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"welcome to the world of computers, where everything seems to be based on random number generators"
--Lua Tiny3D - By Loic Pujetfunction multiplyMatrix(matrix,vector) local x=matrix[1][1]*vector[1]+matrix[1][2]*vector[2]+matrix[1][3]*vector[3] local y=matrix[2][1]*vector[1]+matrix[2][2]*vector[2]+matrix[2][3]*vector[3] local z=matrix[3][1]*vector[1]+matrix[3][2]*vector[2]+matrix[3][3]*vector[3] return x,y,zendfunction rotate(vertices,angle,x,y,z) local sum=x+y+z x,y,z=x/sum,y/sum,z/sum local c,s=math.cos(angle),math.sin(angle) local matrix={{x*x+(1-x*x)*c,x*y*(1-c)-z*s,x*z*(1-c)+y*s},{x*y*(1-c)+z*s,y*y+(1-y*y)*c,y*z*(1-c)-x*s},{x*z*(1-c)-y*s,y*z*(1-c)+x*s,z*z+(1-z*z)*c}} for i,e in pairs(vertices) do vertices[i]={multiplyMatrix(matrix,e)} endendfunction translate(vertices,x,y,z) for i,e in pairs(vertices) do vertices[i]={e[1]+x,e[2]+y,e[3]+z} endendfunction scale(vertices,x,y,z) for i,e in pairs(vertices) do vertices[i]={e[1]*x,e[2]*y,e[3]*z} endendfunction width() return platform.window:width() endfunction height() return platform.window:height() endfunction reverseTable(tbl) local tbl2={} for i,e in ipairs(tbl) do tbl2[#tbl-i+1]=e end return tbl2endfunction replaceFaces(tbl1,tbl2,faces) local faces2,count={},1 for i,e in pairs(tbl1) do for j,e2 in pairs(tbl2) do if e2 then if e==e2 then faces2[count]=faces[j] count=count+1 tbl2[j]=nil end end end end return reverseTable(faces2)endfunction sortFaces(vertices,faces) local faces2,distTbl,facesTbl={},{},{} local middle={} local dist,xsum,ysum,zsum=0,0,0,0 for i,e in pairs(faces) do xsum,ysum,zsum=0,0,0,0 for j,e2 in pairs(e) do xsum,ysum,zsum=xsum+vertices[e2][1],ysum+vertices[e2][2],zsum+vertices[e2][3] end middle={xsum/#e,ysum/#e+5,zsum/#e} dist=middle[1]*middle[1]+middle[2]*middle[2]+middle[3]*middle[3] distTbl[i]=dist facesTbl[i]=dist end table.sort(distTbl) return replaceFaces(distTbl,facesTbl,faces)endfunction chooseColor(gc,vertices,face,color) if #face<3 then gc:setColorRGB(color[1],color[2],color[3]) else local a,b,c=vertices[face[1]][1]-vertices[face[2]][1],vertices[face[1]][2]-vertices[face[2]][2],vertices[face[1]][3]-vertices[face[2]][3] local d,e,f=vertices[face[1]][1]-vertices[face[3]][1],vertices[face[1]][2]-vertices[face[3]][2],vertices[face[1]][3]-vertices[face[3]][3] local normale={math.abs(b*f-c*e),math.abs(c*d-a*f),math.abs(a*e-b*d)} local angle=math.atan(math.sqrt(normale[1]*normale[1]+normale[3]*normale[3])/normale[2]) local R,G,B=color[1]+angle*-60+50,color[2]+angle*-60+50,color[3]+angle*-60+50 R,G,B=R>255 and 255 or R,G>255 and 255 or G,B>255 and 255 or B R,G,B=R<0 and 0 or R,G<0 and 0 or G,B<0 and 0 or B gc:setColorRGB(R,G,B) endendfunction renderFaces(gc,vertices,faces,pos,mode,color) local polygon,size,faces2={},0,{} if mode==4 or mode==5 or mode==6 then faces2=sortFaces(vertices,faces) else faces2=faces end for i,e in pairs(faces2) do polygon,size={},0 drawPoly=true for j,f in pairs(faces2[i]) do if not