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Author Topic: 3D Rotating Cube example  (Read 6507 times)

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KevG

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3D Rotating Cube example
« on: November 20, 2016, 05:55:56 PM »

Some old AMOS code that I recently found. Might help someone learning about 3D.


Code: [Select]
' Rotating 3D Cube Example.   
' Original code by ??? Converted to AMOS by Kev G.
'
' Compile for more speed and/or use Turbo extension fast GFX commands
'
' If you have any questions regarding this code then you can find me
' on the AMOS Factory forums. Bye!
'
'
Screen Open 0,320,200,2,Lowres
Curs Off : Flash Off : Hide
Palette $0,$CCC : Cls 0
Double Buffer : Autoback 0
Degree
'
CX=Screen Width/2 : CY=Screen Height/2
Global CX,CY,X2D,Y2D
'
Dim VERTEX(8,3)
Global VERTEX()
Dim PPOINTS(8,2)
Global PPOINTS()
'
Dim _SIN#(360)
Global _SIN#()
Dim _COS#(360)
Global _COS#()
'
For D=0 To 359 : _SIN#(D)=Sin(D) : _COS#(D)=Cos(D) : Next D

'
Restore VERTEX_DATA
I=0
For N=0 To 7
    Read A,B,C
    VERTEX(I,0)=A : VERTEX(I,1)=B : VERTEX(I,2)=C
    Inc I
Next N
'
VERTEX_DATA:
Data -50,-50,-50
Data 50,-50,-50
Data 50,50,-50
Data -50,50,-50
Data -50,-50,50
Data 50,-50,50
Data 50,50,50
Data -50,50,50
'
ANGLEX=0 : ANGLEY=0 : ANGLEZ=0
_ZOOM=150 : DEPTH=200 : SPEED=4
'
Key Speed 1,1
Break Off : Amos Lock : Wait Vbl
CUBE[1]
'
Repeat
   If Key State(50) Then Add ANGLEX,SPEED,0 To 359 : Rem 'X' Key
   If Key State(21) Then Add ANGLEY,SPEED,0 To 359 : Rem 'Y' Key
   If Key State(49) Then Add ANGLEZ,SPEED,0 To 359 : Rem 'Z' key
   If Key State(23) Then Add _ZOOM,SPEED,10 To 200 : Rem 'I' key
   If Key State(24) Then Add _ZOOM,-SPEED,10 To 200 : Rem 'O' key
   '
   For N=0 To 7
       CALCULATE_2D_POINT[VERTEX(N,0),VERTEX(N,1),VERTEX(N,2),ANGLEX,ANGLEY,ANGLEZ,_ZOOM,DEPTH]
       PPOINTS(N,0)=X2D : PPOINTS(N,1)=Y2D
   Next N
   '
   CUBE[1]
   Text 0,190,"X,Y,Z,I,O Keys to move. Mouse to quit."
   Screen Swap
   Wait Vbl
   Cls 0
Until Mouse Key=1
'
Key Speed 10,2
Wait Vbl : Amos Unlock : Break On
Screen Close 0
End
'
' **********************************************   

