%import c64utils %import c64flt ~ main { const uword width = 40 const uword height = 25 ; 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 ] ; storage for rotated coordinates float[len(xcoor)] rotatedx=0.0 float[len(ycoor)] rotatedy=0.0 float[len(zcoor)] rotatedz=-1.0 sub start() { float time=0.0 while(true) { rotate_vertices(time) c64.CLEARSCR() draw_edges() time+=0.2 } } sub rotate_vertices(float t) { ; 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 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 for ubyte i in 0 to len(xcoor)-1 { float xc = xcoor[i] float yc = ycoor[i] float zc = zcoor[i] rotatedx[i] = Axx*xc + Axy*yc + Axz*zc rotatedy[i] = Ayx*xc + Ayy*yc + Ayz*zc rotatedz[i] = Azx*xc + Azy*yc + Azz*zc } } sub draw_edges() { sub toscreenx(float x, float z) -> byte { return x/(5.0+z) * (height as float) as byte + width // 2 } sub toscreeny(float y, float z) -> byte { return y/(5.0+z) * (height as float) as byte + height // 2 } ; plot the points of the 3d cube ; first the points on the back, then the points on the front (painter algorithm) for ubyte i in 0 to len(xcoor)-1 { float rz = rotatedz[i] if rz >= 0.1 { ubyte sx = toscreenx(rotatedx[i], rz) as ubyte ubyte sy = toscreeny(rotatedy[i], rz) as ubyte c64scr.setchrclr(sx, sy, 46, i+2) } } for ubyte i in 0 to len(xcoor)-1 { float rz = rotatedz[i] if rz < 0.1 { ubyte sx = toscreenx(rotatedx[i], rz) as ubyte ubyte sy = toscreeny(rotatedy[i], rz) as ubyte c64scr.setchrclr(sx, sy, 81, i+2) } } } }