'Well, here you go! This is an improved, easier to read version of my 'fast 3-D wireframe program. I've done some things that a couple 'people recommended and I've also sped it up a little. '(The number at the upper left corner of the screen is the number of 'frames per second that are being displayed. It's updated every 20 frames, so 'it will be a little choppy.) '3DEXP1b.BAS By Rich Geldreich April 16th, 1992 ' 'Modifications by Brett Levin 9/19/92 ' ' I've added another option to the DATA statements that define ' the lines, the last option is the color of that line. To make ' it easier to change and/or create new objects, there is an added ' data statement near the end that defines the number of lines. ' I've also fixed some spelling here and there and messed with ' the interface. ' The next thing that I think needs to be done is to add a D3, so ' you can control the yaw (?) of the object. We could use pgup/pgdwn ' for this. If you have any comments/questions, be sure to ask. ' ' Rich- Be sure to tell me what you think of this. I'm working on a ' addition that will allow... SCRIPTED ANIMATIONS!! Cool huh? Tell ' me what you think. ' '(This version has some documentation...) DEFINT A-Z READ numberlines ' First DATA statement near end of program ' WARNING: Make sure you have less than 51 lines! TYPE LineType X AS INTEGER Y AS INTEGER Z AS INTEGER X1 AS INTEGER Y1 AS INTEGER Z1 AS INTEGER LineColor AS INTEGER END TYPE DIM Points(numberlines) AS LineType DIM Xs(100), Ys(100), Xe(100), Ye(100), Xn(100), Yn(100) DIM Xs1(100), Ys1(100), Xe1(100), Ye1(100) DIM X(100), Y(100), Z(100), Pointers1(100), Pointers2(100) DIM R(100) DIM Cosine&(360), Sine&(360) CLS COLOR 15 PRINT "3-D Craft v.1b" PRINT "By Rich Geldreich 1992" PRINT "(Slight modifications by Brett Levin 9/19/92)": COLOR 7 PRINT PRINT "Keys to use: (Turn NUMLOCK on!)" COLOR 15: PRINT " General controls": COLOR 7 PRINT "Q...............Quits" COLOR 15: PRINT " View controls": COLOR 7 PRINT "Numeric keypad..Controls your position(press 5 on the keypad" PRINT " to completly stop yourself) " PRINT "-...............Move forward" PRINT "+...............Move backward" COLOR 15: PRINT " Object controls": COLOR 7 PRINT "Arrow keys......Controls the rotation of the craft" PRINT "F...............Accelerates the craft (Forward)" PRINT "B...............Slows the craft (Backward)" PRINT "S...............Stops the craft" PRINT "A...............Toggles Auto Center, use this when you lose"; PRINT " the craft" PRINT "C...............Stops the craft's rotation" PRINT "V...............Resets the craft to starting position" PRINT PRINT "Wait a sec..." 'The following for/next loop makes a sine & cosine table. 'Each sine & cosine is multiplied by 1024 and stored as long integers. 'This is done so that we don't have to use any slow floating point 'math at run time. A = 0 FOR A! = 0 TO 359 / 57.29577951# STEP 1 / 57.29577951# Cosine&(A) = INT(.5 + COS(A!) * 1024) Sine&(A) = INT(.5 + SIN(A!) * 1024): A = A + 1 NEXT 'Next we read in all of the lines that are in the object... FOR A = 0 TO numberlines - 1 READ Points(A).X, Points(A).Y, Points(A).Z READ Points(A).X1, Points(A).Y1, Points(A).Z1 READ Points(A).LineColor NEXT 'Here comes the hard part... Consider this scenario: 'We have two connected lines, like this: ' 1--------2 and 3 ' | ' | ' | ' | ' 4 'Where 1,2, 3, & 4 are the starting and ending points of each line. 