hey i got this 3d cube that rotates and does other cool nonsense HOWEVER i cant figure out how to color it. Need to do it with out using java 3d and i DO know about the painters algorithm, i just dont know exactly how to go about implementing it into the code sooooo i was wonderin if someone here could help me thanks in advance.

import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Math;

class Point3D {
   public int x, y, z;
   public Point3D( int X, int Y, int Z ) {
      x = X;  y = Y;  z = Z;
   }
}

class Edge {
   public int a, b;
   public Edge( int A, int B ) {
      a = A;  b = B;
   }
}

public class WireframeViewer extends Applet
   implements MouseListener, MouseMotionListener, KeyListener {

   int width = 500, height = 500;
   int mx, my;  // the most recently recorded mouse coordinates

   Image backbuffer;
   Graphics backg;

   int azimuth = 35, elevation = 30;
   
   int scaleFactor = width/4;

   Point3D[] vertices;
   Edge[] edges;

   public void init() {
      width = getSize().width;
      height = getSize().height;

      vertices = new Point3D[ 8 ];
      vertices[0] = new Point3D( -1, -1, -1 );
      vertices[1] = new Point3D( -1, -1,  1 );
      vertices[2] = new Point3D( -1,  1, -1 );
      vertices[3] = new Point3D( -1,  1,  1 );
      vertices[4] = new Point3D(  1, -1, -1 );
      vertices[5] = new Point3D(  1, -1,  1 );
      vertices[6] = new Point3D(  1,  1, -1 );
      vertices[7] = new Point3D(  1,  1,  1 );

      edges = new Edge[ 12 ];
      edges[ 0] = new Edge( 0, 1 );
      edges[ 1] = new Edge( 0, 2 );
      edges[ 2] = new Edge( 0, 4 );
      edges[ 3] = new Edge( 1, 3 );
      edges[ 4] = new Edge( 1, 5 );
      edges[ 5] = new Edge( 2, 3 );
      edges[ 6] = new Edge( 2, 6 );
      edges[ 7] = new Edge( 3, 7 );
      edges[ 8] = new Edge( 4, 5 );
      edges[ 9] = new Edge( 4, 6 );
      edges[10] = new Edge( 5, 7 );
      edges[11] = new Edge( 6, 7 );

      backbuffer = createImage( width, height );
      backg = backbuffer.getGraphics();
      drawWireframe( backg );

      addMouseListener( this );
      addMouseMotionListener( this );
	  addKeyListener( this );
	  setFocusable( true );
   }

   void drawWireframe( Graphics g ) {

      // compute coefficients for the projection
      double theta = Math.PI * azimuth / 180.0;
      double phi = Math.PI * elevation / 180.0;
      float cosT = (float)Math.cos( theta ), sinT = (float)Math.sin( theta );
      float cosP = (float)Math.cos( phi ), sinP = (float)Math.sin( phi );
      float cosTcosP = cosT*cosP, cosTsinP = cosT*sinP,
             sinTcosP = sinT*cosP, sinTsinP = sinT*sinP;

      // project vertices onto the 2D viewport
      Point[] points;
      points = new Point[ vertices.length ];
      int j;
      float near = 3;  // distance from eye to near plane
      float nearToObj = 1.5f;  // distance from near plane to center of object
      for ( j = 0; j < vertices.length; ++j ) {
         int x0 = vertices[j].x;
         int y0 = vertices[j].y;
         int z0 = vertices[j].z;

         // compute an orthographic projection
         float x1 = cosT*x0 + sinT*z0;
         float y1 = -sinTsinP*x0 + cosP*y0 + cosTsinP*z0;

         // now adjust things to get a perspective projection
         float z1 = cosTcosP*z0 - sinTcosP*x0 - sinP*y0;
         x1 = x1*near/(z1+near+nearToObj);
         y1 = y1*near/(z1+near+nearToObj);

         // the 0.5 is to round off when converting to int
         points[j] = new Point(
            (int)(width/2 + scaleFactor*x1 + 0.5),
            (int)(height/2 - scaleFactor*y1 + 0.5)
         );
      }

