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preparing for hidden line removal
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@ -147,31 +147,80 @@ main {
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sub draw_lines_hiddenremoval() {
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; complex routine that draws the ship model based on its faces
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; where it uses the surface normals to determine visibility.
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; TODO use a pointer to the edges instead of indexing
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; TODO use a pointer to the edges and points instead of indexing
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memset(edgestodraw, shipdata.totalNumberOfEdges, true)
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ubyte @zp edgeIdx = 0
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ubyte @zp i
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for i in shipdata.totalNumberOfFaces -1 downto 0 {
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ubyte e1
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ubyte e2
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ubyte e3
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e1 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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e2 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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e3 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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draw_edge(e1)
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draw_edge(e2)
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while e3!=255 {
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draw_edge(e3)
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e3 = shipdata.facesEdges[edgeIdx]
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ubyte @zp pointIdx = 0
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ubyte faceNumber
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for faceNumber in shipdata.totalNumberOfFaces -1 downto 0 {
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if facing_away(pointIdx) {
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; don't draw this face, fast-forward over the edges and points
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edgeIdx += 3 ; every face hast at least 3 edges
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while shipdata.facesEdges[edgeIdx]!=255 {
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edgeIdx++
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}
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edgeIdx++
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pointIdx += 3 ; every face has at least 3 points
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while shipdata.facesPoints[pointIdx]!=255 {
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pointIdx++
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}
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pointIdx++
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} else {
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; draw this face
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ubyte @zp e1 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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ubyte @zp e2 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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ubyte @zp e3 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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if edgestodraw[e1]
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draw_edge(e1)
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if edgestodraw[e2]
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draw_edge(e2)
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while e3!=255 {
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if edgestodraw[e3]
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draw_edge(e3)
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e3 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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}
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; skip the rest of the facesPoints, we don't need them here anymore
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pointIdx += 3 ; every face has at least 3 points
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while shipdata.facesPoints[pointIdx]!=255 {
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pointIdx++
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}
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pointIdx++
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}
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}
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}
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sub facing_away(ubyte edgePointsIdx) -> ubyte {
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; todo hidden line removal check
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; ubyte p1x = shipdata.
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;
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; word normal_z
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;
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; def normal_z(self, points: Tuple) -> float:
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; p1 = self.rotated_coords[points[0]]
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; p2 = self.rotated_coords[points[1]]
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; p3 = self.rotated_coords[points[2]]
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; # So for a triangle p1, p2, p3, if the vector U = p2 - p1 and the vector V = p3 - p1
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; # then the normal N = U * V and can be calculated by:
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; # Nx = UyVz - UzVy
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; # Ny = UzVx - UxVz
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; # Nz = UxVy - UyVx
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; ux = p2[0]-p3[0]
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; uy = p2[1]-p3[1]
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; vx = p1[0]-p3[0]
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; vy = p1[1]-p3[1]
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; return ux*vy - uy*vx
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return 0
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}
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ubyte[shipdata.totalNumberOfEdges] edgestodraw
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sub draw_edge(ubyte edgeidx) {
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; todo: keep track of edges that are already drawn, don't redraw
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edgestodraw[edgeidx] = false
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ubyte vFrom = shipdata.edgesFrom[edgeidx]
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ubyte vTo = shipdata.edgesTo[edgeidx]
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word persp1 = 200 + rotatedz[vFrom]/256
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