Although at this point in time I have been too busy with other non computer related things to sit down and work through Paul Doe's contributions he has certainly made this thread interesting.
And thank you Dodicat for your input as I love your short compact fast code even if I can't at this stage follow all of it.
.
3d without openGL

 Posts: 3349
 Joined: Jan 01, 2009 7:03
Re: 3d without openGL
here's my version
Code: Select all
/' oop 3d 2017 Oct 29  by dafhi
framerateindependent physics
'/
#ifndef pi
Const Pi = 4 * Atn(1)
const TwoPi = 8 * Atn(1)
#endif
type v3
as single x,y,z
declare property len as double
declare sub normalize
declare sub rand
End Type
property v3.len as double: return sqr(x*x+y*y+z*z)
End Property
sub v3.normalize: var slen=x*x+y*y+z*z
if slen < .5 then: x=0:y=1:z=0
else: slen = 1/sqr(slen): x*=slen: y*=slen: z*=slen
endif
End Sub
sub v3.rand: y=2*(rnd.5): var r=sqr(1y*y)
z=rnd*twopi: x=r*cos(z): z=r*sin(z)
End Sub
operator *(l as single, r as v3)as v3: return type(l*r.x, l*r.y, l*r.z): end operator
operator *(l as v3, r as single)as v3: return type(l.x*r, l.y*r, l.z*r): end operator
operator +(l as v3, r as v3)as v3: return type(l.x+r.x, l.y+r.y, l.z+r.z): end operator
operator (l as v3, r as v3)as v3: return type(l.xr.x, l.yr.y, l.zr.z): end operator
type cloudObj
as single size = 1, _size ''future: child objects
as v3 ori', _ori
as v3 vx, vy, vz
as single a0, a1, a2
as long uchild = 1
as cloudObj ptr child(any)
declare sub rot(a as single, byval norm as v3=(0,1,0))
declare sub reset
declare constructor(ori as v3=(0,0,0), size as single=1)
private:
declare sub sincos(angle as double)
as double cosa, sina, dlen
End Type
constructor.cloudObj(_ori as v3, size as single): ori=_ori*size: _size=size: reset
end constructor
sub cloudObj.reset: size=_size: vx=type(size,0,0): vy=type(0,size,0): vz=type(0,0,size): end sub
sub cloudObj.sincos(angle as double): cosa=cos(angle): sina=sin(angle): end sub
sub cloudObj.rot(a as single, byval norm as v3)
dlen=norm.x*norm.x+norm.y*norm.y+norm.z*norm.z
if dlen < .5 then
norm.x=0:norm.y=1:norm.z=0
else
dlen = 1/sqr(dlen): norm.x*=dlen: norm.y*=dlen: norm.z*=dlen
endif: sincos a
vx=(1cosa)*(norm.x*vx.x+norm.y*vx.y+norm.z*vx.z)*norm + cosa*vx +_
sina*type(norm.y*vx.znorm.z*vx.y, norm.z*vx.xnorm.x*vx.z, norm.x*vx.ynorm.y*vx.x)
vy=(1cosa)*(norm.x*vy.x+norm.y*vy.y+norm.z*vy.z)*norm + cosa*vy +_
sina*type(norm.y*vy.znorm.z*vy.y, norm.z*vy.xnorm.x*vy.z, norm.x*vy.ynorm.y*vy.x)
vz=(1cosa)*(norm.x*vz.x+norm.y*vz.y+norm.z*vz.z)*norm + cosa*vz +_
sina*type(norm.y*vz.znorm.z*vz.y, norm.z*vz.xnorm.x*vz.z, norm.x*vz.ynorm.y*vz.x)
End Sub
sub incr(byref ret as single, i as single=0, modu as single=1)
ret+=i: ret=modu*int(ret/modu)
End Sub
sub main
var u = 9999
dim as v3 a(u)
for i as long = 0 to u
a(i) = type(rnd.5,rnd.5,rnd.5)
Next
var w = 800, midx=w/2
var h = 600, midy=h/2, y_invert=h1  midy
screenres w,h, 32
var scale = sqr(w*w+h*h)/4
dim as cloudObj axis=type(type<v3>(0,0,2), scale)
var iphys_fps = 1/67, phys_t = 0f
var ianim_fps = 1/57, anim_t = 0f
var tp = timer
while inkey=""
if anim_t <= 0 then
screenlock
cls
for i as long = 0 to u
var p = a(i).x*axis.vx + a(i).y*axis.vy + a(i).z*axis.vz + axis.ori
if p.z > .01 then
var s = scale/p.z
pset (midx + s*p.x, y_invert  s*p.y)
endif
next
screenunlock
anim_t += ianim_fps
endif
sleep 1
var t=timer, dt=ttp
tp=t
anim_t = dt
phys_t += dt
var frames=0
while phys_t>0
frames += 1
phys_t = iphys_fps
wend
var rate = pi*iphys_fps*frames*5
incr axis.a0, .1*rate, twopi
incr axis.a1, .011*rate, twopi
axis.reset
axis.rot axis.a0, type(1,0,0)
axis.rot axis.a1, type(0,1,0)
wend
end sub
Main
Last edited by dafhi on Nov 07, 2017 21:32, edited 6 times in total.
