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- /*
- ** Name: Spinning Torus
- ** Version: 1.0
- ** Author: Paul Manias
- ** Copyright: DreamWorld Productions (c) 1997
- ** SAS/C: sc Torus.c
- **
- ** Doc: This is a demo of a spinning torus consisting entirely of dots.
- ** The object is pre-calculated then rotated in real time for speed,
- ** although things could be faster than this.
- **
- */
-
- #include <proto/games.h>
- #include <math.h>
-
- extern struct GMSBase *GMSBase;
- APTR PREFSNAME = DEFAULT;
-
- struct GameScreen *screen;
-
- void Demo(void);
-
- struct DotPixel { double X,Y,Z; };
-
- #define AMTCOLOURS 32
-
- ULONG palette[AMTCOLOURS] = {
- 0x000000,0x101010,0x171717,0x202020,0x272727,0x303030,0x373737,0x404040,
- 0x474747,0x505050,0x575757,0x606060,0x676767,0x707070,0x777777,0x808080,
- 0x878787,0x909090,0x979797,0xa0a0a0,0xa7a7a7,0xb0b0b0,0xb7b7b7,0xc0c0c0,
- 0xc7c7c7,0xd0d0d0,0xd7d7d7,0xe0e0e0,0xe0e0e0,0xf0f0f0,0xf7f7f7,0xffffff
- };
-
- /***********************************************************************************/
-
- void main(void)
- {
- if (screen = AddScreenTags(TAGS_GAMESCREEN,NULL,
- GSA_AmtColours, AMTCOLOURS,
- GSA_Palette, palette,
- GSA_Attrib, DBLBUFFER,
- TAGEND)) {
-
- ShowScreen(screen);
-
- Demo();
-
- DeleteScreen(screen);
- }
- }
-
- /************************************************************************************
- ** Longtitude deterimines the position of the dot on the horizontal axis.
- ** Latitude determines the position of the dot on the vertical axis.
- */
-
- #define AMTDOTS 1000 /* The amount of dots in the object. */
- #define MAXZ 1 /* -1 < Z < +1 */
-
- void Demo(void)
- {
- struct DotPixel *object;
- WORD i;
- WORD offsetx = (screen->ScrWidth/2);
- WORD offsety = (screen->ScrHeight/2);
- double temp;
- double angle=0;
- ULONG colour;
- double Z2,X2,Y2;
- ULONG jport1;
- LONG scale=32;
- UWORD anglex=0,angley=0,anglez=0;
- double u,v;
- double *sine; /* Pointer to our sine table */
- double *cosine; /* Pointer to our cosine table */
-
- object = AllocMemBlock(sizeof(struct DotPixel)*AMTDOTS,MEM_ANY);
- sine = AllocMemBlock(sizeof(double)*360,MEM_ANY);
- cosine = AllocMemBlock(sizeof(double)*360,MEM_ANY);
-
- /* First calculate the X, Y and Z coordinates of our object */
-
- for (i=0; i<AMTDOTS; i++) {
- u = ((double)FastRandom(6283))/1000;
- v = ((double)FastRandom(6283))/1000;
- object[i].X = cos(u)*(2+cos(v));
- object[i].Y = sin(u)*(2+sin(v));
- object[i].Z = sin(v);
- }
-
- /* Now generate our cosine and sinus tables */
-
- for (i=0; i<360; i++) {
- cosine[i] = cos(angle);
- sine[i] = sin(angle);
- angle += 0.25;
- }
-
- /* Go into our main loop */
-
- InitJoyPorts();
-
- do
- {
- jport1 = ReadJoyPort(JPORT1,JT_ZBXY);
- scale += GetY(jport1);
- if (scale < 1) scale = 1;
- if (scale > 100) scale = 100;
-
- ClearBitmap(screen->Bitmap);
-
- for (i=0; i<AMTDOTS; i++) {
-
- X2 = object[i].X;
- Y2 = object[i].Y;
- Z2 = object[i].Z;
-
- /* Rotate the X axis */
-
- temp = Z2;
- Z2 = Z2*cosine[anglex] - Y2*sine[anglex];
- Y2 = Y2*cosine[anglex] + temp*sine[anglex];
-
- /* Rotate the Y axis */
-
- temp = Z2;
- Z2 = Z2*cosine[angley] - X2*sine[angley];
- X2 = X2*cosine[angley] + temp*sine[angley];
-
- /* Rotate the Z axis */
-
- // temp = X2;
- // X2 = X2*cosine[anglez] - Y2*sine[anglez];
- // Y2 = Y2*cosine[anglez] + temp*sine[anglez];
-
- /* Calculate colour based on Z position (-1 < Z < +1) */
-
- colour = (((Z2+MAXZ)/MAXZ)*screen->AmtColours)/2;
-
- /* Finally scale the (x,y) coordinates to enlarge or shrink the object */
-
- X2 *= scale;
- Y2 *= scale;
-
- DrawPixel(screen->Bitmap,(WORD)X2+offsetx,(WORD)Y2+offsety,colour);
- }
- anglex++; if (anglex >= 360) anglex = 0;
- angley++; if (angley >= 360) angley = 0;
- anglez++; if (anglez >= 360) anglez = 0;
-
- WaitVBL();
- SwapBuffers(screen);
- } while(!(jport1 & MB_LMB));
-
- FreeMemBlock(object);
- FreeMemBlock(sine);
- FreeMemBlock(cosine);
- }
-
-