---
title: Spinning spatial cross
description: We are writing an algorithm for rotating a three-dimensional figure by an angle around its center along all three axes at once. In the previous example...
sections: [Volumetric figures,Rotation matrix,Experimental model]
tags: [javascript,canvas,geometry,matrix,graphics,image,picture,square,cube]
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 by an angle
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 }})
— now there are a lot of cubes, the algorithm is almost the same and we use the same formulas.
We draw two variants of the figure: *spatial cross* and *cross-cube* in two types of projections,
consider the difference.
Testing the experimental interface: [Volumetric tetris]({{ '/en/2023/01/22/volumetric-tetris.html' | relative_url }}).
## Spatial cross {#spatial-cross}
Parallel projection
Perspective projection
## Cross-cube {#cross-cube}
Parallel projection
Perspective projection
*Parallel projection* — all cubes are the same size.
*Perspective projection* — the cubes look shrinking in the distance.
## Experimental model {#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: figure variant — *spatial cross* or *cross-cube*, face sorting
direction — *linear perspective* or *reverse perspective* and transparency of the cube walls.
Variant of the figure:
Perspective projection:
## Algorithm description {#algorithm-description}
We prepare a 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 cube faces with a translucent color — first the distant and then the
near ones, so that the distant faces can be seen through the near ones.
## Implementation in JavaScript {#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));
```