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pixels::{Pixels, SurfaceTexture}; +use std::time::{Duration, Instant}; +use winit::{ + event::{Event, WindowEvent}, + event_loop::{ControlFlow, EventLoop}, + window::WindowBuilder, +}; + +// 3D Point structure +#[derive(Clone, Copy)] +struct Point3D { + x: f32, + y: f32, + z: f32, +} + +// Cube structure +struct Cube { + vertices: [Point3D; 8], + edges: [(usize, usize); 12], +} + +impl Cube { + fn new() -> Self { + // Define the 8 vertices of a cube + let vertices = [ + Point3D { + x: -1.0, + y: -1.0, + z: -1.0, + }, // 0 + Point3D { + x: 1.0, + y: -1.0, + z: -1.0, + }, // 1 + Point3D { + x: 1.0, + y: 1.0, + z: -1.0, + }, // 2 + Point3D { + x: -1.0, + y: 1.0, + z: -1.0, + }, // 3 + Point3D { + x: -1.0, + y: -1.0, + z: 1.0, + }, // 4 + Point3D { + x: 1.0, + y: -1.0, + z: 1.0, + }, // 5 + Point3D { + x: 1.0, + y: 1.0, + z: 1.0, + }, // 6 + Point3D { + x: -1.0, + y: 1.0, + z: 1.0, + }, // 7 + ]; + + // Define the 12 edges of the cube (vertex indices) + let edges = [ + (0, 1), + (1, 2), + (2, 3), + (3, 0), // Front face + (4, 5), + (5, 6), + (6, 7), + (7, 4), // Back face + (0, 4), + (1, 5), + (2, 6), + (3, 7), // Connecting edges + ]; + + Self { vertices, edges } + } + + fn rotate(&mut self, angle_x: f32, angle_y: f32, angle_z: f32) { + for vertex in &mut self.vertices { + // Rotate around X axis + let y = vertex.y; + let z = vertex.z; + vertex.y = y * angle_x.cos() - z * angle_x.sin(); + vertex.z = y * angle_x.sin() + z * angle_x.cos(); + + // Rotate around Y axis + let x = vertex.x; + let z = vertex.z; + vertex.x = x * angle_y.cos() + z * angle_y.sin(); + vertex.z = -x * angle_y.sin() + z * angle_y.cos(); + + // Rotate around Z axis + let x = vertex.x; + let y = vertex.y; + vertex.x = x * angle_z.cos() - y * angle_z.sin(); + vertex.y = x * angle_z.sin() + y * angle_z.cos(); + } + } +} + +// Project 3D point to 2D screen coordinates +fn project(point: Point3D, width: u32, height: u32) -> (i32, i32) { + let distance = 5.0; + let factor = distance / (distance + point.z); + let x = point.x * factor; + let y = point.y * factor; + + let screen_x = (x * width as f32 * 0.25) as i32 + (width as i32 / 2); + let screen_y = (-y * height as f32 * 0.25) as i32 + (height as i32 / 2); + + (screen_x, screen_y) +} + +fn main() { + let event_loop = EventLoop::new(); + let window = WindowBuilder::new() + .with_title("Smoothly Spinning 3D Cube") + .with_inner_size(winit::dpi::LogicalSize::new(400, 400)) + .build(&event_loop) + .unwrap(); + + let window_size = window.inner_size(); + let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window); + let mut pixels = Pixels::new(window_size.width, window_size.height, surface_texture).unwrap(); + + let mut cube = Cube::new(); + let mut last_frame_time = Instant::now(); + + // Rotation speeds in radians per second + const ROTATION_SPEED_X: f32 = 0.6; // ~1 rotation every 12.57 seconds + const ROTATION_SPEED_Y: f32 = 0.5; // ~1 rotation every 15.71 seconds + const ROTATION_SPEED_Z: f32 = 0.4; // ~1 rotation every 20.94 seconds + + event_loop.run(move |event, _, control_flow| { + *control_flow = ControlFlow::Poll; + + match event { + Event::WindowEvent { + event: WindowEvent::CloseRequested, + .. + } => *control_flow = ControlFlow::Exit, + Event::WindowEvent { + event: WindowEvent::Resized(size), + .. + } => { + pixels.resize_surface(size.width, size.height).unwrap(); + } + Event::RedrawRequested(_) => { + // Calculate delta time + let now = Instant::now(); + let delta_time = now - last_frame_time; + last_frame_time = now; + let delta_seconds = delta_time.as_secs_f32(); + + // Clear the screen + let frame = pixels.frame_mut(); + for pixel in frame.chunks_exact_mut(4) { + pixel.copy_from_slice(&[0x10, 0x10, 0x10, 0xff]); + } + + // Rotate based on actual elapsed time + cube.rotate( + ROTATION_SPEED_X * delta_seconds, + ROTATION_SPEED_Y * delta_seconds, + ROTATION_SPEED_Z * delta_seconds, + ); + + // Get dimensions + let width = window.inner_size().width; + let height = window.inner_size().height; + + // Draw cube edges + for &(i, j) in &cube.edges { + let p1 = cube.vertices[i]; + let p2 = cube.vertices[j]; + let (x1, y1) = project(p1, width, height); + let (x2, y2) = project(p2, width, height); + draw_line_manual(frame, width, x1, y1, x2, y2, [0xff, 0xff, 0xff, 0xff]); + } + + if pixels.render().is_err() { + *control_flow = ControlFlow::Exit; + } + + // Limit frame rate + let elapsed = now.elapsed(); + if elapsed < Duration::from_millis(16) { + std::thread::sleep(Duration::from_millis(16) - elapsed); + } + } + _ => (), + } + + window.request_redraw(); + }); +} + +// Bresenham's line algorithm +fn draw_line_manual( + frame: &mut [u8], + width: u32, + mut x0: i32, + mut y0: i32, + x1: i32, + y1: i32, + color: [u8; 4], +) { + let dx = (x1 - x0).abs(); + let dy = -(y1 - y0).abs(); + let sx = if x0 < x1 { 1 } else { -1 }; + let sy = if y0 < y1 { 1 } else { -1 }; + let mut err = dx + dy; + + loop { + // Only draw if the point is within bounds + if x0 >= 0 && x0 < width as i32 && y0 >= 0 && y0 < width as i32 { + let idx = ((y0 as u32 * width + x0 as u32) * 4) as usize; + if idx + 3 < frame.len() { + frame[idx..idx + 4].copy_from_slice(&color); + } + } + + if x0 == x1 && y0 == y1 { + break; + } + + let e2 = 2 * err; + if e2 >= dy { + err += dy; + x0 += sx; + } + if e2 <= dx { + err += dx; + y0 += sy; + } + } +} +