'The first line consists of points 1 & 2 and the second line 'is made of points 3 & 4. 'So, you ask, what's wrong? Nothing, really, but don't you see that 'points 2 and 3 are really at the sample place? Why rotate them twice, 'that would be a total waste of time? The following code eliminates such 'occurrences from the line table. (great explanation, huh?) 'take all of the starting & ending points and put them in one big 'array... Np = 0 FOR A = 0 TO numberlines - 1 X(Np) = Points(A).X Y(Np) = Points(A).Y Z(Np) = Points(A).Z Np = Np + 1 X(Np) = Points(A).X1 Y(Np) = Points(A).Y1 Z(Np) = Points(A).Z1 Np = Np + 1 NEXT 'Now set up two sets of pointers that point to each point that a line 'is made of... (in other words, scan for the first occurrence of each 'starting and ending point in the point array we just built...) FOR A = 0 TO numberlines - 1 Xs = Points(A).X Ys = Points(A).Y Zs = Points(A).Z 'get the 3 coordinates of the start FOR B = 0 TO Np - 1 'scan the point array IF X(B) = Xs AND Y(B) = Ys AND Z(B) = Zs THEN Pointers1(A) = B 'set the pointer to point to the EXIT FOR 'point we have just found END IF NEXT Xs = Points(A).X1 'do the same thing that we did above Ys = Points(A).Y1 'except scan for the ending point Zs = Points(A).Z1 'of each line FOR B = 0 TO Np - 1 IF X(B) = Xs AND Y(B) = Ys AND Z(B) = Zs THEN Pointers2(A) = B EXIT FOR END IF NEXT NEXT 'Okay, were almost done! All we have to do now is to build a table 'that tells us which points to actually rotate... Nr = 0 FOR A = 0 TO numberlines - 1 F1 = Pointers1(A) 'get staring & ending point number S1 = Pointers2(A) IF Nr = 0 THEN 'if this is the first point then it of course 'has to be rotated R(Nr) = F1: Nr = Nr + 1 ELSE Found = 0 'scan to see if this point already exists... FOR B = 0 TO Nr - 1 IF R(B) = F1 THEN Found = -1: EXIT FOR 'shoot, it's already here! END IF NEXT IF NOT Found THEN R(Nr) = F1: Nr = Nr + 1 'point the point 'in the array it we END IF 'can't find it... Found = 0 'now look for the ending point FOR B = 0 TO Nr - 1 IF R(B) = S1 THEN Found = -1: EXIT FOR END IF NEXT IF NOT Found THEN R(Nr) = S1: Nr = Nr + 1 NEXT PRINT "Press any key to begin..." A$ = INPUT$(1) 'The following sets up the rotation & perspective variables. 'Vs = the screen that is currently being viewed 'Ws = the screen that is currently being worked on Vs = 1: Ws = 0 'Deg1 & Deg2 are the two angles of rotation 'D1 & D2 are the deltas of each axes. If D1 = -5, for instance, then 'Deg1 will be decreased 5 degress every frame. Deg1 = 0: Deg2 = 0: D1 = 0: D2 = 0 'Spos & Mypos are for the perspective routines... 'Spos is the screen's Z coordinate and Mypos is the users Z coordinate Spos = -250: Mypos = 0 'Mx, My, and Mz are the coordinates of the user. 