Files
Halyde/halyde/apps/rtest3d.lua
T

138 lines
4.3 KiB
Lua

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