%import c64lib %import c64utils %import c64graphics main { const uword width = 255 const uword height = 200 ; vertices word[] xcoor = [ -100, -100, -100, -100, 100, 100, 100, 100 ] word[] ycoor = [ -100, -100, 100, 100, -100, -100, 100, 100 ] word[] zcoor = [ -100, 100, -100, 100, -100, 100, -100, 100 ] ; storage for rotated coordinates word[len(xcoor)] rotatedx word[len(ycoor)] rotatedy word[len(zcoor)] rotatedz ; edges ubyte[] edgesFrom = [ 0, 2, 6, 4, 1, 3, 7, 5, 0, 2, 6, 4] ubyte[] edgesTo = [ 2, 6, 4, 0, 3, 7, 5, 1, 1, 3, 7, 5] sub start() { uword anglex uword angley uword anglez graphics.enable_bitmap_mode() repeat { rotate_vertices(msb(anglex), msb(angley), msb(anglez)) graphics.clear_screen() draw_lines() anglex-=500 angley+=217 anglez+=452 while c64.RASTER!=255 { } while c64.RASTER!=254 { } } } sub rotate_vertices(ubyte ax, ubyte ay, ubyte az) { ; rotate around origin (0,0,0) ; set up the 3d rotation matrix values word wcosa = cos8(ax) word wsina = sin8(ax) word wcosb = cos8(ay) word wsinb = sin8(ay) word wcosc = cos8(az) word wsinc = sin8(az) word wcosa_sinb = wcosa*wsinb / 128 word wsina_sinb = wsina*wsinb / 128 word Axx = wcosa*wcosb / 128 word Axy = (wcosa_sinb*wsinc - wsina*wcosc) / 128 word Axz = (wcosa_sinb*wcosc + wsina*wsinc) / 128 word Ayx = wsina*wcosb / 128 word Ayy = (wsina_sinb*wsinc + wcosa*wcosc) / 128 word Ayz = (wsina_sinb*wcosc - wcosa*wsinc) / 128 word Azx = -wsinb word Azy = wcosb*wsinc / 128 word Azz = wcosb*wcosc / 128 ubyte i for i in 0 to len(xcoor)-1 { ; don't normalize by dividing by 128, instead keep some precision for perspective calc later rotatedx[i] = (Axx*xcoor[i] + Axy*ycoor[i] + Axz*zcoor[i]) rotatedy[i] = (Ayx*xcoor[i] + Ayy*ycoor[i] + Ayz*zcoor[i]) rotatedz[i] = (Azx*xcoor[i] + Azy*ycoor[i] + Azz*zcoor[i]) } } sub draw_lines() { ubyte i for i in len(edgesFrom) -1 downto 0 { ubyte vFrom = edgesFrom[i] ubyte vTo = edgesTo[i] word persp1 = 256 + rotatedz[vFrom]/256 word persp2 = 256 + rotatedz[vTo]/256 graphics.line(rotatedx[vFrom] / persp1 + 160.w as uword, rotatedy[vFrom] / persp1 + 100 as ubyte, rotatedx[vTo] / persp2 + 160.w as uword, rotatedy[vTo] / persp2 + 100 as ubyte) } } }