#include "U8glib.h" // u8g library, note there is a newer version u8g2, please use the older one
const uint8_t yunus_logo[] U8G_PROGMEM = { // Yunus is my alias. Go ahead and make your own if you like
B00001010, B10101001, B01010111, // ░░░░█░█░█░█░█░░█░█░█░███
B00001010, B10101011, B01010100, // ░░░░█░█░█░█░█░██░█░█░█░░
B00001010, B10101101, B01010010, // ░░░░█░█░█░█░██░█░█░█░░█░
B00000100, B10101001, B01110001, // ░░░░░█░░█░█░█░░█░███░░░█
B00000100, B11101001, B01110111 // ░░░░░█░░███░█░░█░███░███
};
// uncomment the correct connection - fast I2C, slow I2C, SPI
U8GLIB_SSD1306_128X64 u8g(U8G_I2C_OPT_DEV_0 | U8G_I2C_OPT_NO_ACK | U8G_I2C_OPT_FAST); // Fast I2C / TWI
//U8GLIB_SSD1306_128X64 u8g(U8G_I2C_OPT_DEV_0 | U8G_I2C_OPT_NO_ACK); // slow I2C / TWI -- I had to use "slow I2C" in my case
//U8GLIB_SSD1306_128X64 u8g(13, 11, 8, 9, 10); // SPI connection - SCL = 13, SDA = 11, RES = 10, DC = 9, CS = 8
int points[8][2]; // eight 2D points for the cube, values will be calculated in the code
int orig_points [8][3] = { // eight 3D points - set values for 3D cube
{-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 rotated_3d_points [8][3]; // eight 3D points - rotated around Y axis
float angle_deg = 60.0; // rotation around the Y axis
float z_offset = -4.0; // offset on Z axis
float cube_size = 70.0; // cube size (multiplier)
float time_frame; // ever increasing time value
void setup() {
u8g.setColorIndex(1); // set color to white
}
void loop() {
time_frame++; // increase the time frame value by 1
cube_size = 50 + sin(time_frame * 0.2)*20; // oscilate cube size between values 30 - 70
//z_offset = -2.0; //
//cube_size = 18.0; // uncomment those two lines for a "wide angle camera" -- bigger perspective distort
// increase the angle by 5° increments
if (angle_deg < 90-5) {
angle_deg = angle_deg + 5;
} else {
angle_deg = 0;
}
// calculate the points
for (int i=0; i<8; i++) {
// rotate 3d points around the Y axis (rotating X nad Z positions)
rotated_3d_points [i][0] = orig_points [i][0] * cos(radians(angle_deg)) - orig_points [i][2] * sin(radians(angle_deg));
rotated_3d_points [i][1] = orig_points [i][1];
rotated_3d_points [i][2] = orig_points [i][0] * sin(radians(angle_deg)) + orig_points [i][2] * cos(radians(angle_deg)) + z_offset;
// project 3d points into 2d space with perspective divide -- 2D x = x/z, 2D y = y/z
points[i][0] = round(64 + rotated_3d_points [i][0] / rotated_3d_points [i][2] * cube_size);
points[i][1] = round(32 + rotated_3d_points [i][1] / rotated_3d_points [i][2] * cube_size);
}
u8g.firstPage();
do {
// connect the lines between the individual points
u8g.drawLine(points[ 0 ][ 0 ], points[ 0 ][ 1 ] , points[ 1 ][ 0 ] , points[ 1 ][ 1 ] ); // connect points 0-1
u8g.drawLine(points[ 1 ][ 0 ], points[ 1 ][ 1 ] , points[ 2 ][ 0 ] , points[ 2 ][ 1 ] ); // connect points 1-2
u8g.drawLine(points[ 2 ][ 0 ], points[ 2 ][ 1 ] , points[ 3 ][ 0 ] , points[ 3 ][ 1 ] ); // connect points 2-3
u8g.drawLine(points[ 3 ][ 0 ], points[ 3 ][ 1 ] , points[ 0 ][ 0 ] , points[ 0 ][ 1 ] ); // connect points 3-0
u8g.drawLine(points[ 4 ][ 0 ], points[ 4 ][ 1 ] , points[ 5 ][ 0 ] , points[ 5 ][ 1 ] ); // connect points 4-5
u8g.drawLine(points[ 5 ][ 0 ], points[ 5 ][ 1 ] , points[ 6 ][ 0 ] , points[ 6 ][ 1 ] ); // connect points 5-6
u8g.drawLine(points[ 6 ][ 0 ], points[ 6 ][ 1 ] , points[ 7 ][ 0 ] , points[ 7 ][ 1 ] ); // connect points 6-7
u8g.drawLine(points[ 7 ][ 0 ], points[ 7 ][ 1 ] , points[ 4 ][ 0 ] , points[ 4 ][ 1 ] ); // connect points 7-4
u8g.drawLine(points[ 0 ][ 0 ], points[ 0 ][ 1 ] , points[ 4 ][ 0 ] , points[ 4 ][ 1 ] ); // connect points 0-4
u8g.drawLine(points[ 1 ][ 0 ], points[ 1 ][ 1 ] , points[ 5 ][ 0 ] , points[ 5 ][ 1 ] ); // connect points 1-5
u8g.drawLine(points[ 2 ][ 0 ], points[ 2 ][ 1 ] , points[ 6 ][ 0 ] , points[ 6 ][ 1 ] ); // connect points 2-6
u8g.drawLine(points[ 3 ][ 0 ], points[ 3 ][ 1 ] , points[ 7 ][ 0 ] , points[ 7 ][ 1 ] ); // connect points 3-7
// draw yunus logo
u8g.drawBitmapP(100, 0, 3, 5, yunus_logo);
} while ( u8g.nextPage() ); // u8g library specific, has to be there
}