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I've been trying to make this work but I'm stumped.
I messed around with a 3d points program by MasterGy and managed to get a sense of the space and coordinates. There's something that I can't seem to grasp though...that's placing an image onto a surface (using _maptriangle).
In this program, I wanted to place an image on the 'floor'. So I started by placing about 600 small tiles in a grid, exactly where I want to place the image. But images always rotate towards the viewer. Even the small tiles do this. The grid of tiles (as a whole) doesn't do this - only each individual tile. How to lay the image flat is what I'm trying to figure out.
So if anyone here knows how this works....
I'll attach the image I'm trying to use but any 750x750 image will do.
Code: (Select All)
'Modified 3d points program by MasterGy
Screen _NewImage(1000, 600, 32)
whitewall = _NewImage(1000, 600, 32)
Line (1, 1)-(1000, 600), _RGB(180, 180, 180), BF
_PutImage (1, 1)-(1000, 600), 0, whitewall, (1, 1)-(1000, 600)
Cls
bluewall = _NewImage(100, 100, 32)
Line (1, 1)-(100, 100), _RGB(10, 10, 20), BF
_PutImage (1, 1)-(100, 100), 0, bluewall, (1, 1)-(100, 100)
octo = _LoadImage("octo.png", 32)
wall2 = _CopyImage(whitewall, 33)
floor = _CopyImage(bluewall, 33)
floor2 = _CopyImage(octo, 33)
'create spectator
Dim Shared sp(6)
sp(0) = 500
sp(1) = 1500
sp(2) = 400
sp(3) = 0 'looking in the direction of the observer XZ
sp(4) = 0 'looking in the direction of the observer YZ
sp(5) = 1 'multiplier X-Y see
sp(6) = 1 'multiplier Z see
'create screen
scr = _NewImage(1000, 1000 / _DesktopWidth * _DesktopHeight, 32)
Screen scr
_MouseHide
_FullScreen
_Dest scr
_DisplayOrder _Hardware , _Software
Do
_Limit 40
_PutImage (1, 1), wall2
'draw floor tiles
For ctx = 1 To 500 Step 20
For cty = 1 To 500 Step 20
ps = 2
x = 0 + ps * ctx
y = 0 + ps * cty
z = 530
rotate_to_maptriangle x, y, z 'position of floor tiles from the point of view of the observer
_MapTriangle (0, 0)-(100, 0)-(0, 100), floor To(x - ps, y - ps, z)-(x + ps, y - ps, z)-(x - ps, y + ps, z)
_MapTriangle (100, 100)-(100, 0)-(0, 100), floor To(x + ps, y + ps, z)-(x + ps, y - ps, z)-(x - ps, y + ps, z)
Next cty
Next ctx
'draw octo floor
ps = 500
x = 500
y = 500
z = 30
rotate_to_maptriangle x, y, z 'octo floor
_MapTriangle (0, 0)-(750, 0)-(0, 750), floor2 To(x - ps, y - ps, z)-(x + ps, y - ps, z)-(x - ps, y + ps, z), , _Smooth
_MapTriangle (750, 750)-(750, 0)-(0, 750), floor2 To(x + ps, y + ps, z)-(x + ps, y - ps, z)-(x - ps, y + ps, z), , _Smooth
_Display
'mouse input axis movement and mousewheel
mousex = mousex * .6
mousey = mousey * .6
mw = 0
While _MouseInput: mousex = mousex + _MouseMovementX: mousey = mousey + _MouseMovementY: mw = mw + _MouseWheel: Wend 'movement data read
'control spectator
mouse_sens = .001 'mouse rotating sensitive
sp(3) = sp(3) - mousex * mouse_sens
