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rem Fast vector Routine (Code Snippet).
rem it's just a quick 3D example.
rem iPhone 6 Plus / iOS 8.4 b1 / sB 4.8
gosub initialize
loop:
refresh off
fill color (40+(rd/5))/255,30/255,20/255
fill tri 0,0, sw,sh, 0,sh
fill tri 0,0, sw,sh, sw,0
mm=mm+.05
gosub rotate
r=0 ! g=0 ! b=200
f1=1 ! f2=2 ! f3=3 ! f4=4
gosub draw
r=0 ! g=200 ! b=0
f1=5 ! f2=8 ! f3=7 ! f4=6
gosub draw
r=200 ! g=0 ! b=0
f1=6 ! f2=2 ! f3=1 ! f4=5
gosub draw
r=0 ! g=100 ! b=100
f1=8 ! f2=4 ! f3=3 ! f4=7
gosub draw
r=100 ! g=100 ! b=0
f1=2 ! f2=6 ! f3=7 ! f4=3
gosub draw
r=100 ! g=100 ! b=100
f1=8 ! f2=5 ! f3=1 ! f4=4
gosub draw
draw color 1,1,1
for a=1 to polys
fill circle tx(a),ty(a) size 5
draw text str$(a) at tx(a),ty(a)
next a
refresh on
goto loop
draw:
'Draw A Face Of The Cube
vx1= tx(f1)-tx(f2)
vy1= ty(f1)-ty(f2)
vx2= tx(f3)-tx(f2)
vy2= ty(f3)-ty(f2)
if (vx1*vy2-vx2*vy1)<0 then
xc=(tx(f1)+tx(f2)+tx(f3)+tx(f4))/4
yc=(ty(f1)+ty(f2)+ty(f3)+ty(f4))/4
light=-(tz(f1)+tz(f2)+tz(f3)+tz(f4))*5
fill color (r+light)/255,(g+light)/255,(b+light)/255
fill tri tx(f1),ty(f1), tx(f2),ty(f2), tx(f3),ty(f3)
fill tri tx(f1),ty(f1), tx(f4),ty(f4), tx(f3),ty(f3)
end if
return
rotate:
'Rotate And Scale Each Point Store Result
for a=1 to polys
x1=x(a)
y1=y(a)
z1=z(a)
'X,Y,Z rotations
xx=x1
yy=y1*cs(xr)+z1*sn(xr)
zz=z1*cs(xr)-y1*sn(xr)
y1=yy
x1=xx*cs(yr)-zz*sn(yr)
z1=xx*sn(yr)+zz*cs(yr)
zz=z1
xx=x1*cs(zr)-y1*sn(zr)
yy=x1*sn(zr)+y1*cs(zr)
'Apply Perspective
xx=size*(xx/((zz/50)+1))+sw/2 'center X
yy=size*(yy/((zz/50)+1))+sh/2 'center Y
tx(a)=xx
ty(a)=yy
tz(a)=zz
next a
xr=xr+3
yr=yr+2
zr=zr+5
if xr>720 then xr=xr-720
if yr>720 then yr=yr-720
if zr>720 then zr=zr-720
return
initialize:
graphics
sw=screen_width()
sh=screen_height()
pi=3.1415 ' pi
size=10 ' how big do you want it?
dw=1 ' Double buffering Variable
polys=8 ' The amount of polygons in the object
dim x(polys+1) ' Original X co-ordinate store
dim y(polys+1) ' Original Y co-ordinate store
dim z(polys+1) ' Original Z co-ordinate store
dim tx(polys+1) ' Transformed X co-ordinate store
dim ty(polys+1) ' Transformed Y co-ordinate store
dim tz(polys+1) ' Transformed Z co-ordinate store
'Define Sine Tables
dim cs(721)
dim sn(721)
for ang=0 to 720
cs(ang)=cos(ang*(pi/360))
sn(ang)=sin(ang*(pi/360))
next ang
'Read in the object
for a=1 to polys
read x(a),y(a),z(a)
next a
'The Object Description As Data
'The Data Below Describes A Cube.
data -10,10,10,10,10,10,10,-10,10,-10,-10,10
data -10,10,-10,10,10,-10,10,-10,-10,-10,-10,-10
return