      // draw the wireframe
      g.setColor( Color.black );
      g.fillRect( 1, 1, width, height );
      g.setColor( Color.white );
      for ( j = 0; j < edges.length; ++j ) {
         g.drawLine(
            points[ edges[j].a ].x, points[ edges[j].a ].y,
            points[ edges[j].b ].x, points[ edges[j].b ].y
         );
      }
   }

  
   
   public void mouseEntered( MouseEvent e ) { }
   public void mouseExited( MouseEvent e ) { }
   public void mouseClicked( MouseEvent e ) { }
   public void mousePressed( MouseEvent e ) {
      mx = e.getX();
      my = e.getY();
      e.consume();
   }
   public void mouseReleased( MouseEvent e ) { }
   public void mouseMoved( MouseEvent e ) { }
   public void mouseDragged( MouseEvent e ) {
      // get the latest mouse position
      int new_mx = e.getX();
      int new_my = e.getY();

      // adjust angles according to the distance travelled by the mouse
      // since the last event
      azimuth -= new_mx - mx;
      elevation += new_my - my;

      // update the backbuffer
      drawWireframe( backg );

      // update our data
      mx = new_mx;
      my = new_my;

      repaint();
      e.consume();
   }
   
    public void keyPressed(KeyEvent e) {

    // Check if any cursor keys have been pressed and set flags.

    if (e.getKeyCode() == KeyEvent.VK_LEFT){
		 azimuth = azimuth - 10;
		 drawWireframe( backg );
		 repaint();
		}
    if (e.getKeyCode() == KeyEvent.VK_RIGHT){
		 azimuth = azimuth + 10;
		 drawWireframe( backg );
		 repaint();
		}
    if (e.getKeyCode() == KeyEvent.VK_UP){
		 elevation = elevation + 10;
		 drawWireframe( backg );
		 repaint();
		}      
    if (e.getKeyCode() == KeyEvent.VK_DOWN){
		 elevation = elevation - 10;
		 drawWireframe( backg );
		 repaint();
        }	
	if (e.getKeyCode() == KeyEvent.VK_D){
		 width = width + 10;
		 drawWireframe( backg );
		 repaint();	 
	    }
	if (e.getKeyCode() == KeyEvent.VK_A){
	     width = width - 10;
		 drawWireframe( backg );
		 repaint();
		}
	if (e.getKeyCode() == KeyEvent.VK_W){
	     height = height - 10;
		 drawWireframe( backg );
		 repaint();
		}
	if (e.getKeyCode() == KeyEvent.VK_S){
	     height = height + 10;
		 drawWireframe( backg );
		 repaint();
		}
	if (e.getKeyCode() == KeyEvent.VK_Q){
	     scaleFactor = scaleFactor + 10;
		 drawWireframe( backg );
		 repaint();
		}
	if (e.getKeyCode() == KeyEvent.VK_E){
	     scaleFactor = scaleFactor - 10;
		 drawWireframe( backg );
		 repaint();
		}
    }

  public void keyReleased(KeyEvent e) {}

  public void keyTyped(KeyEvent e) {}

   public void update( Graphics g ) {
      g.drawImage( backbuffer, 0, 0, this );
      showStatus("Elev: "+elevation+" deg, Azim: "+azimuth+" deg");
   }

   public void paint( Graphics g ) {
      update( g );
   }
}






/*
<center>
<applet width=800 height=800 code="WireframeViewer.class">
  ( <font color="red">You need to enable Java to see this applet.</font> )
</applet>
</center>
*/
Member Avatar for hfx642

1. You don't have to keep track of your edges, just your vertices.
2. You have to project your 3D cube into 2D space (which you are already doing... good).
3. Instead of drawLine(s) to your vertices, put your vertices into polygons.
You only need 3 polygons (only three can be visible at any one time).
Then, you can use drawPoly (for wire frame) and fillPoly for "solid" objects.

Bonus points: Add Perspective!
Move the "visual" pane "into" your object.
When you transform your object in front of the visual pane, "expand".
When you transform your object behind the visual pane, "contract".

This takes me back about 20 years.
I did this project for work where I had 2 "multi-cube" objects.
Displayed both objects (random rotations for each object), and timed patients how long it took them to rotate the second object to match the first object.
I also built a controler to plug into the game port which controled the rotation.

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