Procedure CALCULATE_2D_POINT[X3D,Y3D,Z3D,ROTX,ROTY,ROTZ,_ZOOM,DEPTH]
  X2#=(X3D*_COS#(ROTZ))-(Y3D*_SIN#(ROTZ))
  Y2#=(X3D*_SIN#(ROTZ))+(Y3D*_COS#(ROTZ))
  X3#=(X2#*_COS#(ROTY))-(Z3D*_SIN#(ROTY))
  Z2#=(X2#*_SIN#(ROTY))+(Z3D*_COS#(ROTY))
  Y3#=(Y2#*_COS#(ROTX))-(Z2#*_SIN#(ROTX))
  Z3#=(Y2#*_SIN#(ROTX))+(Z2#*_COS#(ROTX))
  X2D=Int(_ZOOM*(X3#/(Z3#+DEPTH))+CX)
  Y2D=Int(_ZOOM*(Y3#/(Z3#+DEPTH))+CY)
End Proc
'
' **********************************************
'
Procedure CUBE[_MODE]
   If _MODE=0
      For V=0 To 7
          Plot PPOINTS(V,0),PPOINTS(V,1),2
      Next V
   Else
      Draw PPOINTS(0,0),PPOINTS(0,1) To PPOINTS(1,0),PPOINTS(1,1)
      Draw PPOINTS(1,0),PPOINTS(1,1) To PPOINTS(2,0),PPOINTS(2,1)
      Draw PPOINTS(2,0),PPOINTS(2,1) To PPOINTS(3,0),PPOINTS(3,1)
      Draw PPOINTS(3,0),PPOINTS(3,1) To PPOINTS(0,0),PPOINTS(0,1)
      '
      Draw PPOINTS(4,0),PPOINTS(4,1) To PPOINTS(5,0),PPOINTS(5,1)
      Draw PPOINTS(5,0),PPOINTS(5,1) To PPOINTS(6,0),PPOINTS(6,1)
      Draw PPOINTS(6,0),PPOINTS(6,1) To PPOINTS(7,0),PPOINTS(7,1)
      Draw PPOINTS(7,0),PPOINTS(7,1) To PPOINTS(4,0),PPOINTS(4,1)
      '
      Draw PPOINTS(0,0),PPOINTS(0,1) To PPOINTS(4,0),PPOINTS(4,1)
      Draw PPOINTS(1,0),PPOINTS(1,1) To PPOINTS(5,0),PPOINTS(5,1)
      Draw PPOINTS(2,0),PPOINTS(2,1) To PPOINTS(6,0),PPOINTS(6,1)
      Draw PPOINTS(3,0),PPOINTS(3,1) To PPOINTS(7,0),PPOINTS(7,1)
   End If
End Proc
'
' **********************************************

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Lonewolf10

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Re: 3D Rotating Cube example
« Reply #1 on: November 26, 2016, 05:50:47 PM »


Thanks, that'll help me hopefully.

I understand the theory of 3D objects etc. but trigonometry was always a weak point for me in maths.
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Mia

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Re: 3D Rotating Cube example
« Reply #2 on: November 28, 2016, 10:43:26 PM »

Hey that looks pretty good 8)
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KevG

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Re: 3D Rotating Cube example
« Reply #3 on: November 29, 2016, 07:37:58 PM »

You can speed it up a little by just changing a few lines ;-)
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Mia

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Re: 3D Rotating Cube example
« Reply #4 on: November 29, 2016, 09:56:54 PM »

You can speed it up a little by just changing a few lines ;-)

yeh, I added these lines to make it do individual pixel rendering - nice to try and get your head around :o thank you  :)

Code: [Select]
Procedure D0TS[X#,Y#,X2,Y2]
   SS#=25.0 : Rem pixel resolution / time slice
   If X2-X#<>0
      DX#=(X2-X#)/SS#
   Else
      DX#=0
   End If
   If Y2-Y#<>0
      DY#=(Y2-Y#)/SS#
   Else
      DY#=0
   End If
   Repeat
      Plot X#,Y#
      X#=X#+DX#
      Y#=Y#+DY#
      SS#=SS#-1
   Until SS#<1
End Proc

Procedure CUBE[_MODE]
   If _MODE=0
      For V=0 To 7
         Plot PPOINTS(V,0),PPOINTS(V,1)
      Next V
   Else If _MODE=2
      D0TS[PPOINTS(0,0),PPOINTS(0,1),PPOINTS(1,0),PPOINTS(1,1)]
      D0TS[PPOINTS(1,0),PPOINTS(1,1),PPOINTS(2,0),PPOINTS(2,1)]
      D0TS[PPOINTS(2,0),PPOINTS(2,1),PPOINTS(3,0),PPOINTS(3,1)]
      D0TS[PPOINTS(3,0),PPOINTS(3,1),PPOINTS(0,0),PPOINTS(0,1)]
     
      D0TS[PPOINTS(4,0),PPOINTS(4,1),PPOINTS(5,0),PPOINTS(5,1)]
      D0TS[PPOINTS(5,0),PPOINTS(5,1),PPOINTS(6,0),PPOINTS(6,1)]
      D0TS[PPOINTS(6,0),PPOINTS(6,1),PPOINTS(7,0),PPOINTS(7,1)]
      D0TS[PPOINTS(7,0),PPOINTS(7,1),PPOINTS(4,0),PPOINTS(4,1)]
     
