%import textio %import floats %zeropage basicsafe ; Note: this program can be compiled for multiple target systems. main { ; vertices float[] xcoor = [ -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0 ] float[] ycoor = [ -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0 ] float[] zcoor = [ -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 ] ; storage for rotated coordinates float[len(xcoor)] rotatedx float[len(ycoor)] rotatedy float[len(zcoor)] rotatedz sub start() { float time=0.0 repeat { cbm.SETTIM(0,0,0) rotate_vertices(time) txt.clear_screenchars(' ') draw_edges() time+=0.1 txt.plot(0,0) txt.print("3d cube! floats. ") ubyte jiffies = lsb(cbm.RDTIM16()) txt.print_ub(jiffies) txt.print(" jiffies/fr = ") txt.print_ub(60/jiffies) txt.print(" fps") } } sub rotate_vertices(float t) { ; rotate around origin (0,0,0) ; set up the 3d rotation matrix values float cosa = floats.cos(t) float sina = floats.sin(t) float cosb = floats.cos(t*0.33) float sinb = floats.sin(t*0.33) float cosc = floats.cos(t*0.78) float sinc = floats.sin(t*0.78) float cosa_sinb = cosa*sinb float sina_sinb = sina*sinb 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 ubyte @zp i 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() { ; plot the points of the 3d cube ; first the points on the back, then the points on the front (painter algorithm) ubyte @zp i float rz float persp ubyte sx ubyte sy for i in 0 to len(xcoor)-1 { rz = rotatedz[i] if rz >= 0.1 { persp = (5.0+rz)/(txt.DEFAULT_HEIGHT as float) sx = rotatedx[i] / persp + txt.DEFAULT_WIDTH/2.0 as ubyte sy = rotatedy[i] / persp + txt.DEFAULT_HEIGHT/2.0 as ubyte txt.setcc(sx, sy, 46, 1) } } for i in 0 to len(xcoor)-1 { rz = rotatedz[i] if rz < 0.1 { persp = (5.0+rz)/(txt.DEFAULT_HEIGHT as float) sx = rotatedx[i] / persp + txt.DEFAULT_WIDTH/2.0 as ubyte sy = rotatedy[i] / persp + txt.DEFAULT_HEIGHT/2.0 as ubyte txt.setcc(sx, sy, 81, 1) } } } }