--- title: Spinning spatial cross description: We are writing an algorithm for rotating a three-dimensional figure around its center along all three axes at once. In the previous example, we rotated cube... sections: [Volumetric figures,Rotation matrix,Experimental model] tags: [javascript,online,canvas,geometry,matrix,graphics,image,picture,square,cube,3d,three-dimensional] scripts: [/js/classes-point-cube.js,/js/spinning-spatial-cross.js,/js/spinning-spatial-cross2.js] styles: [/css/pomodoro1.css] canonical_url: /en/2023/01/16/spinning-spatial-cross.html url_translated: /ru/2023/01/15/spinning-spatial-cross.html title_translated: Вращаем пространственный крест date: 2023.01.16 lang: en --- We are writing an algorithm for rotating a three-dimensional figure around its center along all three axes at once. In the previous example, we [rotated cube in space]({{ '/en/2023/01/11/spinning-cube-in-space.html' | relative_url }}) — in this example, there are a lot of cubes, the algorithm will be almost the same, and we will use the same formulas. For clarity, let's take two variants of a symmetrical volumetric figure in two types of projections — *spatial cross* and *cross-cube* — we consider the difference between them. Testing the experimental interface: [Volumetric tetris]({{ '/en/2023/01/22/volumetric-tetris.html' | relative_url }}). {% include heading.html text="Spatial cross" hash="spatial-cross" %}
Parallel projection

Canvas for displaying computations results

Perspective projection

Canvas for displaying computations results

{% include heading.html text="Cross-cube" hash="cross-cube" %}
Parallel projection

Canvas for displaying computations results

Perspective projection

Canvas for displaying computations results

*Parallel projection* — all cubes are the same size. *Perspective projection* — the cubes look shrinking in the distance. {% include heading.html text="Experimental model" hash="experimental-model" %} Slightly complicated version from the previous example — now there are a lot of cubes. In addition to the previous settings there can be changed: variant of the figure — *spatial cross* or *cross-cube*, face sorting direction — *straight perspective* or *reverse perspective* and transparency of the cube walls.

Canvas for displaying computations results

Rotation around axes:
Center onto observer screen:
150
150
125
Remoteness of projection center:
300
Transparency of cubes:
20%
Variant of the figure:
Linear perspective:
{% include heading.html text="Algorithm description" hash="algorithm-description" %} We prepare a three-dimensional matrix of zeros and ones, where one means a cube in a certain place of the figure. Then we bypass this matrix and fill in the array of cubes with the corresponding coordinates of the vertices. After that, we start the rotation along all three axes at once. At each step, we bypass the array of cubes and get projections of their faces. Then we sort the array of faces by remoteness from the projection center, bypass this array and throw away the same pairs from it — these are the adjacent walls between neighboring cubes inside the figure. After that we draw with a translucent color the cube faces — first the distant, and then the near ones, so that the distant faces can be seen through the near ones. {% include heading.html text="Implementation in JavaScript" hash="implementation-in-javascript" %} {% include classes-point-cube-en.md -%} Create objects according to templates and draw their projections on the plane. ```js 'use strict'; // matrices-templates for cubes const shape1 = [ // spatial cross [[0,0,0,0,0], [0,0,0,0,0], [0,0,1,0,0], [0,0,0,0,0], [0,0,0,0,0]], [[0,0,0,0,0], [0,0,0,0,0], [0,0,1,0,0], [0,0,0,0,0], [0,0,0,0,0]], [[0,0,1,0,0], [0,0,1,0,0], [1,1,1,1,1], [0,0,1,0,0], [0,0,1,0,0]], [[0,0,0,0,0], [0,0,0,0,0], [0,0,1,0,0], [0,0,0,0,0], [0,0,0,0,0]], [[0,0,0,0,0], [0,0,0,0,0], [0,0,1,0,0], [0,0,0,0,0], [0,0,0,0,0]]]; const shape2 = [ // cross-cube [[0,0,1,0,0], [0,0,1,0,0], [1,1,1,1,1], [0,0,1,0,0], [0,0,1,0,0]], [[0,0,1,0,0], [0,0,0,0,0], [1,0,0,0,1], [0,0,0,0,0], [0,0,1,0,0]], [[1,1,1,1,1], [1,0,0,0,1], [1,0,0,0,1], [1,0,0,0,1], [1,1,1,1,1]], [[0,0,1,0,0], [0,0,0,0,0], [1,0,0,0,1], [0,0,0,0,0], [0,0,1,0,0]], [[0,0,1,0,0], [0,0,1,0,0], [1,1,1,1,1], [0,0,1,0,0], [0,0,1,0,0]]]; // cube size, number of cubes in a row, indent const size = 40, row = 5, gap = 50; // arrays for cubes const cubes1 = [], cubes2 = []; // bypass the matrices, fill the arrays with cubes for (let x=0; xMath.abs(b.dist-a.dist)>size ? b.dist-a.dist : b.clock-a.clock); // sort the faces by remoteness from the projection center perspective.sort((a,b)=>b.dist-a.dist); // draw parallel projection drawFigure(cnv1, parallel); // draw perspective projection drawFigure(cnv2, perspective); } ``` ```js // do not draw adjacent walls between neighboring cubes function noAdjacent(array) { // sort the faces by remoteness array.sort((a,b) => b.dist-a.dist); // remove the adjacent walls between cubes for (let i=0, j=1; isetInterval(repaint,50)); ```