sp(4) = sp(4) + mousey * mouse_sens
If Abs(sp(4)) > _Pi / 2 Then sp(4) = _Pi / 2 * Sgn(sp(4))
vec_x = (Sin(sp(3)) * (Cos(sp(4) + _Pi)))
vec_y = (Cos(sp(3)) * (Cos(sp(4) + _Pi)))
vec_z = -Sin(sp(4) + _Pi)
speed = 40 'moving speed
moving = Abs(_MouseButton(1) Or _KeyDown(Asc("w"))) * speed - Abs(_MouseButton(2) Or _KeyDown(Asc("s"))) * speed
sp(0) = sp(0) + vec_x * moving
sp(1) = sp(1) + vec_y * moving
sp(2) = sp(2) + vec_z * moving
Loop Until _KeyDown(27)
Sub rotate_to_maptriangle (x, y, z)
x2 = x - sp(0)
y2 = y - sp(1)
z2 = z - sp(2)
rotate_2d x2, y2, sp(3)
rotate_2d y2, z2, sp(4) + _Pi / 2
x = x2 * sp(5)
y = y2 * sp(5)
z = z2 * sp(6)
End Sub
Sub rotate_2d (x, y, ang)
x1 = x * Cos(ang) - y * Sin(ang)
y1 = x * Sin(ang) + y * Cos(ang)
x = x1: y = y1
End Sub
Attached Files
Image(s)
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unfortunately, I can't explain it well because of the translation, but I drew it
the point is that every point that appears on the screen must be calculated
Code: (Select All)
'Modified 3d points program by MasterGy
Screen _NewImage(1000, 600, 32)
whitewall = _NewImage(1000, 600, 32)
Line (1, 1)-(1000, 600), _RGB(180, 180, 180), BF
_PutImage (1, 1)-(1000, 600), 0, whitewall, (1, 1)-(1000, 600)
Cls
bluewall = _NewImage(100, 100, 32)
Line (1, 1)-(100, 100), _RGB(10, 10, 20), BF
_PutImage (1, 1)-(100, 100), 0, bluewall, (1, 1)-(100, 100)
octo = _LoadImage("octo.png", 32)
wall2 = _CopyImage(whitewall, 33)
floor = _CopyImage(bluewall, 33)
floor2 = _CopyImage(octo, 33)
'create spectator
Dim Shared sp(6)
sp(0) = 500
sp(1) = 1500
sp(2) = 400
sp(3) = 0 'looking in the direction of the observer XZ
sp(4) = 0 'looking in the direction of the observer YZ
sp(5) = 1 'multiplier X-Y see
sp(6) = 1 'multiplier Z see
'create screen
scr = _NewImage(1000, 1000 / _DesktopWidth * _DesktopHeight, 32)
Screen scr
_MouseHide
_FullScreen
_Dest scr
_DisplayOrder _Hardware , _Software
Do
_Limit 40
_PutImage (1, 1), wall2
'draw floor tiles
For ctx = 1 To 500 Step 20
For cty = 1 To 500 Step 20
ps = 1
x = 0 + ps * ctx
y = 0 + ps * cty
z = 530
rotate_to_maptriangle x, y, z 'position of floor tiles from the point of view of the observer
_MapTriangle (0, 0)-(100, 0)-(0, 100), floor To(x - ps, y - ps, z)-(x + ps, y - ps, z)-(x - ps, y + ps, z)
_MapTriangle (100, 100)-(100, 0)-(0, 100), floor To(x + ps, y + ps, z)-(x + ps, y - ps, z)-(x - ps, y + ps, z)
Next cty
Next ctx
'draw octo floor
octo_size = 250 'half size
x1 = -octo_size + 250
y1 = -octo_size + 250
z1 = 530
rotate_to_maptriangle x1, y1, z1 'octo floor
x2 = octo_size + 250
y2 = -octo_size + 250
z2 = 530
rotate_to_maptriangle x2, y2, z2 'octo floor
x3 = -octo_size + 250
y3 = octo_size + 250
z3 = 530
rotate_to_maptriangle x3, y3, z3 'octo floor
x4 = octo_size + 250
y4 = octo_size + 250
z4 = 530
rotate_to_maptriangle x4, y4, z4 'octo floor
