Author Topic: [Lua] Tiny3D  (Read 26846 times)

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Offline flyingfisch

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Re: [Lua] Tiny3D
« Reply #45 on: October 23, 2011, 10:20:24 pm »
It's supposed to be almost/as fast as C. :o



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Offline Chockosta

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Re: [Lua] Tiny3D
« Reply #46 on: October 24, 2011, 07:20:59 am »
You sure can use my code...

Have fun ! :)

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Re: [Lua] Tiny3D
« Reply #47 on: October 24, 2011, 12:32:21 pm »
Thank you!



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Offline Chockosta

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Re: [Lua] Tiny3D
« Reply #48 on: December 03, 2011, 09:12:05 am »
Hello !

I wrote a little 3D viewer with this engine.
You can draw :
- Cube
- Tetrahedron
- Pyramid
- Cone
- Torus
- Sphere
- Cylinder
- Hypercube (tesseract)

You also can draw 3D functions. (even if the OS already provides this)
You can choose the color, the zoom...

I just realised that I spent days to write this useless tool... :(
I really should create a new game.


DOWNLOAD
« Last Edit: December 04, 2011, 08:30:56 am by Chockosta »

Offline Nick

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Re: [Lua] Tiny3D
« Reply #49 on: December 03, 2011, 09:51:35 am »
i really want to lear how to put this engine into a game, can you maybe give a tuorial/readme file, cause i don't really get it xs

but it is really amazing, nice work!

Offline Chockosta

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Re: [Lua] Tiny3D
« Reply #50 on: December 03, 2011, 09:58:01 am »
Okay, I'm writing a tutorial.
I'll post it soon.

EDIT : Finished ! It is attached to my post. (English isn't my first language, so maybe there are mistakes)
And here is the latest vesion of the engine.
Code: [Select]
--Lua Tiny3D - By Loic Pujet

function 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,z
end

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)}
 end
end

function translate(vertices,x,y,z)
 for i,e in pairs(vertices) do
  vertices[i]={e[1]+x,e[2]+y,e[3]+z}
 end
end

function scale(vertices,x,y,z)
 for i,e in pairs(vertices) do
  vertices[i]={e[1]*x,e[2]*y,e[3]*z}
 end
end

function width() return platform.window:width() end
function height() return platform.window:height() end

function reverseTable(tbl)
 local tbl2={}
 for i,e in ipairs(tbl) do
  tbl2[#tbl-i+1]=e
 end
 return tbl2
end

function 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)
end

function 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)
end

function 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)
 end
end

function 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
 end
end

function 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
 end
end

function 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)
 end
end
« Last Edit: December 03, 2011, 11:43:37 am by Chockosta »

Offline Nick

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Re: [Lua] Tiny3D
« Reply #51 on: December 03, 2011, 01:46:56 pm »
thanks, i'll certainly give it a try, as soon i finished my other projects :)
the tutorial looks great, simple, but straight forward! that's how tutorials have to be, good job!

so if i understand everything good, i just have to paste your engine-code below my code?
« Last Edit: December 03, 2011, 01:47:49 pm by Nick »

Offline Chockosta

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Re: [Lua] Tiny3D
« Reply #52 on: December 03, 2011, 04:49:55 pm »
Yes :)

Nice to see that someone use it !

Offline renatose

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Re: [Lua] Tiny3D
« Reply #53 on: December 03, 2011, 07:21:36 pm »
I 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.

Offline DJ Omnimaga

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Re: [Lua] Tiny3D
« Reply #54 on: December 03, 2011, 11:41:57 pm »
This looks nice. You should post a tns demo so we can see how fast it is. :D 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. :D

EDIT: Nvm I didn't see the zip file above the screenshots. Gonna try it soon.
« Last Edit: December 04, 2011, 12:27:20 am by DJ_O »

Offline Chockosta

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Re: [Lua] Tiny3D
« Reply #55 on: December 04, 2011, 08:09:57 am »
I 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.

Actually my function drawer is really basic. It only draw one function, which has to be like z(x,y)=...
I could write another one to allow that.

This looks nice. You should post a tns demo so we can see how fast it is. :D 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. :D

EDIT: Nvm I didn't see the zip file above the screenshots. Gonna try it soon.
I'm not sure that it's possible, but I'll try. The main problem is the key input...

Offline Nick

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Re: [Lua] Tiny3D
« Reply #56 on: December 04, 2011, 08:14:48 am »
i hate that key input with lua, soooo slow.. and it doesn't even support a keep-op-pressing function (only arrows) that's so stupid
« Last Edit: December 04, 2011, 08:14:58 am by Nick »

Offline Chockosta

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Re: [Lua] Tiny3D
« Reply #57 on: December 04, 2011, 08:29:08 am »
Actually, the space key and delete key also repeat, but I agree with you.



BTW, a very small update, with a little bugfix.
With very high values for the offset, the faces did not display right. It is now fixed.

Code: [Select]
--Lua Tiny3D - By Loic Pujet

function 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,z
end

function width() return platform.window:width() end
function height() return platform.window:height() end

function reverseTable(tbl)
 local tbl2={}
 for i,e in ipairs(tbl) do
  tbl2[#tbl-i+1]=e
 end
 return tbl2
end

function 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)
end

function 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)
end

function 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)
 end
end

function 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
 end
end

function 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
 end
end

----------------------------------------------------------------------------

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)}
 end
end

function translate(vertices,x,y,z)
 for i,e in pairs(vertices) do
  vertices[i]={e[1]+x,e[2]+y,e[3]+z}
 end
end

function scale(vertices,x,y,z)
 for i,e in pairs(vertices) do
  vertices[i]={e[1]*x,e[2]*y,e[3]*z}
 end
end

function 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)
 end
end

----------------------------------------------------------------------------

Offline Jim Bauwens

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Re: [Lua] Tiny3D
« Reply #58 on: December 04, 2011, 10:29:01 am »
And the tab key repeats :)

Offline DJ Omnimaga

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Re: [Lua] Tiny3D
« Reply #59 on: December 25, 2011, 10:30:25 pm »
Another issue is it seems multi-keypress is lacking, but I could be wrong. I just haven't seen any game using them in Lua.