'Ox, Oy, and Oz are the coordinates of the craft. Mx = 0: my = 0: Mz = 0: Ox = 0: Oy = 0: Oz = -260 'main loop NumberOfFrames = 0 DEF SEG = &H40 StartTime = PEEK(&H6C) DO 'swap the viewing and working screens for page flipping... SWAP Vs, Ws SCREEN 9, , Ws, Vs 'adjust the angles according to their deltas... Deg1 = (Deg1 + D1) MOD 360 Deg2 = (Deg2 + D2) MOD 360 'fix the angles up if they go out of range IF Deg1 < 0 THEN Deg1 = Deg1 + 360 IF Deg2 < 0 THEN Deg2 = Deg2 + 360 'get the sine and cosine of each angle from the tables 'that were prepared at the beginning of the program C1& = Cosine&(Deg1): S1& = Sine&(Deg1) C2& = Cosine&(Deg2): S2& = Sine&(Deg2) 'now we must adjust the object's coordinates 'based on how quickly it is moving... X = Speed: Y = 0: Z = 0 X1 = (X * C1&) \ 1024: Y1 = (X * S1&) \ 1024 X2 = (X1 * C2&) \ 1024: Zn = (X1 * S2&) \ 1024 Ox = Ox + X2: Oy = Oy + Y1: Oz = Oz + Zn IF Oz > 32000 THEN Oz = 32000 IF Oz < -32000 THEN Oz = -32000 IF Ox > 32000 THEN Ox = 32000 IF Ox < -32000 THEN Ox = -32000 IF Oy > 32000 THEN Oy = 32000 IF Oy < -32000 THEN Oy = -32000 'if Atloc is true then Auto-Center is on... IF AtLoc THEN Mx = Mx + (Ox - Mx) \ 4 my = my + (Oy - my) \ 4 Mz = Mz + ((Oz + 200) - Mz) \ 4 ELSE 'adjust the users position based on how much he is moving... Mz = Mz + Mzm: Mx = Mx + Mxm: my = my + Mym IF Mz > 32000 THEN Mz = 32000 IF Mz < -32000 THEN Mz = -32000 IF Mx > 32000 THEN Mx = 32000 IF Mx < -32000 THEN Mx = -32000 IF my > 32000 THEN my = 32000 IF my < -32000 THEN my = -32000 END IF '(Wait for vertical retrace, reduces flicker. This was recommended 'by someone on the echo but I can't remember who! Thanks) WAIT &H3DA, 8 'erase the old lines... IF Ws = 1 THEN FOR A = 0 TO Ln(Ws) - 1 LINE (Xs1(A), Ys1(A))-(Xe1(A), Ye1(A)), 0 NEXT ELSE FOR A = 0 TO Ln(Ws) - 1 LINE (Xs(A), Ys(A))-(Xe(A), Ye(A)), 0 NEXT END IF 'print frames per second LOCATE 1, 1: PRINT A$ 'rotate the points... FOR A = 0 TO Nr - 1 R = R(A): Xo = X(R): Yo = Y(R): Zo = Z(R) X1 = (Xo * C1& - Yo * S1&) \ 1024 Y1& = (Xo * S1& + Yo * C1&) \ 1024 - my + Oy X1& = (X1 * C2& - Zo * S2&) \ 1024 - Mx + Ox Zn = (X1 * S2& + Zo * C2&) \ 1024 - Mz + Oz 'if the point is too close(or behind) the viewer then 'don't draw it... IF (Mypos - Zn) < 15 THEN Xn(R) = -1: Yn(R) = 0: Zn = 0 ELSE 'Put the point into perspective... 'The original formula was: 'Xnew=Xnew+( -Xold * ( (Spos-Z) / (MPos-Z) ) ) 'Ynew=Ynew=( -Yold * ( (Spos-Z) / (Mpos-Z) ) ) V = (1330& * (Spos - Zn)) \ (Mypos - Zn) Xn(R) = 320 + X1& + (-X1& * V) \ 1330 'The Y coordinate is also multiplied by .8 to adjust 'for SCREEN 9's height to width ratio... Yn(R) = 175 + (8 * (Y1& + (-Y1& * V) \ 1330)) \ 10 END IF NEXT 'draw the lines... '(There are two seperate cases, each puts it's coordinates 'in a different array for later erasing. I could of used a '2 dimensional array for this but that is slower.) IF Ws = 1 THEN Ln = 0 FOR A = 0 TO numberlines - 1 F1 = Pointers1(A): S1 = Pointers2(A) Xn = Xn(F1): Yn = Yn(F1) 'if Xn<>-1 then it's in view... IF Xn <> -1 THEN IF Xn(S1) <> -1 THEN X1 = Xn(S1): Y1 = Yn(S1) LINE (X1, Y1)-(Xn, Yn), Points(A).LineColor 'store the lines so they can be erased later... Xs1(Ln) = X1: Ys1(Ln) = Y1 Xe1(Ln) = Xn: Ye1(Ln) = Yn Ln = Ln + 1 END IF END IF NEXT ELSE Ln = 0 FOR A = 0 TO numberlines - 1 F1 = Pointers1(A): S1 = Pointers2(A) Xn = Xn(F1): Yn = Yn(F1) 'if Xn<>-1 then it's in view... IF Xn <> -1 THEN IF Xn(S1) <> -1 THEN X1 = Xn(S1): Y1 = Yn(S1) LINE (X1, Y1)-(Xn, Yn), Points(A).LineColor 'store the lines so they can be erased later... Xs(Ln) = X1: Ys(Ln) = Y1 Xe(Ln) = Xn: Ye(Ln) = Yn Ln = Ln + 1 END IF END IF NEXT END IF Ln(Ws) = Ln K$ = UCASE$(INKEY$) 'Process the keystroke(if any)... IF K$ <> "" THEN SELECT CASE K$ CASE "A" AtLoc = NOT AtLoc CASE "+" Mzm = Mzm + 2 CASE "-" Mzm = Mzm - 2 CASE "5" Mxm = 0: Mym = 0: Mzm = 0 CASE "4" Mxm = Mxm - 2 CASE "6" Mxm = Mxm + 2 CASE "8" Mym = Mym - 2 CASE "2" Mym = Mym + 2 CASE "F" Speed = Speed + 5 CASE "B" Speed = Speed - 5 CASE "C" D1 = 0: D2 = 0 CASE "S" Speed = 0 CASE CHR$(0) + CHR$(72) D1 = D1 + 1 CASE CHR$(0) + CHR$(80) D1 = D1 - 1 CASE CHR$(0) + CHR$(75) D2 = D2 - 1 CASE CHR$(0) + CHR$(77) D2 = D2 + 1 CASE "Q" SCREEN 0, , 0, 0: CLS : PRINT "See ya later!" END CASE "V" D1 = 0: D2 = 0: Deg1 = 0: Deg2 = 0: Speed = 0 END SELECT END IF NumberOfFrames = NumberOfFrames + 1 'see if 20 frames have passed; if so then see 'how long it took... IF NumberOfFrames = 20 THEN TotalTime = PEEK(&H6C) - StartTime IF TotalTime < 0 THEN TotalTime = TotalTime + 256 FramesPerSecX100 = 36400 \ TotalTime High = FramesPerSecX100 \ 100 Low = FramesPerSecX100 - High 'A$ has the string that is printed at the upper left 'corner of the screen A$ = MID$(STR$(High), 2) + "." A$ = A$ + RIGHT$("0" + MID$(STR$(Low), 2), 2) + " " NumberOfFrames = 0 StartTime = PEEK(&H6C) END IF LOOP 'This defines the number of lines... DATA 45 'The following data is the shuttle craft... 'stored as Start X,Y,Z, End X,Y,Z, Line color ' Note: I have added a little description to each section of the ' line data to make it easier to experiment around with the colors.. ' Don't ask how long this took me... ' top DATA -157,22,39,-157,-18,39,7 DATA -157,-18,39,-127,-38,39,7 DATA -127,-38,39,113,-38,39,7 DATA 113,-38,39,193,12,39,7 ' bottom DATA 33,42,39,33,42,-56,8 DATA 33,42,-56,-127,42,-56,8 DATA -127,42,-56,-157,22,-56,8 DATA -157,22,-56,-157,22,39,8 ' top DATA -157,22,-56,-157,-18,-56,7 DATA -157,-18,-56,-157,-18,39,7 DATA -157,-18,-56,-127,-38,-56,7 DATA -127,-38,-56,-127,-38,39,7 DATA -127,-38,-56,113,-38,-56,7 DATA 113,-38,-56,113,-38,39,7 DATA 113,-38,-56,193,12,-56,7 ' bottom DATA 193,12,-56,193,12,39,8 DATA -157,22,-56,193,12,-56,8 DATA 193,12,39,-157,22,39,8 ' writing DATA -56,-13,41,-56,-3,41,12 DATA -56,-3,41,-26,-3,41,13 DATA -26,-3,41,-26,7,41,4 DATA -51,7,41,-31,-13,41,5 DATA -11,-13,41,-11,-3,41,5 DATA -11,-3,41,-1,7,41,4 DATA 9,7,41,9,-8,41,13 DATA 9,-8,41,24,-8,41,12 ' top DATA 34,16,41,34,-38,41,7 DATA 33,-39,41,33,-39,-53,7 DATA 33,-39,-53,33,15,-53,7 ' hatch DATA -42,-38,19,-72,-38,19,4 DATA -72,-38,19,-72,-38,-41,4 DATA -72,-38,-41,-42,-38,-41,4 DATA -42,-38,-41,-42,-38,19,4 ' bottom DATA 33,42,39,34,16,41,8 DATA 33,42,-56,33,15,-53,8 DATA -157,22,39,-127,42,39,8 DATA -127,42,-56,-127,42,39,8 DATA -127,42,39,33,42,39,8 ' window DATA 159,-8,-56,159,-8,40,9 DATA 143,-18,-56,143,-18,39,9 ' bottom DATA 193,12,39,193,32,30,8 DATA 33,42,39,193,32,30,8 DATA 193,32,30,193,32,-47,8 DATA 33,42,-56,193,32,-47,8 DATA 193,12,-56,193,32,-47,8