Re: 3d without openGL
hi paul  i simplified your dependencies. you can accept or discard as you see fit
core.bi
math.bi
vec4.bi
mat4.bi
arrayList.bi
object.bi
camera.bi
utility.bi
camera test.bas
vec2h.bi
mat3.bi
grid.bi
grid test.bas
shape.bi
main.bas
core.bi
Code: Select all
#include once "platform.bi"
#include once "crt.bi" '' needed for memcpy
math.bi
Code: Select all
#include once "core.bi"
vec4.bi
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#include once "math.bi"
mat4.bi
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'#include once "core.bi"
'#include once "platform.bi"
#include once "vec4.bi"
arrayList.bi
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'#include once "platform.bi"
'#include once "core.bi"
#include once "math.bi"
'#include once "crt.bi" '' needed for memcpy
object.bi
Code: Select all
'#include once "platform.bi"
'#include once "core.bi"
'#include once "math.bi"
'#include once "vec4.bi"
#include once "mat4.bi"
#include once "arrayList.bi"
camera.bi
Code: Select all
'#include once "platform.bi" '' platform specific definitions
'#include once "core.bi" '' core functions and defines
'#include once "math.bi" '' math functions and constants
'#include once "vec4.bi" '' vec4 type and operations
'#include once "mat4.bi" '' mat4 type and operations
#include once "object.bi" '' the camera class definition '' 2017 Oct 21  by dafhi
utility.bi
Code: Select all
#include once "camera.bi" '' the camera class definition '' 2017 Oct 21  by dafhi
camera test.bas
Code: Select all
#include once "fbgfx.bi"
'#include once "platform.bi" '' platform specific definitions
'#include once "core.bi" '' core functions and defines
'#include once "math.bi" '' math functions and constants
'#include once "vec4.bi" '' vec4 type and operations
'#include once "mat4.bi" '' mat4 type and operations
'#include once "arrayList.bi" '' convenience
'#include once "camera.bi" '' the camera class definition
'#include once "object.bi" '' the object definition
#include once "utility.bi" '' to draw lines an' stuff directly in 3D space
vec2h.bi
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'#include once "core.bi"
#include once "math.bi"
mat3.bi
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#include once "vec2h.bi"
'#include once "math.bi"
grid.bi
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'#include once "core.bi"
'#include once "vec2h.bi"
#include once "mat3.bi"
grid test.bas
Code: Select all
'#include once "platform.bi"
'#include once "core.bi"
#include once "grid.bi"
'#include once "vec2h.bi"
'#include once "mat3.bi"
shape.bi
Code: Select all
'#include once "core.bi"
'#include once "vec2h.bi"
#include once "mat3.bi"
#include once "arrayList.bi"
main.bas
Code: Select all
'#include once "platform.bi"
'#include once "core.bi"
'#include once "mat3.bi"
'#include once "vec2h.bi"
#include once "shape.bi"
#include once "fbgfx.bi" '' needed for the constants used by multiKey()
Re: 3d without openGL
Hi dafhi
You just had to tinker with it, don't you? ;)
If you prefer it like that, no prob. The reason they're laid out like that, is that every file should be able to compile itself, with the dependencies it needs. It's easier to isolate the errors in each file (syntactic or otherwise) that way. In small code snippets like this, that's a nonissue, but in bigger projects it makes all the difference.
Anyway, work with it however you like. I'm preparing another code snippet that you (and also dodicat, perhaps) will find interesting. It deals with how I usually manage things like the inner loop of the code and other issues. And it even resembles real code XD
I was considering a GitHub repository for these things as a convenience (as they use many files). Or is it better that I post them here, the way I'm doing? What do you think?
Paul
PS: Has the code 'settled' yet? ;) If so, you'll probably like the next one. Catch you later.
You just had to tinker with it, don't you? ;)
If you prefer it like that, no prob. The reason they're laid out like that, is that every file should be able to compile itself, with the dependencies it needs. It's easier to isolate the errors in each file (syntactic or otherwise) that way. In small code snippets like this, that's a nonissue, but in bigger projects it makes all the difference.
Anyway, work with it however you like. I'm preparing another code snippet that you (and also dodicat, perhaps) will find interesting. It deals with how I usually manage things like the inner loop of the code and other issues. And it even resembles real code XD
I was considering a GitHub repository for these things as a convenience (as they use many files). Or is it better that I post them here, the way I'm doing? What do you think?
Paul
PS: Has the code 'settled' yet? ;) If so, you'll probably like the next one. Catch you later.
Re: 3d without openGL
regarding dependency  in their current form they don't throw errors (selfcontained)
as far as git, i have no opinion at this point; i haven't been coding much. Looking forward to seeing any new code from you regardless
as far as git, i have no opinion at this point; i haven't been coding much. Looking forward to seeing any new code from you regardless
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