_MapTriangle (0, 0)-(750, 0)-(0, 750), floor2 To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (750, 750)-(750, 0)-(0, 750), floor2 To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_Display
'mouse input axis movement and mousewheel
mousex = mousex * .6
mousey = mousey * .6
mw = 0
While _MouseInput: mousex = mousex + _MouseMovementX: mousey = mousey + _MouseMovementY: mw = mw + _MouseWheel: Wend 'movement data read
'control spectator
mouse_sens = .001 'mouse rotating sensitive
sp(3) = sp(3) - mousex * mouse_sens
sp(4) = sp(4) + mousey * mouse_sens
If Abs(sp(4)) > _Pi / 2 Then sp(4) = _Pi / 2 * Sgn(sp(4))
vec_x = (Sin(sp(3)) * (Cos(sp(4) + _Pi)))
vec_y = (Cos(sp(3)) * (Cos(sp(4) + _Pi)))
vec_z = -Sin(sp(4) + _Pi)
speed = 40 'moving speed
moving = Abs(_MouseButton(1) Or _KeyDown(Asc("w"))) * speed - Abs(_MouseButton(2) Or _KeyDown(Asc("s"))) * speed
sp(0) = sp(0) + vec_x * moving
sp(1) = sp(1) + vec_y * moving
sp(2) = sp(2) + vec_z * moving
Loop Until _KeyDown(27)
Sub rotate_to_maptriangle (x, y, z)
x2 = x - sp(0)
y2 = y - sp(1)
z2 = z - sp(2)
rotate_2d x2, y2, sp(3)
rotate_2d y2, z2, sp(4) + _Pi / 2
x = x2 * sp(5)
y = y2 * sp(5)
z = z2 * sp(6)
End Sub
Sub rotate_2d (x, y, ang)
x1 = x * Cos(ang) - y * Sin(ang)
y1 = x * Sin(ang) + y * Cos(ang)
x = x1: y = y1
End Sub
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This is exactly what I was looking for!
Thank you!
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(12-18-2022, 09:02 PM) james2464 Wrote:
This is exactly what I was looking for!
Thank you!
calm me down please !
do you understand the operation?
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Trying to understand... I was confused about how to communicate with 3d map triangle...
I think I'll get a better understanding now that I have a working example. I will attempt to add walls and a ceiling.
This was the main part I needed:
Code: (Select All)
_MapTriangle (0, 0)-(750, 0)-(0, 750), floor2 To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (750, 750)-(750, 0)-(0, 750), floor2 To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
And also this:
Code: (Select All)
octo_size = 250 'half size
x1 = -octo_size + 250
y1 = -octo_size + 250
z1 = 500
rotate_to_maptriangle x1, y1, z1 'octo floor
x2 = octo_size + 250
y2 = -octo_size + 250
z2 = 500
rotate_to_maptriangle x2, y2, z2 'octo floor
x3 = -octo_size + 250
y3 = octo_size + 250
z3 = 500
rotate_to_maptriangle x3, y3, z3 'octo floor
x4 = octo_size + 250
y4 = octo_size + 250
z4 = 500
rotate_to_maptriangle x4, y4, z4 'octo floor
I didn't realize it needed to be done this way. This is very helpful.
Thanks again, this should be a lot of fun.
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Now that I have an idea how to do it, here's a 3D room. No attached images needed, everything is in the code.
The mouse is used to look around. You can move with the mouse buttons or by using the W and S keys.
Thanks again, MasterGy!
