REM *********************************************** REM Title: Hermite Spline REM Author: Phaelax REM Downloaded from: http://dbcc.zimnox.com/ REM *********************************************** rem catmullrom vector order: control, pt1, pt2, control rem hermite vector order: pt1, control, pt2, control set display mode 800,600,32 randomize timer() rem 2d vector type type vector x as float y as float w as float endtype rem 2 vectors as line segment's endpoints, 2 vectors for control points type hermiteline a as vector b as vector c as vector d as vector endtype rem number of points defining hermite spline spline_total = 5 rem get screen dimensions width = screen width() height = screen height() rem array of hermite splines dim spline(spline_total) as hermiteline for t = 1 to spline_total if t > 1 spline(t).a.x = spline(t-1).c.x spline(t).a.y = spline(t-1).c.y spline(t).b.x = spline(t-1).d.x spline(t).b.y = spline(t-1).d.y else spline(t).a.x = rnd(width) spline(t).a.y = rnd(height) spline(t).b.x = (rnd(200)-100) + spline(t).a.x spline(t).b.y = (rnd(200)-100) + spline(t).a.y endif spline(t).c.x = rnd(width) spline(t).c.y = rnd(height) spline(t).d.x = (rnd(200)-100) + spline(t).c.x spline(t).d.y = (rnd(200)-100) + spline(t).c.y next t rem vector points for hermite splines null = make vector2(1) null = make vector2(2) null = make vector2(3) null = make vector2(4) rem result vector null = make vector2(5) null = make vector2(6) rem more steps mean a smoother curve in the spline steps = 20 rem colors of rainbow dim colors(7) as dword colors(1) = rgb(255,0,0) colors(2) = rgb(213,0,213) colors(3) = rgb(0,0,255) colors(4) = rgb(0,255,255) colors(5) = rgb(0,255,0) colors(6) = rgb(255,255,0) colors(7) = rgb(255,0,0) p_total = 100 dim particles(p_total) as vector for t = 1 to p_total particles(t).x = rnd(width) particles(t).y = 0 particles(t).w = rnd(5)+1 next t DO cls for t = 1 to spline_total rem allow user to click on spline point if mouseclick() and movePoint = 0 if abs(mousex()-spline(t).a.x) < 4 and abs(mousey()-spline(t).a.y) < 4 then movePoint = t endif rem create hermite spline for s = 1 to steps rem get the 4 vectors set vector2 1,spline(t).a.x,spline(t).a.y set vector2 2,spline(t).b.x,spline(t).b.y set vector2 3,spline(t).c.x,spline(t).c.y set vector2 4,spline(t).d.x,spline(t).d.y time# = s hermite vector2 5,1,2,3,4,(time#-1.0)/steps hermite vector2 6,1,2,3,4, time#/steps rem make rainbow offset = -6 c = 1 for r = 1 to 6 ink colors(c),0 line x vector2(5), y vector2(5)+offset,x vector2(6), y vector2(6)+offset line x vector2(5), y vector2(5)+offset+1,x vector2(6), y vector2(6)+offset+1 inc offset,2 inc c next r rem draw circle to show spline points ink rgb(255,255,255),0 circle spline(t).a.x,spline(t).a.y,4 circle spline(t).c.x,spline(t).c.y,4 next s next t rem rain particles lock pixels for p = 1 to p_total particles(p).y = particles(p).y + particles(p).w for t = 1 to spline_total rem create hermite spline for s = 1 to steps rem get the 4 vectors set vector2 1,spline(t).a.x,spline(t).a.y set vector2 2,spline(t).b.x,spline(t).b.y set vector2 3,spline(t).c.x,spline(t).c.y set vector2 4,spline(t).d.x,spline(t).d.y time# = s hermite vector2 5,1,2,3,4,(time#-1.0)/steps hermite vector2 6,1,2,3,4, time#/steps x1 = x vector2(5) y1 = y vector2(5) x2 = x vector2(6) y2 = y vector2(6) rem keep low to high order of points if x2 < x1 temp = x1 x1 = x2 x2 = temp temp = y1 y1 = y2 y2 = temp endif if particles(p).x >= x1 and particles(p).x <= x2 if point_line(particles(p).x, particles(p).y, x1, y1, x2, y2) >= 0 particles(p).x = rnd(width) particles(p).y = 0 endif endif if particles(p).y >= height particles(p).x = rnd(width) particles(p).y = 0 particles(p).w = rnd(5)+1 endif next s next t rem draw raindrop set_locked_pixel(particles(p).x, particles(p).y, rgb(255,255,255)) next p unlock pixels rem allow user to move spline points (control points stay in original locations) if movePoint > 0 spline(movePoint).a.x = mousex() spline(movePoint).a.y = mousey() if movePoint > 1 spline(movePoint-1).c.x = spline(movePoint).a.x spline(movePoint-1).c.y = spline(movePoint).a.y endif endif if mouseclick() = 0 then movePoint = 0 if spacekey() then resetSplines(spline_total) loop REM give new random coordinates for points function resetSplines(spline_total as integer ) for t = 1 to spline_total if t > 1 spline(t).a.x = spline(t-1).c.x spline(t).a.y = spline(t-1).c.y spline(t).b.x = spline(t-1).d.x spline(t).b.y = spline(t-1).d.y else spline(t).a.x = rnd(width) spline(t).a.y = rnd(height) spline(t).b.x = (rnd(200)-100) + spline(t).a.x spline(t).b.y = (rnd(200)-100) + spline(t).a.y endif spline(t).c.x = rnd(width) spline(t).c.y = rnd(height) spline(t).d.x = (rnd(200)-100) + spline(t).c.x spline(t).d.y = (rnd(200)-100) + spline(t).c.y next t endfunction REM if point(px,py) is right or left of line segment (x1,y1),(x2,y2) REM return negative if left, positive if right, 0 if on function point_line(px#,py#, x1#,y1#,x2#,y2#) dp# = (x2# - x1#) * (py# - y1#) - (px# - x1#) * (y2# - y1#) endfunction dp# REM function borrowed from Coding Fodder's Rain code function set_locked_pixel(x as integer, y as integer, color_value as dword ) start = get pixels pointer() repeat_number = get pixels pitch() bits_per_pixel = bitmap depth(num)/8 pointer = start + y*repeat_number + x*bits_per_pixel *pointer = color_value endfunction