      D0TS[PPOINTS(0,0),PPOINTS(0,1),PPOINTS(4,0),PPOINTS(4,1)]
      D0TS[PPOINTS(1,0),PPOINTS(1,1),PPOINTS(5,0),PPOINTS(5,1)]
      D0TS[PPOINTS(2,0),PPOINTS(2,1),PPOINTS(6,0),PPOINTS(6,1)]
      D0TS[PPOINTS(3,0),PPOINTS(3,1),PPOINTS(7,0),PPOINTS(7,1)]
   Else
      Draw PPOINTS(0,0),PPOINTS(0,1) To PPOINTS(1,0),PPOINTS(1,1)
      Draw PPOINTS(1,0),PPOINTS(1,1) To PPOINTS(2,0),PPOINTS(2,1)
      Draw PPOINTS(2,0),PPOINTS(2,1) To PPOINTS(3,0),PPOINTS(3,1)
      Draw PPOINTS(3,0),PPOINTS(3,1) To PPOINTS(0,0),PPOINTS(0,1)
      ''
      Draw PPOINTS(4,0),PPOINTS(4,1) To PPOINTS(5,0),PPOINTS(5,1)
      Draw PPOINTS(5,0),PPOINTS(5,1) To PPOINTS(6,0),PPOINTS(6,1)
      Draw PPOINTS(6,0),PPOINTS(6,1) To PPOINTS(7,0),PPOINTS(7,1)
      Draw PPOINTS(7,0),PPOINTS(7,1) To PPOINTS(4,0),PPOINTS(4,1)
      ''
      Draw PPOINTS(0,0),PPOINTS(0,1) To PPOINTS(4,0),PPOINTS(4,1)
      Draw PPOINTS(1,0),PPOINTS(1,1) To PPOINTS(5,0),PPOINTS(5,1)
      Draw PPOINTS(2,0),PPOINTS(2,1) To PPOINTS(6,0),PPOINTS(6,1)
      Draw PPOINTS(3,0),PPOINTS(3,1) To PPOINTS(7,0),PPOINTS(7,1)
   End If
End Proc
« Last Edit: November 29, 2016, 10:09:08 PM by Mia »
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KevG

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Re: 3D Rotating Cube example
« Reply #5 on: December 06, 2016, 07:15:22 PM »

Hi Mia.

Yea, cool routine. Got it to work ok but did you know about the SETLINE command? This command sets the drawing line style. It is not accurately corrected perspective but it is fast(ish) and saves you having to perform calculations on floats.

Below is my new updated routine. Try it out. Also, I have removed ALL of the condition checking to speed it up even further! (well, apart from the space bar key check)


Code: [Select]
' Rotating 3D Cube Example 2.     
'
' Compile for more speed and/or use Turbo extension fast GFX commands 
'
Screen Open 0,320,200,2,Lowres
Curs Off : Flash Off : Hide
Palette $0,$CCC : Cls 0
Double Buffer : Autoback 0
Degree
'
CX=Screen Width/2 : CY=Screen Height/2 : _MODE=1
Global CX,CY,X2D,Y2D,_MODE
'
Dim VERTEX(8,3)
Global VERTEX()
Dim PPOINTS(8,2)
Global PPOINTS()
'
Dim _SIN#(360)
Global _SIN#()
Dim _COS#(360)
Global _COS#()
'
For D=0 To 359 : _SIN#(D)=Sin(D) : _COS#(D)=Cos(D) : Next D
'
Restore VERTEX_DATA
For N=0 To 7
    Read A,B,C : VERTEX(N,0)=A : VERTEX(N,1)=B : VERTEX(N,2)=C
Next N
'
VERTEX_DATA:
Data -50,-50,-50
Data 50,-50,-50
Data 50,50,-50
Data -50,50,-50
Data -50,-50,50
Data 50,-50,50
Data 50,50,50
Data -50,50,50
'
ANGLEX=0 : ANGLEY=0 : ANGLEZ=0
_ZOOM=150 : DEPTH=200 : SPEED=1
'
Break Off : Amos Lock : Wait Vbl
'
' ******** MAIN ********
Repeat
   If Key State(64) : Rem Space Bar
      Add _MODE,1,1 To 3
      Set Line %1111111111111111
      Wait 10
   End If
   ' 
   ' Automatically rotate the vertices
   Add ANGLEX,SPEED,0 To 359
   Add ANGLEY,SPEED*2,0 To 359
   Add ANGLEZ,SPEED*4,0 To 359
   '
   For N=0 To 7
       CALCULATE_2D_POINT[VERTEX(N,0),VERTEX(N,1),VERTEX(N,2),ANGLEX,ANGLEY,ANGLEZ,_ZOOM,DEPTH]
       PPOINTS(N,0)=X2D : PPOINTS(N,1)=Y2D
   Next N
   '
   Gosub(_MODE)
   Text 0,190,"Space to toggle Mode. Mouse to quit."
   Screen Swap : Wait Vbl : Cls 0
Until Mouse Key=1
Amos Unlock : Break On
Screen Close 0
End
'
' **********************************************   

