remstart ============================================================== = Title : 2d Matrix Oscillation = Author : latch grapple = Date : 09/16/2007 = Update : 09/17/2007 = Version: .02 ============================================================== Comments The goal is to make a 2d matrix that is 3d. Then oscillate the matrix and put a "boat" on it that bobs with the waves. Main elements will be the translation of 3d space to 2d screen coordinates, the waves of the matrix (grid). Still have to figure out the boat. ============================================================== remend rem ============================================================= rem = SET UP DISPLAY rem ============================================================= `autocam off set display mode 640,480,32 set window on set window size 640,480 sync on sync rate 60 rem ============================================================= rem = MAIN rem ============================================================= gosub _init do cls paste sprite 1,300,svert(pos,1)-50 ink dgreen,0 thick_line(300,520+(-1*svert(pos,1)),401,svert(pos,1),22) ink cyan,0 gosub _draw_world text 0,0,str$(screen fps()) text 0,20,"Camera Z :"+str$(camz#) sync loop end rem ============================================================= rem = SUBROUTINES - PROCEDURES rem ============================================================= _init: rem arrays for functions and mat size `dim vect#(2) matx=498000 matz=4400 tilex=41 tilez=41 matsize=tilex*tilez rem calculate camera distance hwidth=screen width()/2 hheight=screen height()/2 fov#=3.14/2.905 degrees#=(fov#*(180.0/3.14))/2.0 zdist#=(hheight)/(tan(degrees#)) rem inital camera position camx#=(matx/2)-9000 camy#=-90000 camz#=-1.0*zdist# cangy#=0 cangx#=0 cangz#=0 rem create 2d matrix dim matvert(matsize,2) dim svert(matsize,1) matrix_2d(matx,matz,tilex,tilez,camx#,camy#,camz#,hwidth,hheight) rem colors cyan=rgb(0,255,255) dgreen=rgb(0,100,0) green=rgb(0,255,0) rem boat gosub _boat ink cyan,0 return `---------------------------------------------------------------- _boat: ink green,0 box 0,0,100,60 ink dgreen,0 box 0,61,100,100 get image 1,0,0,101,101 sprite 1,0,0,1 hide sprite 1 set sprite 1,0,0 cls 0 return `---------------------------------------------------------------- _draw_world: rem go through top and bottom values and connect them with lines `ink RGB(0,255,255),0 for z=0 to tilez-1 for x=1 to tilex pos=x+(z*tilex) `pos2=pos+1 `pos3=pos+tilex `if x >= tilex then pos2=pos `if z >= tilez-1 then pos3=pos degree=wrapvalue(degree+9) matvert(pos,1)=30000*sin(degree) svert(pos,0)=screen_x(matvert(pos,0)*1.0,camx#,matvert(pos,2)*1.0,camz#,hwidth) svert(pos,1)=screen_y(matvert(pos,1)*1.0,camy#,matvert(pos,2)*1.0,camz#,hheight) `box svert(pos,0),svert(pos,1),svert(pos2,0),svert(pos2,1) `line svert(pos3,0),svert(pos3,1),svert(pos,0),svert(pos,1) dot svert(pos,0),svert(pos,1) next x next z return rem ============================================================= rem = FUNCTIONS rem ============================================================= function screen_x(x#,viewerx#,z#,viewerz#,swhalf) adjz#=z#-viewerz# if adjz#=0 sx#=-1 else sx#=((x#-viewerx#)/adjz#*2.0)+swhalf endif endfunction sx# `---------------------------------------------------------------- function screen_y(y#,viewery#,z#,viewerz#,shhalf) adjz#=z#-viewerz# if adjz#=0 sy#=-1 else sy#=(((y#-viewery#)/adjz#))+shhalf endif endfunction sy# `---------------------------------------------------------------- function matrix_2d(matx,matz,tilex,tilez,camx#,camy#,camz#,hwidth,hheight) sizex=matx/tilex sizez=matz/tilez for z=0 to tilez-1 for x=1 to tilex pos=x+(z*tilex) matvert(pos,0)=(x-1)*sizex matvert(pos,1)=0 matvert(pos,2)=z*sizez svert(pos,0)=screen_x(matvert(pos,0)*1.0,camx#,matvert(pos,2)*1.0,camz#,hwidth) svert(pos,1)=screen_y(matvert(pos,1)*1.0,camy#,matvert(pos,2)*1.0,camz#,hheight) next x next z endfunction `---------------------------------------------------------------- function thick_line(x1,y1,x2,y2,thickness) for n=0 to thickness-1 if x1<>x2 then line x1,y1+n,x2,y2+n if x1=x2 then line x1+n,y1,x2+n,y2 next n endfunction