pos[f] then drawPoly=false else polygon[j*2-1]=pos[f][1] polygon[j*2]=pos[f][2] size=size+2 end end if drawPoly then polygon[size+1]=pos[faces2[i][1]][1] polygon[size+2]=pos[faces2[i][1]][2] if mode==4 then gc:setColorRGB(color[1],color[2],color[3]) gc:fillPolygon(polygon) elseif mode==5 or mode==6 then chooseColor(gc,vertices,e,color) gc:fillPolygon(polygon) end if mode==2 or mode==3 or mode==4 or mode==5 then gc:setColorRGB(0,0,0) gc:setPen("thin","smooth") gc:drawPolyLine(polygon) end end endendfunction renderVertices(gc,pos) gc:setColorRGB(0,0,0) for i,e in pairs(pos) do if e then gc:fillRect(e[1]-1,e[2]-1,3,3) end endendfunction render(gc,vertices,faces,mode,color,offset) local yDist,pos=0,{} for i,e in pairs(vertices) do if e[2]>-offset then yDist=offset/(e[2]+offset) pos[i]={e[1]*yDist*25+width()/2,height()/2-e[3]*yDist*25} else pos[i]=false end end if mode==1 or mode==2 then renderVertices(gc,pos) end if #faces>0 and (mode==2 or mode==3 or mode==4 or mode==5 or mode==6) then renderFaces(gc,vertices,faces,pos,mode,color) endend
I just realised that I spent days to write this useless tool...
Quote from: Chockosta on December 03, 2011, 09:12:05 amI just realised that I spent days to write this useless tool... This is not useless, this can be made more powerful that the OS 3D graphing. Can you make it accept any functions? i.e. to insert x^2+y^2+z^2=2^2 which is an origin centered radius 2 sphere in the OS 3d graphing I've got to solve it in order to z before writing that which results in 2 equations: z(x,y)=sqrt(2^2-x^2-y^2) and z(x,y)=sqrt(2^2-x^2-y^2)it would be nice if your Tiny3D accepted any function to draw.
This looks nice. You should post a tns demo so we can see how fast it is. I wonder if it could be fast enough for simple games like Star fox? I'm glad you're still working on this by the way. EDIT: Nvm I didn't see the zip file above the screenshots. Gonna try it soon.
--Lua Tiny3D - By Loic Pujetfunction multiplyMatrix(matrix,vector) local x=matrix[1][1]*vector[1]+matrix[1][2]*vector[2]+matrix[1][3]*vector[3] local y=matrix[2][1]*vector[1]+matrix[2][2]*vector[2]+matrix[2][3]*vector[3] local z=matrix[3][1]*vector[1]+matrix[3][2]*vector[2]+matrix[3][3]*vector[3] return x,y,zendfunction width() return platform.window:width() endfunction height() return platform.window:height() endfunction reverseTable(tbl) local tbl2={} for i,e in ipairs(tbl) do tbl2[#tbl-i+1]=e end return tbl2endfunction replaceFaces(tbl1,tbl2,faces) local faces2,count={},1 for i,e in pairs(tbl1) do for j,e2 in pairs(tbl2) do if e2 then if e==e2 then faces2[count]=faces[j] count=count+1 tbl2[j]=nil end end end end return reverseTable(faces2)endfunction sortFaces(vertices,faces,offset) local faces2,distTbl,facesTbl={},{},{} local middle={} local dist,xsum,ysum,zsum=0,0,0,0 for i,e in pairs(faces) do xsum,ysum,zsum=0,0,0,0 for j,e2 in pairs(e) do xsum,ysum,zsum=xsum+vertices[e2][1],ysum+vertices[e2][2],zsum+vertices[e2][3] end