Code: (Select All)
'3d Room - james2464 - Dec 18 2022
'Credit to 3D program and tutorial by MasterGy
Randomize Timer
Screen _NewImage(1000, 600, 32)
Dim Shared c(100) As Long
bgspace = _NewImage(1000, 600, 32)
Line (1, 1)-(1000, 600), _RGB(180, 180, 180), BF
_PutImage (1, 1)-(1000, 600), 0, bgspace, (1, 1)-(1000, 600)
Cls
floatingtiles = _NewImage(100, 100, 32)
Line (1, 1)-(100, 100), _RGB(250, 250, 250), BF
_PutImage (1, 1)-(100, 100), 0, floatingtiles, (1, 1)-(100, 100)
colour1
Dim Shared floor1, wall1
'create floor image
floor1 = _NewImage(500, 500, 32)
makefloor
'create wall image
wall1 = _NewImage(500, 100, 32)
makewall
bgspace2 = _CopyImage(bgspace, 33)
tile = _CopyImage(floatingtiles, 33)
floor2 = _CopyImage(floor1, 33)
wall2 = _CopyImage(wall1, 33)
'create spectator
Dim Shared sp(6)
sp(0) = 250
sp(1) = 250
sp(2) = 450
sp(3) = 0 'looking in the direction of the observer XZ
sp(4) = 0 'looking in the direction of the observer YZ
sp(5) = 1 'multiplier X-Y see
sp(6) = 1 'multiplier Z see
'create screen
scr = _NewImage(1000, 1000 / _DesktopWidth * _DesktopHeight, 32)
Screen scr
_MouseHide
_FullScreen
_Dest scr
_DisplayOrder _Hardware , _Software
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Do
_Limit 40
_PutImage (1, 1), bgspace2 'background
'draw floating tiles
For ctx = 1 To 500 Step 20
For cty = 1 To 500 Step 20
ps = 1
x = 0 + ps * ctx
y = 0 + ps * cty
z = 400
rotate_to_maptriangle x, y, z
_MapTriangle (0, 0)-(100, 0)-(0, 100), tile To(x - ps, y - ps, z)-(x + ps, y - ps, z)-(x - ps, y + ps, z)
_MapTriangle (100, 100)-(100, 0)-(0, 100), tile To(x + ps, y + ps, z)-(x + ps, y - ps, z)-(x - ps, y + ps, z)
Next cty
Next ctx
'floor
x1 = 0
y1 = 0
z1 = 500
rotate_to_maptriangle x1, y1, z1 'floor
x2 = 500
y2 = 0
z2 = 500
rotate_to_maptriangle x2, y2, z2 'floor
x3 = 0
y3 = 500
z3 = 500
rotate_to_maptriangle x3, y3, z3 'floor
x4 = 500
y4 = 500
z4 = 500
rotate_to_maptriangle x4, y4, z4 'floor
_MapTriangle (0, 0)-(500, 0)-(0, 500), floor2 To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (500, 500)-(500, 0)-(0, 500), floor2 To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
x1 = 0
y1 = 0
z1 = 400
rotate_to_maptriangle x1, y1, z1 'wall
x2 = 500
y2 = 0
z2 = 400
rotate_to_maptriangle x2, y2, z2 'wall
x3 = 0
y3 = 0
z3 = 500
rotate_to_maptriangle x3, y3, z3 'wall
x4 = 500
y4 = 0
z4 = 500
rotate_to_maptriangle x4, y4, z4 'wall
_MapTriangle (0, 0)-(500, 0)-(0, 100), wall2 To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (500, 100)-(500, 0)-(0, 100), wall2 To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
'brick wall 2
x1 = 500
y1 = 500
z1 = 400
rotate_to_maptriangle x1, y1, z1 'wall
x2 = 0
y2 = 500
z2 = 400
rotate_to_maptriangle x2, y2, z2 'wall
x3 = 500
y3 = 500
z3 = 500
rotate_to_maptriangle x3, y3, z3 'wall
x4 = 0
y4 = 500
z4 = 500
rotate_to_maptriangle x4, y4, z4 'wall
_MapTriangle (0, 0)-(500, 0)-(0, 100), wall2 To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (500, 100)-(500, 0)-(0, 100), wall2 To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
'brick wall 3
x1 = 0
