cmeyer@milton.u.washington.edu (Colin Meyer) (11/09/90)
Rotate 3d V1 for HP48's. Here is my nifty program for rotating three dimensional shapes. It even does perspectives, but no hidden line removal. Maybe on V2. It is based on Three-Dimensional Graphics in Turbo Pascal, Computer Language, Sept. 1990. The Programs/Variables: SROTATE: start rotation. SANIMATE: save grobs on stack (in FRAMES), start animation. ANIMATE: start animation of previously saved grobs. FRAMES: a list of grobs to animate. OCTO: shape - an octohedron CONE: shape - actually a six sided pyramid CUBE: shape - cube! (Don't worry about the rest of the programs, they're just my strange attempt at modular programming!) Shapes are specified by a list of two lists, a list of vertices (3d vectors) and a list of lines between vertices: { { [x1 y1 z1] [x2 y2 z2] ... [xn yn zn] } { v1 v2 v3 v4 ... vn vn+1 } } Each pair of vertices in the line list specifies one line. For instance, { 1 2 } would be a list with only one line, between vertex 1 and vertex 2. { 1 2 2 3} would be a list with two lines, the first between vertices 1 and 2, and the second between vertices 2 and 3. To Use: 1: shape (list of lists, as described about) [SROTATE] The Initial View is how the object is initially oriented. The object will be rotated on the third axis (the one not chosen for one of the initial rotations). X axis = 1, Y axis = 2, Z = 3. Distance views from: is in user units (try about the same as the width of the screen). Rotation options: are as follows: :Start\<): - the angle to start the rotation at. :End\<): - the angle to end the rotation at. :inc: - the increment of the angle between views. (to do a complete circle, start at 0 degrees, end at 351 and do an increment of 9 - I've found 9 degrees is a small enough jump for smooth animation.) Rotate on new or original axes? -this refers to the initial view. Before that view is the original axes, during that view is the new axes. Confused? Just try both ways & you'll understand. Save as grobs for later animation? -self explanatory. If you do choose to save grobs, You'll have to choose how big a grob to save. The program will draw the first frame, and prompt you for corners of the grob to save. Move the cursor to each corner, and press [ENTER] at each. Make sure to make the grob a bit bigger than the picture, because as it rotates, it may go out of close boundaries. After marking corners, you must push [ATTN], then [ORANGE] [CONT]. The program will then go ahead and draw all the frames, saving them as grobs on the stack if you chose so. When you end up with a bunch of grobs on the stack, Press [SANIMATE] to save them in the variable FRAMES and then animate them. Whenever you already have grobs saved in FRAMES, just press [ANIMATE]. To start, try a cube, and these options: 1: (the cube) [SROTATE] :Axis1:1 :\<)1:30 [ENTER] :Axis2:2 :\<)2:30 [ENTER] Distance viewed from: 7 [ENTER] Rotation options: :Start\<):0 :End\<):351 :inc:9 [ENTER] Rotate on new or original