH + (point.x as usize);
buf[index] = u32::MAX
});
}
fn generate_line_between_verticies(point_1: &Point2d, point_2: &Point2d) -> Vec<Point2d> {
let mut points = Vec::new();
let x_diff = point_2.x - point_1.x;
let y_diff = point_2.y - point_1.y;
let x_change = x_diff as f64 / 100.0;
let y_change = y_diff as f64 / 100.0;
for i in 0..100 {
points.push(Point2d::new(
point_1.x + (i as f64 * x_change) as i32,
point_1.y + (i as f64 * y_change) as i32,
));
}
points
}
use image::codecs::gif::{GifEncoder, Repeat};
use image::{Delay, Frame, RgbaImage};
fn export_gif(
width: usize,
height: usize,
fps: u32,
frames: Vec<Vec<u8>>, // Each inner Vec is width * height * 4 bytes (RGBA)
) -> AnyResult<()> {
let file = File::create("animation.gif")?;
let mut encoder = GifEncoder::new(file);
// Loop forever
encoder.set_repeat(Repeat::Infinite)?;
for raw_buffer in frames {
// Construct the image from your raw pixel slice
let img = RgbaImage::from_raw(width as u32, height as u32, raw_buffer).unwrap();
// Calculate frame timing (e.g., 1000 / 30 = 33.3ms)
let delay = Delay::from_numer_denom_ms(1000, fps);
let frame = Frame::from_parts(img, 0, 0, delay);
encoder.encode_frame(frame)?;
}
Ok(()) Ok(())
} }