y1 = 500
z1 = 400
rotate_to_maptriangle x1, y1, z1 'wall
x2 = 0
y2 = 0
z2 = 400
rotate_to_maptriangle x2, y2, z2 'wall
x3 = 0
y3 = 500
z3 = 500
rotate_to_maptriangle x3, y3, z3 'wall
x4 = 0
y4 = 0
z4 = 500
rotate_to_maptriangle x4, y4, z4 'wall
_MapTriangle (0, 0)-(500, 0)-(0, 100), wall2 To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (500, 100)-(500, 0)-(0, 100), wall2 To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
'brick wall 4
x1 = 500
y1 = 0
z1 = 400
rotate_to_maptriangle x1, y1, z1 'wall
x2 = 500
y2 = 500
z2 = 400
rotate_to_maptriangle x2, y2, z2 'wall
x3 = 500
y3 = 0
z3 = 500
rotate_to_maptriangle x3, y3, z3 'wall
x4 = 500
y4 = 500
z4 = 500
rotate_to_maptriangle x4, y4, z4 'wall
_MapTriangle (0, 0)-(500, 0)-(0, 100), wall2 To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (500, 100)-(500, 0)-(0, 100), wall2 To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_Display
'mouse input axis movement and mousewheel
mousex = mousex * .6
mousey = mousey * .6
mw = 0
While _MouseInput: mousex = mousex + _MouseMovementX: mousey = mousey + _MouseMovementY: mw = mw + _MouseWheel: Wend 'movement data read
'control spectator
mouse_sens = .001 'mouse rotating sensitive
sp(3) = sp(3) - mousex * mouse_sens
sp(4) = sp(4) + mousey * mouse_sens
If Abs(sp(4)) > _Pi / 2 Then sp(4) = _Pi / 2 * Sgn(sp(4))
vec_x = (Sin(sp(3)) * (Cos(sp(4) + _Pi)))
vec_y = (Cos(sp(3)) * (Cos(sp(4) + _Pi)))
vec_z = -Sin(sp(4) + _Pi)
speed = .9 'moving speed
moving = Abs(_MouseButton(1) Or _KeyDown(Asc("w"))) * speed - Abs(_MouseButton(2) Or _KeyDown(Asc("s"))) * speed
sp(0) = sp(0) + vec_x * moving
sp(1) = sp(1) + vec_y * moving
sp(2) = sp(2) + vec_z * moving
Loop Until _KeyDown(27)
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Sub rotate_to_maptriangle (x, y, z)
x2 = x - sp(0)
y2 = y - sp(1)
z2 = z - sp(2)
rotate_2d x2, y2, sp(3)
rotate_2d y2, z2, sp(4) + _Pi / 2
x = x2 * sp(5)
y = y2 * sp(5)
z = z2 * sp(6)
End Sub
Sub rotate_2d (x, y, ang)
x1 = x * Cos(ang) - y * Sin(ang)
y1 = x * Sin(ang) + y * Cos(ang)
x = x1: y = y1
End Sub
Sub colour1
c(0) = _RGB(0, 0, 0)
c(1) = _RGB(255, 255, 255)
c(2) = _RGB(85, 45, 0)
c(3) = _RGB(0, 45, 85)
c(4) = _RGB(40, 60, 0)
c(5) = _RGB(0, 25, 75)
c(6) = _RGB(75, 25, 0)
c(7) = _RGB(150, 130, 0)
c(8) = _RGB(150, 150, 250)
c(9) = _RGB(250, 150, 150)
c(10) = _RGB(150, 250, 150)
c(11) = _RGB(150, 150, 255)
c(12) = _RGB(40, 30, 0)
c(13) = _RGB(255, 0, 0)
c(14) = _RGB(50, 150, 50)
c(15) = _RGB(155, 155, 155)
c(16) = _RGB(165, 165, 165)
c(17) = _RGB(175, 175, 175)
End Sub
Sub makefloor
Cls
Line (0, 0)-(500, 500), c(12), BF 'floor background
Line (0, 0)-(50, 50), c(4), BF
Line (450, 0)-(500, 50), c(5), BF
Line (450, 450)-(500, 500), c(6), BF
Line (0, 450)-(50, 500), c(7), BF
For t = 1 To 6000
x1 = Int(Rnd * 500)
y1 = Int(Rnd * 500)
PSet (x1, y1), c(0)
x1 = Int(Rnd * 500)
y1 = Int(Rnd * 500)
PSet (x1, y1), c(2)
x1 = Int(Rnd * 500)
y1 = Int(Rnd * 500)
PSet (x1, y1), c(3)
Next t
_Display
_PutImage (1, 1)-(500, 500), 0, floor1, (1, 1)-(500, 500)
'Sleep
End Sub
Sub makewall
Cls