axes? [ORIG] Save as grobs for later animation? [NO] (sit back and enjoy). -----CUT HERE----- %%HP: T(3)A(D)F(.); DIR SROTATE \<< 1 2 CF CF "Initial View:" DUP { ":Axis1: :\<)1:" { 1 8 } } INPUT SWAP { ":Axis2: :\<)2:" { 1 8 } } INPUT SWAP OBJ\-> DTAG SWAP DTAG DUP 3 ROLLD R3D ROT OBJ\-> DTAG SWAP DTAG DUP 3 ROLLD R3D SWAP 4 ROLL + 3 ROLLD * SWAP NEG 6 + "Distance viewed from:" "" INPUT OBJ\-> "Rotation options:" { ":Start\<): :End\<): :inc:" { 1 9 } } INPUT OBJ\-> DTAG ROT DTAG ROT DTAG ROT 4 ROLL 5 ROLL 6 ROLL 7 ROLL OBJ\-> DROP CLLCD "Rotate on new or original axes?" 3 DISP { "NEW" "" "" "" "" "ORIG" } TMENU 0 DO DROP -1 WAIT UNTIL { 16.1 11.1 } SWAP POS DUP DUP IF NOT THEN 880 .1 BEEP END END 0 MENU 1 - IF THEN 1 SF END CLLCD "Save as grobs for later animation?" 3 DISP YN IF THEN 2 SF END ROTATE 1 2 CF CF \>> ANIMATE \<< { # 0h # 0h } PVIEW DO FRAMES OBJ\-> 1 SWAP START PICT { # 14h # Ah } ROT REPL NEXT UNTIL 0 END \>> SANIMATE \<< DEPTH \->LIST 'FRAMES' STO ANIMATE \>> OCTO { { [ 0 1 1 ] [ 0 1 -1 ] [ 0 -1 -1 ] [ 0 -1 1 ] [ -1 0 0 ] [ 1 0 0 ] } { 1 2 2 3 3 4 4 1 5 1 5 2 5 3 5 4 6 1 6 2 6 3 6 4 } } CONE { { [ 0 1 0 ] [ -.809 -1 .588 ] [ -.809 -1 -.588 ] [ .309 -1 -.951 ] [ 1 -1 0 ] [ .309 -1 .951 ] } { 1 2 1 3 1 4 1 5 1 6 2 6 2 3 3 4 4 5 5 6 } } CUBE { { [ -1 1 1 ] [ 1 1 1 ] [ -1 -1 1 ] [ 1 -1 1 ] [ -1 1 -1 ] [ 1 1 -1 ] [ -1 -1 -1 ] [ 1 -1 -1 ] } { 1 2 2 4 4 3 3 1 5 6 6 8 8 7 7 5 1 5 2 6 4 8 3 7 } } FRAMES 0 ROTATE \<< \-> inc dst ax r pnts lines \<< IF 2 FS? THEN ERASE OVER ax R3D r IF 1 FS? THEN SWAP END * pnts SWAP dst NOBJ lines SKETCH PICT { # 3h # 0h } GROB 121 6 79EE60CE62DD81CD18B9B18B3039A3001B42A02AA6545045048AA209288AA0007F4E602A6EDD804D14B9A109209BA3001D42A02AAA54114504AAA20920A29000794EA0CEA2D5D0C508BAB10938929B0000000000000000000000000000000000 REPL GRAPH HALT ELSE 0 0 END \-> p1 p2 \<< ERASE { # 0h # 0h } PVIEW FOR j j ax R3D r IF 1 FS? THEN SWAP END * pnts SWAP dst NOBJ lines ERASE SKETCH IF 2 FS? THEN PICT p1 p2 SUB END inc STEP \>> \>> \>> R3D \<< [[ 0 0 0 ] [ 0 0 0 ] [ 0 0 0 ]] OVER DUP 2 \->LIST 1 PUT R\|v 3 MOD 1 + DUP 3 MOD 1 + ROT SIN LASTARG COS \-> m1 m2 s c \<< R\|^ m2 m2 2 \->LIST c PUT m1 m1 2 \->LIST c PUT m2 m1 2 \->LIST s NEG PUT m1 m2 2 \->LIST s PUT \>> \>> NOBJ \<< \-> r d \<< { } R\|v OBJ\-> 1 SWAP START r d NVERT R\->C R\|^ + R\|v NEXT R\|^ \>> \>> SKETCH \<< SWAP 'PNTS' STO OBJ\-> 2 / 1 SWAP START PNTS SWAP GET SWAP PNTS SWAP GET LINE NEXT 'PNTS' PURGE \>> NVERT \<< R\|v SWAP * V\-> R\|^ DUP ROT + / DUP ROT * R\|v * R\|^ \>> PPAR { (-4.09375,-2) (4.09375,2) X 0 (0,0) FUNCTION Y } YN \<< { "YES" GROB 21 8 000000000000000000000000000000000000000000000000 GROB 21 8 000000000000000000000000000000000000000000000000 GROB 21 8 000000000000000000000000000000000000000000000000 GROB 21 8 000000000000000000000000000000000000000000000000 "NO" } TMENU 0 DO DROP -1 WAIT UNTIL { 16.1 11.1 } SWAP POS DUP DUP IF NOT THEN 880 .1 BEEP END END 0 MENU 1 - \>> R\|v \<< DEPTH ROLLD \>> R\|^ \<< DEPTH ROLL \>> END -----END CUT-----