/*
  This example exists in the Gyver Oled library
  Special thx to Alex Gyver and his amazing little library
  @ http://alexgyver.ru/gyveroled/
*/
#include <GyverOLED.h>
#define OLED_SPEED 133000000
double vectors[8][3] = {{20, 20, 20}, { -20, 20, 20}, { -20, -20, 20}, {20, -20, 20}, {20, 20, -20}, { -20, 20, -20}, { -20, -20, -20}, {20, -20, -20}};
double perspective = 100.0f;
int deltaX, deltaY, deltaZ, iter = 0;
uint32_t timer;
GyverOLED<SSD1306_128x64, OLED_BUFFER> oled;
void setup() {
  oled.init();
  Wire.setClock(OLED_SPEED);
}
void loop() {
  oled.clear();
  oled.home();
  oled.print(1000 / timer);
  timer = millis();
  drawVectors();
  if (iter == 0) {
    deltaX = random(7) - 3;
    deltaY = random(7) - 3;
    deltaZ = random(7) - 3;
    iter   = random(250) + 5;
  }
  rotateX(deltaX);
  rotateY(deltaY);
  rotateZ(deltaZ);
  iter--;
  oled.update();
  timer = millis() - timer;
}
int translateX(double x, double z) {
  return (int)((x + 64) + (z * (x / perspective)));
}
int translateY(double y, double z) {
  return (int)((y + 32) + (z * (y / perspective)));
}
void rotateX(int angle) {
  double rad, cosa, sina, Yn, Zn;
  rad = angle * PI / 180;
  cosa = cos(rad);
  sina = sin(rad);
  for (int i = 0; i < 8; i++) {
    Yn = (vectors[i][1] * cosa) - (vectors[i][2] * sina);
    Zn = (vectors[i][1] * sina) + (vectors[i][2] * cosa);
    vectors[i][1] = Yn;
    vectors[i][2] = Zn;
  }
}
void rotateY(int angle) {
  double rad, cosa, sina, Xn, Zn;
  rad = angle * PI / 180;
  cosa = cos(rad);
  sina = sin(rad);
  for (int i = 0; i < 8; i++)
  {
    Xn = (vectors[i][0] * cosa) - (vectors[i][2] * sina);
    Zn = (vectors[i][0] * sina) + (vectors[i][2] * cosa);
    vectors[i][0] = Xn;
    vectors[i][2] = Zn;
  }
}
void rotateZ(int angle) {
  double rad, cosa, sina, Xn, Yn;
  rad = angle * PI / 180;
  cosa = cos(rad);
  sina = sin(rad);
  for (int i = 0; i < 8; i++) {
    Xn = (vectors[i][0] * cosa) - (vectors[i][1] * sina);
    Yn = (vectors[i][0] * sina) + (vectors[i][1] * cosa);
    vectors[i][0] = Xn;
    vectors[i][1] = Yn;
  }
}
void drawVectors() {
  oled.line(translateX(vectors[0][0], vectors[0][2]), translateY(vectors[0][1], vectors[0][2]), translateX(vectors[1][0], vectors[1][2]), translateY(vectors[1][1], vectors[1][2]));
  oled.line(translateX(vectors[1][0], vectors[1][2]), translateY(vectors[1][1], vectors[1][2]), translateX(vectors[2][0], vectors[2][2]), translateY(vectors[2][1], vectors[2][2]));
  oled.line(translateX(vectors[2][0], vectors[2][2]), translateY(vectors[2][1], vectors[2][2]), translateX(vectors[3][0], vectors[3][2]), translateY(vectors[3][1], vectors[3][2]));
  oled.line(translateX(vectors[3][0], vectors[3][2]), translateY(vectors[3][1], vectors[3][2]), translateX(vectors[0][0], vectors[0][2]), translateY(vectors[0][1], vectors[0][2]));
  oled.line(translateX(vectors[4][0], vectors[4][2]), translateY(vectors[4][1], vectors[4][2]), translateX(vectors[5][0], vectors[5][2]), translateY(vectors[5][1], vectors[5][2]));
  oled.line(translateX(vectors[5][0], vectors[5][2]), translateY(vectors[5][1], vectors[5][2]), translateX(vectors[6][0], vectors[6][2]), translateY(vectors[6][1], vectors[6][2]));
  oled.line(translateX(vectors[6][0], vectors[6][2]), translateY(vectors[6][1], vectors[6][2]), translateX(vectors[7][0], vectors[7][2]), translateY(vectors[7][1], vectors[7][2]));
  oled.line(translateX(vectors[7][0], vectors[7][2]), translateY(vectors[7][1], vectors[7][2]), translateX(vectors[4][0], vectors[4][2]), translateY(vectors[4][1], vectors[4][2]));
  oled.line(translateX(vectors[0][0], vectors[0][2]), translateY(vectors[0][1], vectors[0][2]), translateX(vectors[4][0], vectors[4][2]), translateY(vectors[4][1], vectors[4][2]));
  oled.line(translateX(vectors[1][0], vectors[1][2]), translateY(vectors[1][1], vectors[1][2]), translateX(vectors[5][0], vectors[5][2]), translateY(vectors[5][1], vectors[5][2]));
  oled.line(translateX(vectors[2][0], vectors[2][2]), translateY(vectors[2][1], vectors[2][2]), translateX(vectors[6][0], vectors[6][2]), translateY(vectors[6][1], vectors[6][2]));
  oled.line(translateX(vectors[3][0], vectors[3][2]), translateY(vectors[3][1], vectors[3][2]), translateX(vectors[7][0], vectors[7][2]), translateY(vectors[7][1], vectors[7][2]));
}