Line (0, 0)-(500, 100), c(15), BF 'wall background
Line (0, 0)-(20, 20), c(4), BF
Line (480, 0)-(500, 20), c(5), BF
Line (480, 80)-(500, 100), c(6), BF
Line (0, 80)-(20, 100), c(7), BF
For t = 1 To 6000
x1 = Int(Rnd * 500)
y1 = Int(Rnd * 100)
PSet (x1, y1), c(16)
x1 = Int(Rnd * 500)
y1 = Int(Rnd * 100)
PSet (x1, y1), c(17)
Next t
Locate 4, 28
Color c(4), c(0)
Print "QB64PE"
_Display
_PutImage (1, 1)-(500, 100), 0, wall1, (1, 1)-(500, 100)
_ClearColor c(0), wall1
'Sleep
End Sub
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12-19-2022, 01:12 AM
(This post was last modified: 12-19-2022, 01:16 AM by bplus .)
Nice
@james2464 ! I move mouse left and room swings left, vice versa for right, as it should be! IMHO
I may get into 3D yet ;-)) MasterGy may be genius but I want to vomit when I move mouse in his programs (sorry about my bodily reactions MasterGy).
b = b + ...
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Thanks Bplus! QB64 is amazing, and 3D seems like a lot of fun. Hoping to learn some more.
Glad you enjoyed this without much trouble. Cheers!
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I tried to make some kind of empty office building. Also condensed the code a bit.
This allows walking, not floating. And you can't go through the walls. (or comment/delete lines 146-149)
Code: (Select All)
'3d Room - james2464 - Dec 18 2022
'Credit to 3D program and tutorial by MasterGy
Randomize Timer
Screen _NewImage(1000, 600, 32)
Dim Shared c(100) As Long
bgspace = _NewImage(1000, 600, 32)
Line (1, 1)-(1000, 600), _RGB(120, 120, 180), BF
_PutImage (1, 1)-(1000, 600), 0, bgspace, (1, 1)-(1000, 600)
Cls
colour1
Dim Shared floor1, wall1, wall2, ceiling1, ground1
'create floor image
floor1 = _NewImage(500, 500, 32)
makefloor
'create wall1 image
wall1 = _NewImage(500, 100, 32)
makewall
'create wall2 image
wall2 = _NewImage(500, 100, 32)
makewall2
'create ceiling image
ceiling1 = _NewImage(500, 500, 32)
makeceiling
'create ground image
ground1 = _NewImage(500, 500, 32)
makeground
bgspace2 = _CopyImage(bgspace, 33)
tile = _CopyImage(floatingtiles, 33)
floor1b = _CopyImage(floor1, 33)
wall1b = _CopyImage(wall1, 33)
wall2b = _CopyImage(wall2, 33)
ceiling1b = _CopyImage(ceiling1, 33)
ground1b = _CopyImage(ground1, 33)
'create spectator
Dim Shared sp(6)
sp(0) = 250 'X position
sp(1) = 250 'Y
sp(2) = 450 'Z
sp(3) = 0 'looking in the direction of the observer XZ
sp(4) = 0 'looking in the direction of the observer YZ
sp(5) = 1 'multiplier X-Y see
sp(6) = 1 'multiplier Z see
'create screen
scr = _NewImage(1000, 1000 / _DesktopWidth * _DesktopHeight, 32)
Screen scr
_MouseHide
_FullScreen
_Dest scr
_DisplayOrder _Hardware , _Software
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Do
_Limit 40
_PutImage (1, 1), bgspace2 'background
'floor
x1 = 0: y1 = 0: z1 = 500: r2m x1, y1, z1: x2 = 500: y2 = 0: z2 = 500: r2m x2, y2, z2
x3 = 0: y3 = 500: z3 = 500: r2m x3, y3, z3: x4 = 500: y4 = 500: z4 = 500: r2m x4, y4, z4
maptexture floor1b, 500, 500, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
'wall 1
