%option enable_floats ~ irq { word global_time byte time_changed sub irq() { global_time++ time_changed = 1 } } ~ main { const word width = 320 const word height = 200 ; vertices float[8] xcoor = [ -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0 ] float[8] ycoor = [ -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0 ] float[8] zcoor = [ -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 ] ; edges (msb=from vertex, lsb=to vertex) word[12] edges = [$0001, $0103, $0302, $0200, $0405, $0507, $0706, $0604, $0004, $0105, $0206, $0307] ; storage for rotated coordinates float[len(xcoor)] rotatedx float[len(ycoor)] rotatedy float[len(zcoor)] rotatedz ; general index var byte i sub start() { if irq.time_changed { irq.time_changed = 0 _vm_gfx_clearscr(0) _vm_gfx_text(14, 5, 5, "Spin to Win !!!") for i in 0 to width//10 { _vm_gfx_line(i*2+width//2-width//10, 130, i*10.w, 199, 6) } rotate_vertices(flt(irq.global_time) / 30.0) draw_edges() } goto start } sub rotate_vertices(t: float) { ; rotate around origin (0,0,0) ; set up the 3d rotation matrix values float cosa = cos(t) float sina = sin(t) float cosb = cos(t*0.33) float sinb = sin(t*0.33) float cosc = cos(t*0.78) float sinc = sin(t*0.78) float Axx = cosa*cosb float Axy = cosa*sinb*sinc - sina*cosc float Axz = cosa*sinb*cosc + sina*sinc float Ayx = sina*cosb float Ayy = sina*sinb*sinc + cosa*cosc float Ayz = sina*sinb*cosc - cosa*sinc float Azx = -sinb float Azy = cosb*sinc float Azz = cosb*cosc for i in 0 to len(xcoor)-1 { 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_edges() { word edge byte e_from byte e_to sub toscreenx(x: float, z: float) -> word { return floor(x/(4.2+z) * flt(height)) + width // 2 } sub toscreeny(y: float, z: float) -> word { return floor(y/(4.2+z) * flt(height)) + height // 2 } ; draw all edges of the object for edge in edges { e_from = msb(edge) e_to = lsb(edge) _vm_gfx_line(toscreenx(rotatedx[e_from], rotatedz[e_from]), toscreeny(rotatedy[e_from], rotatedz[e_from]), toscreenx(rotatedx[e_to], rotatedz[e_to]), toscreeny(rotatedy[e_to], rotatedz[e_to]), e_from+e_to) } ; accentuate the vertices a bit with small boxes word sx word sy byte col for i in 0 to len(xcoor)-1 { sx = toscreenx(rotatedx[i], rotatedz[i]) sy = toscreeny(rotatedy[i], rotatedz[i]) col=i+2 _vm_gfx_pixel(sx-1, sy-1, col) _vm_gfx_pixel(sx, sy-1, col) _vm_gfx_pixel(sx+1, sy-1, col) _vm_gfx_pixel(sx-1, sy, col) _vm_gfx_pixel(sx, sy, col) _vm_gfx_pixel(sx+1, sy, col) _vm_gfx_pixel(sx-1, sy+1, col) _vm_gfx_pixel(sx, sy+1, col) _vm_gfx_pixel(sx+1, sy+1, col) _vm_gfx_pixel(sx, sy-2, col) _vm_gfx_pixel(sx+2, sy, col) _vm_gfx_pixel(sx, sy+2, col) _vm_gfx_pixel(sx-2, sy, col) } } }