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ForrestFox

Line3D Demo

Jun 24th, 2021
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  1. SCREEN 13
  2.  
  3. DIM SHARED Znear
  4.  
  5. Znear = .5
  6.  
  7. TYPE vec3
  8.   x AS SINGLE
  9.   y AS SINGLE
  10.   z AS SINGLE
  11. END TYPE
  12.  
  13. TYPE vec2
  14.   x AS SINGLE
  15.   y AS SINGLE
  16. END TYPE
  17.  
  18. DIM a1 AS vec3
  19. DIM a2 AS vec3
  20. DIM org AS vec3
  21. DIM rot AS vec3
  22.  
  23. size = 16
  24.  
  25. org.x = 0: org.y = -.25: org.z = 0
  26. rot.x = 0: rot.y = 2: rot.z = 0
  27.  
  28. DO
  29.  
  30.   LINE (0, 0)-(320, 200), 1, BF
  31.  
  32.   ' Horizontal lines
  33.   ' ---------------------
  34.   FOR x = -size TO size
  35.  
  36.     a1.x = x: a1.y = 0: a1.z = -size
  37.     a2.x = x: a2.y = 0: a2.z = size
  38.     pd a1, a2, org, rot
  39.  
  40.   NEXT
  41.  
  42.   ' Vertical lines
  43.   ' ---------------------
  44.   FOR z = -size TO size
  45.  
  46.     a1.x = -size: a1.y = 0: a1.z = z
  47.     a2.x = size: a2.y = 0: a2.z = z
  48.     pd a1, a2, org, rot
  49.  
  50.   NEXT
  51.  
  52.   ' Wait key
  53.   DO: i$ = INKEY$: LOOP WHILE i$ = ""
  54.  
  55.   ' Up
  56.   IF i$ = CHR$(0) + "H" THEN org.x = org.x - SIN(rot.y) * .1: org.z = org.z - COS(rot.y) * .1
  57.  
  58.   ' Down
  59.   IF i$ = CHR$(0) + "P" THEN org.x = org.x + SIN(rot.y) * .1: org.z = org.z + COS(rot.y) * .1
  60.  
  61.   ' Left / Right
  62.   IF i$ = CHR$(0) + "K" THEN rot.y = rot.y - .05
  63.   IF i$ = CHR$(0) + "M" THEN rot.y = rot.y + .05
  64.  
  65.   ' PgDn/PgUp
  66.   IF i$ = CHR$(0) + "I" THEN org.y = org.y - .1
  67.   IF i$ = CHR$(0) + "Q" THEN org.y = org.y + .1
  68.  
  69. LOOP UNTIL i$ = CHR$(27)
  70.  
  71. SUB pd (v1 AS vec3, v2 AS vec3, o AS vec3, r AS vec3)
  72.  
  73.   DIM a AS vec3, b AS vec3, e AS vec3
  74.   DIM c AS vec2, d AS vec2
  75.  
  76.   ' Move coordinates
  77.   a.x = v1.x + o.x: b.x = v2.x + o.x
  78.   a.y = v1.y + o.y: b.y = v2.y + o.y
  79.   a.z = v1.z + o.z: b.z = v2.z + o.z
  80.  
  81.   ' RotateY
  82.   rt a, r
  83.   rt b, r
  84.  
  85.   ' Cross z-near
  86.   t = (Znear - a.z) / (b.z - a.z)
  87.  
  88.   e.x = a.x + t * (b.x - a.x)
  89.   e.y = a.y + t * (b.y - a.y)
  90.   e.z = a.z + t * (b.z - a.z)
  91.  
  92.   ' Line behind Znear
  93.   IF a.z < Znear AND b.z < Znear THEN EXIT SUB
  94.  
  95.   ' Line crossing Znear
  96.   IF a.z > Znear AND b.z < Znear THEN b = e ELSE IF a.z < Znear AND b.z > Znear THEN a = e
  97.  
  98.   vp a, c
  99.   vp b, d
  100.  
  101.   LINE (c.x, c.y)-(d.x, d.y), 15
  102.  
  103. END SUB
  104.  
  105. SUB rt (v AS vec3, r AS vec3)
  106.  
  107.   DIM m AS vec3
  108.  
  109.   ' Rotate by Y
  110.   m.x = v.x * COS(r.y) - v.z * SIN(r.y)
  111.   m.y = v.y
  112.   m.z = v.z * COS(r.y) + v.x * SIN(r.y)
  113.  
  114.   v = m
  115.  
  116. END SUB
  117.  
  118. SUB vp (a AS vec3, b AS vec2)
  119.  
  120.   b.x = 160 + a.x * 200 / a.z
  121.   b.y = 100 - a.y * 200 / a.z
  122.  
  123. END SUB
  124.  
  125.  
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