x1 = 0: y1 = 0: z1 = 400: r2m x1, y1, z1: x2 = 500: y2 = 0: z2 = 400: r2m x2, y2, z2
x3 = 0: y3 = 0: z3 = 500: r2m x3, y3, z3: x4 = 500: y4 = 0: z4 = 500: r2m x4, y4, z4
maptexture wall2b, 500, 100, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
'wall 2
x1 = 500: y1 = 500: z1 = 400: r2m x1, y1, z1: x2 = 0: y2 = 500: z2 = 400: r2m x2, y2, z2
x3 = 500: y3 = 500: z3 = 500: r2m x3, y3, z3: x4 = 0: y4 = 500: z4 = 500: r2m x4, y4, z4
maptexture wall2b, 500, 100, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
'wall 3
x1 = 500: y1 = 0: z1 = 400: r2m x1, y1, z1: x2 = 500: y2 = 500: z2 = 400: r2m x2, y2, z2
x3 = 500: y3 = 0: z3 = 500: r2m x3, y3, z3: x4 = 500: y4 = 500: z4 = 500: r2m x4, y4, z4
maptexture wall1b, 500, 100, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
'wall 4
x1 = 0: y1 = 500: z1 = 400: r2m x1, y1, z1: x2 = 0: y2 = 0: z2 = 400: r2m x2, y2, z2
x3 = 0: y3 = 500: z3 = 500: r2m x3, y3, z3: x4 = 0: y4 = 0: z4 = 500: r2m x4, y4, z4
maptexture wall1b, 500, 100, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
'ceiling
x1 = 0: y1 = 0: z1 = 400: r2m x1, y1, z1: x2 = 500: y2 = 0: z2 = 400: r2m x2, y2, z2
x3 = 0: y3 = 500: z3 = 400: r2m x3, y3, z3: x4 = 500: y4 = 500: z4 = 400: r2m x4, y4, z4
maptexture ceiling1b, 500, 500, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
'ground
x1 = -1500: y1 = -1500: z1 = 502: r2m x1, y1, z1: x2 = 2000: y2 = -1500: z2 = 502: r2m x2, y2, z2
x3 = -1500: y3 = 2000: z3 = 502: r2m x3, y3, z3: x4 = 2000: y4 = 2000: z4 = 502: r2m x4, y4, z4
maptexture ground1b, 500, 500, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
_Display
'-------------------------------------------------------------
'mouse input axis movement and mousewheel
'-------------------------------------------------------------
mousex = mousex * .6
mousey = mousey * .6
mw = 0
While _MouseInput: mousex = mousex + _MouseMovementX: mousey = mousey + _MouseMovementY: mw = mw + _MouseWheel: Wend 'movement data read
'control spectator
mouse_sens = .0007 'mouse rotating sensitive
sp(3) = sp(3) - mousex * mouse_sens
sp(4) = sp(4) + mousey * mouse_sens
If Abs(sp(4)) > _Pi / 2 Then sp(4) = _Pi / 2 * Sgn(sp(4))
vec_x = (Sin(sp(3)) * (Cos(sp(4) + _Pi)))
vec_y = (Cos(sp(3)) * (Cos(sp(4) + _Pi)))
vec_z = -Sin(sp(4) + _Pi)
speed = 2 'moving speed
moving = Abs(_MouseButton(1) Or _KeyDown(Asc("w"))) * speed - Abs(_MouseButton(2) Or _KeyDown(Asc("s"))) * speed
sp(0) = sp(0) + vec_x * moving
sp(1) = sp(1) + vec_y * moving
'sp(2) = sp(2) + vec_z * moving
If sp(0) > 465 Then sp(0) = 465
If sp(1) > 465 Then sp(1) = 465
If sp(0) < 35 Then sp(0) = 35
If sp(1) < 35 Then sp(1) = 35
Loop Until _KeyDown(27)
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Sub r2m (x, y, z)
x2 = x - sp(0)
y2 = y - sp(1)
z2 = z - sp(2)
rotate_2d x2, y2, sp(3)
rotate_2d y2, z2, sp(4) + _Pi / 2
x = x2 * sp(5)
y = y2 * sp(5)
z = z2 * sp(6)
End Sub
Sub rotate_2d (x, y, ang)
x1 = x * Cos(ang) - y * Sin(ang)
y1 = x * Sin(ang) + y * Cos(ang)
x = x1: y = y1
End Sub
Sub colour1
c(0) = _RGB(0, 0, 0)
c(1) = _RGB(255, 255, 255)
