要实现3D旋转效果图,可以使用C语言结合图形库进行绘制。以下是一个简单的示例代码:
#include#include #include #define PI 3.14159265 // 3D向量结构体 typedef struct { float x; float y; float z; } Vector3D; // 旋转矩阵结构体 typedef struct { float m[3][3]; } RotationMatrix; // 点的旋转函数 void rotatePoint(Vector3D *point, RotationMatrix *rotationMatrix) { Vector3D result; result.x = point->x * rotationMatrix->m[0][0] + point->y * rotationMatrix->m[1][0] + point->z * rotationMatrix->m[2][0]; result.y = point->x * rotationMatrix->m[0][1] + point->y * rotationMatrix->m[1][1] + point->z * rotationMatrix->m[2][1]; result.z = point->x * rotationMatrix->m[0][2] + point->y * rotationMatrix->m[1][2] + point->z * rotationMatrix->m[2][2]; *point = result; } int main() { int gd = DETECT, gm; initgraph(&gd, &gm, ""); // 初始化三维点的坐标 Vector3D point1 = {100, 100, 100}; Vector3D point2 = {-100, 100, 100}; Vector3D point3 = {-100, -100, 100}; Vector3D point4 = {100, -100, 100}; Vector3D point5 = {100, 100, -100}; Vector3D point6 = {-100, 100, -100}; Vector3D point7 = {-100, -100, -100}; Vector3D point8 = {100, -100, -100}; // 设置旋转角度 float angleX = 0.0, angleY = 0.0, angleZ = 0.0; // 设置旋转中心 Vector3D center = {0, 0, 0}; while (!kbhit()) { cleardevice(); // 计算旋转矩阵 RotationMatrix rotationMatrixX = { 1, 0, 0, 0, cos(angleX), -sin(angleX), 0, sin(angleX), cos(angleX) }; RotationMatrix rotationMatrixY = { cos(angleY), 0, sin(angleY), 0, 1, 0, -sin(angleY), 0, cos(angleY) }; RotationMatrix rotationMatrixZ = { cos(angleZ), -sin(angleZ), 0, sin(angleZ), cos(angleZ), 0, 0, 0, 1 }; // 应用旋转矩阵 rotatePoint(&point1, &rotationMatrixX); rotatePoint(&point2, &rotationMatrixX); rotatePoint(&point3, &rotationMatrixX); rotatePoint(&point4, &rotationMatrixX); rotatePoint(&point5, &rotationMatrixX); rotatePoint(&point6, &rotationMatrixX); rotatePoint(&point7, &rotationMatrixX); rotatePoint(&point8, &rotationMatrixX); rotatePoint(&point1, &rotationMatrixY); rotatePoint(&point2, &rotationMatrixY); rotatePoint(&point3, &rotationMatrixY); rotatePoint(&point4, &rotationMatrixY); rotatePoint(&point5, &rotationMatrixY); rotatePoint(&point6, &rotationMatrixY); rotatePoint(&point7, &rotationMatrixY); rotatePoint(&point8, &rotationMatrixY); rotatePoint(&point1, &rotationMatrixZ); rotatePoint(&point2, &rotationMatrixZ); rotatePoint(&point3, &rotationMatrixZ); rotatePoint(&point4, &rotationMatrixZ); rotatePoint(&point5, &rotationMatrixZ); rotatePoint(&point6, &rotationMatrixZ); rotatePoint(&point7, &rotationMatrixZ); rotatePoint(&point8, &rotationMatrixZ); // 绘制旋转后的点 line(point1.x, point1.y, point2.x, point2.y); line(point2.x, point2.y, point3.x,