#include void rotation_3d (float *x, float *y, float *z, float alpha, float beta, float gamma) { float nx, ny; float cosga = cos (gamma), singa = sin (gamma), cosal = cos (alpha), sinal = sin (alpha); nx = cosga * *x - singa * *y; ny = cosal * (singa * *x + cosga * *y) - sinal * *z; *z = sinal * (singa * *x + cosga * *y) + cosal * *z; *x = nx; *y = ny; } void perspective (float *x, float *y, float *z, int persp, int dist_cam) { float foc_cam = 100,aux; aux = (foc_cam + persp) / (dist_cam + persp - *z); *x = *x * aux; *y = *y * aux; }