c(2) = _RGB(85, 45, 0)
c(3) = _RGB(0, 45, 85)
c(4) = _RGB(40, 60, 0)
c(5) = _RGB(0, 25, 75)
c(6) = _RGB(75, 25, 0)
c(7) = _RGB(150, 130, 0)
c(8) = _RGB(150, 150, 250)
c(9) = _RGB(250, 150, 150)
c(10) = _RGB(150, 250, 150)
c(11) = _RGB(150, 150, 255)
c(12) = _RGB(40, 30, 0)
c(13) = _RGB(255, 0, 0)
c(14) = _RGB(50, 150, 50)
c(15) = _RGB(155, 155, 155)
c(16) = _RGB(165, 165, 165)
c(17) = _RGB(175, 175, 175)
c(18) = _RGB(100, 100, 100)
c(20) = _RGB(40, 40, 10)
End Sub
Sub makefloor
Cls
Line (0, 0)-(500, 500), c(18), BF 'floor background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(0)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(2)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(3)
Next t
_Display
_PutImage (0, 0)-(500, 500), 0, floor1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makewall
Cls
Line (0, 0)-(500, 100), c(15), BF 'wall background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(16)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(17)
Next t
_Display
_PutImage (0, 0)-(500, 100), 0, wall1, (0, 0)-(500, 100)
_ClearColor c(0), wall1
'Sleep
End Sub
Sub makewall2
Cls
Line (0, 0)-(500, 100), c(15), BF 'wall2 background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(16)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(17)
Next t
Line (70, 25)-(150, 75), c(0), BF
Line (210, 25)-(290, 75), c(0), BF
Line (350, 25)-(430, 75), c(0), BF
_Display
_PutImage (0, 0)-(500, 100), 0, wall2, (0, 0)-(500, 100)
_ClearColor c(0), wall2
'Sleep
End Sub
Sub makeceiling
Cls
Line (0, 0)-(500, 500), c(18), BF 'ceiling background
Line (2, 2)-(498, 498), c(17), BF 'ceiling light background
For t = 26 To 540 Step 32
Line (t - 1, 0)-(t, 500), c(18), BF
Line (0, t - 1)-(500, t), c(18), BF
Next t
_Display
_PutImage (0, 0)-(500, 500), 0, ceiling1, (0, 0)-(500, 500)
_ClearColor c(0), ceiling1
'Sleep
End Sub
Sub makeground
Cls
Line (0, 0)-(500, 500), c(20), BF 'ground background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(0)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(2)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(3)
Next t
_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub maptexture (image1, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4)
_MapTriangle (0, 0)-(x, 0)-(0, y), image1 To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (x, y)-(x, 0)-(0, y), image1 To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
End Sub
Posts: 1,586
Threads: 59
Joined: Jul 2022
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(12-19-2022, 01:12 AM) bplus Wrote: I may get into 3D yet ;-)) MasterGy may be genius but I want to vomit when I move mouse in his programs (sorry about my bodily reactions MasterGy).
Have you ever played MMORPG? If not, keep it that way or you would ruin your stomach and intestines.
The way the mouse is handled in MasterGY's programs is considered normal in MMORPG where the player is also expected to use a wide range of keys from the keyboard, at least the "function" keys before they had to do double-duty on laptops. :/