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tesseract view

★★☆☆by Timothy van der Valk (@arceryz)

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Is it the same as C?

//! raylib [models] example - tesseract view
//!
//! Zig-API translation of examples/models/models_tesseract_view.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2024-2025 Timothy van der Valk (@arceryz) and Ramon Santamaria (@raysan5)

const rl = @import("raylib");

pub fn main() void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [models] example - tesseract view");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Define the camera to look into our 3d world
    const camera: rl.Camera = .{
        .position = .{ .x = 4.0, .y = 4.0, .z = 4.0 }, // Camera position
        .target = .{ .x = 0.0, .y = 0.0, .z = 0.0 }, // Camera looking at point
        .up = .{ .x = 0.0, .y = 0.0, .z = 1.0 }, // Camera up vector (rotation towards target)
        .fovy = 50.0, // Camera field-of-view Y
        .projection = .perspective, // Camera mode type
    };

    // Find the coordinates by setting XYZW to +-1
    const tesseract = [16]rl.Vector4{
        .{ .x = 1, .y = 1, .z = 1, .w = 1 },    .{ .x = 1, .y = 1, .z = 1, .w = -1 },
        .{ .x = 1, .y = 1, .z = -1, .w = 1 },   .{ .x = 1, .y = 1, .z = -1, .w = -1 },
        .{ .x = 1, .y = -1, .z = 1, .w = 1 },   .{ .x = 1, .y = -1, .z = 1, .w = -1 },
        .{ .x = 1, .y = -1, .z = -1, .w = 1 },  .{ .x = 1, .y = -1, .z = -1, .w = -1 },
        .{ .x = -1, .y = 1, .z = 1, .w = 1 },   .{ .x = -1, .y = 1, .z = 1, .w = -1 },
        .{ .x = -1, .y = 1, .z = -1, .w = 1 },  .{ .x = -1, .y = 1, .z = -1, .w = -1 },
        .{ .x = -1, .y = -1, .z = 1, .w = 1 },  .{ .x = -1, .y = -1, .z = 1, .w = -1 },
        .{ .x = -1, .y = -1, .z = -1, .w = 1 }, .{ .x = -1, .y = -1, .z = -1, .w = -1 },
    };

    var transformed: [16]rl.Vector3 = undefined;
    var w_values: [16]f32 = undefined;

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        const rotation = rl.deg2rad * 45.0 * @as(f32, @floatCast(rl.getTime()));

        for (tesseract, &transformed, &w_values) |vertex, *out, *w| {
            var p = vertex;

            // Rotate the XW part of the vector
            const rot_xw = rl.math.vector2Rotate(.{ .x = p.x, .y = p.w }, rotation);
            p.x = rot_xw.x;
            p.w = rot_xw.y;

            // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
            // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
            const c = 3.0 / (3.0 - p.w);
            p.x = c * p.x;
            p.y = c * p.y;
            p.z = c * p.z;

            // Split XYZ coordinate and W values later for drawing
            out.* = .{ .x = p.x, .y = p.y, .z = p.z };
            w.* = p.w;
        }

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        rl.beginMode3D(camera);
        defer rl.endMode3D();

        for (tesseract, transformed, w_values, 0..) |v1, point, w, i| {
            // Draw spheres to indicate the W value
            rl.drawSphere(point, @abs(w * 0.1), .red);

            for (tesseract, transformed, 0..) |v2, other, j| {
                // Two lines are connected if they differ by 1 coordinate
                // This way we dont have to keep an edge list
                const diff = @as(u8, @intFromBool(v1.x == v2.x)) + @intFromBool(v1.y == v2.y) +
                    @intFromBool(v1.z == v2.z) + @intFromBool(v1.w == v2.w);

                // Draw only differing by 1 coordinate and the lower index only (duplicate lines)
                if (diff == 3 and i < j) rl.drawLine3D(point, other, .maroon);
            }
        }
    }
}
/*******************************************************************************************
*
*   raylib [models] example - tesseract view
*
*   NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
*
*   Example complexity rating: [★★☆☆] 2/4
*
*   Example originally created with raylib 6.0, last time updated with raylib 6.0
*
*   Example contributed by Timothy van der Valk (@arceryz) and reviewed by Ramon Santamaria (@raysan5)
*
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software
*
*   Copyright (c) 2024-2025 Timothy van der Valk (@arceryz) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#include "raymath.h"

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");

    // Define the camera to look into our 3d world
    Camera camera = { 0 };
    camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };    // Camera position
    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
    camera.up = (Vector3){ 0.0f, 0.0f, 1.0f };          // Camera up vector (rotation towards target)
    camera.fovy = 50.0f;                                // Camera field-of-view Y
    camera.projection = CAMERA_PERSPECTIVE;             // Camera mode type

    // Find the coordinates by setting XYZW to +-1
    Vector4 tesseract[16] = {
        {  1,  1,  1, 1 }, {  1,  1,  1, -1 },
        {  1,  1, -1, 1 }, {  1,  1, -1, -1 },
        {  1, -1,  1, 1 }, {  1, -1,  1, -1 },
        {  1, -1, -1, 1 }, {  1, -1, -1, -1 },
        { -1,  1,  1, 1 }, { -1,  1,  1, -1 },
        { -1,  1, -1, 1 }, { -1,  1, -1, -1 },
        { -1, -1,  1, 1 }, { -1, -1,  1, -1 },
        { -1, -1, -1, 1 }, { -1, -1, -1, -1 },
    };

    float rotation = 0.0f;
    Vector3 transformed[16] = { 0 };
    float wValues[16] = { 0 };

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        rotation = DEG2RAD*45.0f*(float)GetTime();

        for (int i = 0; i < 16; i++)
        {
            Vector4 p = tesseract[i];

            // Rotate the XW part of the vector
            Vector2 rotXW = Vector2Rotate((Vector2){ p.x, p.w }, rotation);
            p.x = rotXW.x;
            p.w = rotXW.y;

            // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
            // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
            float c = 3.0f/(3.0f - p.w);
            p.x = c*p.x;
            p.y = c*p.y;
            p.z = c*p.z;

            // Split XYZ coordinate and W values later for drawing
            transformed[i] = (Vector3){ p.x, p.y, p.z };
            wValues[i] = p.w;
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);
                for (int i = 0; i < 16; i++)
                {
                    // Draw spheres to indicate the W value
                    DrawSphere(transformed[i], fabsf(wValues[i]*0.1f), RED);

                    for (int j = 0; j < 16; j++)
                    {
                        // Two lines are connected if they differ by 1 coordinate
                        // This way we dont have to keep an edge list
                        Vector4 v1 = tesseract[i];
                        Vector4 v2 = tesseract[j];
                        int diff = (int)(v1.x == v2.x) + (int)(v1.y == v2.y) + (int)(v1.z == v2.z) + (int)(v1.w == v2.w);

                        // Draw only differing by 1 coordinate and the lower index only (duplicate lines)
                        if (diff == 3 && i < j) DrawLine3D(transformed[i], transformed[j], MAROON);
                    }
                }
            EndMode3D();

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();          // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.