v0.10.0 - Added text editor (which took me way too long) and too many other tweaks to name.
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local raster = import("raster")
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local event = import("event")
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-- Initialize the 3D renderer for a spinning cube
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-- Using the raster library for drawing
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-- Screen dimensions
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local SCREEN_WIDTH, SCREEN_HEIGHT = component.invoke(component.list("gpu")(), "getResolution")
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SCREEN_WIDTH, SCREEN_HEIGHT = SCREEN_WIDTH * 2, SCREEN_HEIGHT * 4
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local CENTER_X = SCREEN_WIDTH / 2
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local CENTER_Y = SCREEN_HEIGHT / 2
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-- Cube properties
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local CUBE_SIZE = 10
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local increment = 0
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local WHITE = 0xFFFFFF
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local ROTATION_SPEED = 0.1
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-- 3D cube vertices (centered at origin)
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local vertices = {
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{-CUBE_SIZE, -CUBE_SIZE, -CUBE_SIZE}, -- 0: left bottom back
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{CUBE_SIZE, -CUBE_SIZE, -CUBE_SIZE}, -- 1: right bottom back
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{CUBE_SIZE, CUBE_SIZE, -CUBE_SIZE}, -- 2: right top back
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{-CUBE_SIZE, CUBE_SIZE, -CUBE_SIZE}, -- 3: left top back
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{-CUBE_SIZE, -CUBE_SIZE, CUBE_SIZE}, -- 4: left bottom front
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{CUBE_SIZE, -CUBE_SIZE, CUBE_SIZE}, -- 5: right bottom front
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{CUBE_SIZE, CUBE_SIZE, CUBE_SIZE}, -- 6: right top front
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{-CUBE_SIZE, CUBE_SIZE, CUBE_SIZE} -- 7: left top front
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}
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-- Cube edges defined by vertex indices
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local edges = {
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{0, 1}, {1, 2}, {2, 3}, {3, 0}, -- back face
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{4, 5}, {5, 6}, {6, 7}, {7, 4}, -- front face
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{0, 4}, {1, 5}, {2, 6}, {3, 7} -- connecting edges
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}
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-- Projection parameters
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local FOV = 256 -- Field of view (distance from camera to screen)
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local Z_OFFSET = 300 -- Distance from camera to cube center
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-- Initialize rotation angles
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local angleX, angleY, angleZ = 0, 0, 0
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-- Matrix multiplication function (apply rotation to a 3D point)
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local function rotatePoint(x, y, z)
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-- Rotation around X axis
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local cosX, sinX = math.cos(angleX), math.sin(angleX)
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local y1 = y * cosX - z * sinX
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local z1 = y * sinX + z * cosX
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-- Rotation around Y axis
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local cosY, sinY = math.cos(angleY), math.sin(angleY)
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local x1 = x * cosY + z1 * sinY
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local z2 = -x * sinY + z1 * cosY
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-- Rotation around Z axis
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local cosZ, sinZ = math.cos(angleZ), math.sin(angleZ)
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local x2 = x1 * cosZ - y1 * sinZ
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local y2 = x1 * sinZ + y1 * cosZ
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return x2, y2, z2
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end
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-- Perspective projection function (3D to 2D)
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local function projectPoint(x, y, z)
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-- Apply perspective projection
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local scale = FOV / (z + Z_OFFSET)
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local x2d = x * scale + CENTER_X
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local y2d = y * scale + CENTER_Y
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return x2d, y2d
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end
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-- Render a single frame
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local function renderFrame()
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increment = increment + 0.05
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CUBE_SIZE = (math.sin(increment) + 1) * 25
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vertices = {
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{-CUBE_SIZE, -CUBE_SIZE, -CUBE_SIZE}, -- 0: left bottom back
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{CUBE_SIZE, -CUBE_SIZE, -CUBE_SIZE}, -- 1: right bottom back
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{CUBE_SIZE, CUBE_SIZE, -CUBE_SIZE}, -- 2: right top back
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{-CUBE_SIZE, CUBE_SIZE, -CUBE_SIZE}, -- 3: left top back
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{-CUBE_SIZE, -CUBE_SIZE, CUBE_SIZE}, -- 4: left bottom front
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{CUBE_SIZE, -CUBE_SIZE, CUBE_SIZE}, -- 5: right bottom front
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{CUBE_SIZE, CUBE_SIZE, CUBE_SIZE}, -- 6: right top front
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{-CUBE_SIZE, CUBE_SIZE, CUBE_SIZE} -- 7: left top front
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}
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-- Update rotation angles
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raster.clear()
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angleX = angleX + ROTATION_SPEED
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angleY = angleY + ROTATION_SPEED * 0.7
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angleZ = angleZ + ROTATION_SPEED * 0.5
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-- Project all vertices
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local projectedPoints = {}
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for i, vertex in ipairs(vertices) do
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-- Rotate the point
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local x, y, z = rotatePoint(vertex[1], vertex[2], vertex[3])
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-- Project the point to 2D
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local x2d, y2d = projectPoint(x, y, z)
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projectedPoints[i] = {x2d, y2d}
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end
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-- Draw all edges
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for _, edge in ipairs(edges) do
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local p1 = projectedPoints[edge[1] + 1] -- +1 because Lua indices start at 1
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local p2 = projectedPoints[edge[2] + 1]
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-- Draw the line
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raster.drawLine(p1[1], p1[2], p2[1], p2[2], WHITE)
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end
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-- Render the frame
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raster.update()
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end
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-- Main program
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function main()
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-- Initialize raster engine
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raster.init()
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-- Main loop (assume this is called repeatedly by the host environment)
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while true do
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renderFrame()
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if event.pull("key_down", 0) then
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raster.free()
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break
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end
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end
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-- Return a reference to renderFrame so it can be called for animation
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return renderFrame
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end
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-- Start the program
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return main()
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