middle={xsum/#e,ysum/#e+offset,zsum/#e} dist=middle[1]*middle[1]+middle[2]*middle[2]+middle[3]*middle[3] distTbl[i]=dist facesTbl[i]=dist end table.sort(distTbl) return replaceFaces(distTbl,facesTbl,faces)endfunction chooseColor(gc,vertices,face,color) if #face<3 then gc:setColorRGB(color[1],color[2],color[3]) else local a,b,c=vertices[face[1]][1]-vertices[face[2]][1],vertices[face[1]][2]-vertices[face[2]][2],vertices[face[1]][3]-vertices[face[2]][3] local d,e,f=vertices[face[1]][1]-vertices[face[3]][1],vertices[face[1]][2]-vertices[face[3]][2],vertices[face[1]][3]-vertices[face[3]][3] local normale={math.abs(b*f-c*e),math.abs(c*d-a*f),math.abs(a*e-b*d)} local angle=math.atan(math.sqrt(normale[1]*normale[1]+normale[3]*normale[3])/normale[2]) local R,G,B=color[1]+angle*-60+50,color[2]+angle*-60+50,color[3]+angle*-60+50 R,G,B=R>255 and 255 or R,G>255 and 255 or G,B>255 and 255 or B R,G,B=R<0 and 0 or R,G<0 and 0 or G,B<0 and 0 or B gc:setColorRGB(R,G,B) endendfunction renderFaces(gc,vertices,faces,pos,mode,color,offset) local polygon,size,faces2={},0,{} if mode==4 or mode==5 or mode==6 then faces2=sortFaces(vertices,faces,offset) else faces2=faces end for i,e in pairs(faces2) do polygon,size={},0 drawPoly=true for j,f in pairs(faces2[i]) do if not pos[f] then drawPoly=false else polygon[j*2-1]=pos[f][1] polygon[j*2]=pos[f][2] size=size+2 end end if drawPoly then polygon[size+1]=pos[faces2[i][1]][1] polygon[size+2]=pos[faces2[i][1]][2] if mode==4 then gc:setColorRGB(color[1],color[2],color[3]) gc:fillPolygon(polygon) elseif mode==5 or mode==6 then chooseColor(gc,vertices,e,color) gc:fillPolygon(polygon) end if mode==2 or mode==3 or mode==4 or mode==5 then gc:setColorRGB(0,0,0) gc:setPen("thin","smooth") gc:drawPolyLine(polygon) end end endendfunction renderVertices(gc,pos) gc:setColorRGB(0,0,0) for i,e in pairs(pos) do if e then gc:fillRect(e[1]-1,e[2]-1,3,3) end endend----------------------------------------------------------------------------function rotate(vertices,angle,x,y,z) local sum=x+y+z x,y,z=x/sum,y/sum,z/sum local c,s=math.cos(angle),math.sin(angle) local matrix={{x*x+(1-x*x)*c,x*y*(1-c)-z*s,x*z*(1-c)+y*s},{x*y*(1-c)+z*s,y*y+(1-y*y)*c,y*z*(1-c)-x*s},{x*z*(1-c)-y*s,y*z*(1-c)+x*s,z*z+(1-z*z)*c}} for i,e in pairs(vertices) do vertices[i]={multiplyMatrix(matrix,e)} endendfunction translate(vertices,x,y,z) for i,e in pairs(vertices) do vertices[i]={e[1]+x,e[2]+y,e[3]+z} endendfunction scale(vertices,x,y,z) for i,e in pairs(vertices) do vertices[i]={e[1]*x,e[2]*y,e[3]*z} endendfunction render(gc,vertices,faces,mode,color,offset) local yDist,pos=0,{} for i,e in pairs(vertices) do if e[2]>-offset then yDist=offset/(e[2]+offset) pos[i]={e[1]*yDist*25+width()/2,height()/2-e[3]*yDist*25} else pos[i]=false end end if mode==1 or mode==2 then renderVertices(gc,pos) end if #faces>0 and (mode==2 or mode==3 or mode==4 or mode==5 or mode==6) then renderFaces(gc,vertices,faces,pos,mode,color,offset) endend----------------------------------------------------------------------------