Procedure CALCULATE_2D_POINT[X3D,Y3D,Z3D,ROTX,ROTY,ROTZ,_ZOOM,DEPTH]
  X2#=(X3D*_COS#(ROTZ))-(Y3D*_SIN#(ROTZ))
  Y2#=(X3D*_SIN#(ROTZ))+(Y3D*_COS#(ROTZ))
  X3#=(X2#*_COS#(ROTY))-(Z3D*_SIN#(ROTY))
  Z2#=(X2#*_SIN#(ROTY))+(Z3D*_COS#(ROTY))
  Y3#=(Y2#*_COS#(ROTX))-(Z2#*_SIN#(ROTX))
  Z3#=(Y2#*_SIN#(ROTX))+(Z2#*_COS#(ROTX))
  X2D=Int(_ZOOM*(X3#/(Z3#+DEPTH))+CX)
  Y2D=Int(_ZOOM*(Y3#/(Z3#+DEPTH))+CY)
End Proc
'
' **********************************************
' Plot the vertices
1
For V=0 To 7
    Plot PPOINTS(V,0),PPOINTS(V,1)
Next V
Return
'
' **********************************************
' Dotted Line Draw   
2
Set Line %1000100010001000
Gosub 3 : Rem Bad for the stack I know :-/
Return
'
' **********************************************
' Solid Line Draw
3
Draw PPOINTS(0,0),PPOINTS(0,1) To PPOINTS(1,0),PPOINTS(1,1)
Draw PPOINTS(1,0),PPOINTS(1,1) To PPOINTS(2,0),PPOINTS(2,1)
Draw PPOINTS(2,0),PPOINTS(2,1) To PPOINTS(3,0),PPOINTS(3,1)
Draw PPOINTS(3,0),PPOINTS(3,1) To PPOINTS(0,0),PPOINTS(0,1)

Draw PPOINTS(4,0),PPOINTS(4,1) To PPOINTS(5,0),PPOINTS(5,1)
Draw PPOINTS(5,0),PPOINTS(5,1) To PPOINTS(6,0),PPOINTS(6,1)
Draw PPOINTS(6,0),PPOINTS(6,1) To PPOINTS(7,0),PPOINTS(7,1)
Draw PPOINTS(7,0),PPOINTS(7,1) To PPOINTS(4,0),PPOINTS(4,1)
'
Draw PPOINTS(0,0),PPOINTS(0,1) To PPOINTS(4,0),PPOINTS(4,1)
Draw PPOINTS(1,0),PPOINTS(1,1) To PPOINTS(5,0),PPOINTS(5,1)
Draw PPOINTS(2,0),PPOINTS(2,1) To PPOINTS(6,0),PPOINTS(6,1)
Draw PPOINTS(3,0),PPOINTS(3,1) To PPOINTS(7,0),PPOINTS(7,1)
Return
'


If anyone is interested in taking this further (i.e. polygons/texture filling) then please show your interest and I'll dig out some of my old code. Bare in mind that a lot of this code will have to be changed to take into account edges & faces which I haven't used here.
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Lonewolf10

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Re: 3D Rotating Cube example
« Reply #6 on: December 11, 2016, 07:49:26 PM »


Nice modifications Mia and Kev G  8)
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