Graphics3D 640,480,0,2
SetBuffer BackBuffer()
SeedRnd=MilliSecs()
Dither 0
Global pivot,camera,mxs#,mys#,Light,timer3
Dim quadsys#(1,1)
pivot=CreatePivot()
PositionEntity pivot,0,3,-10
camera=CreateCamera(pivot)
CameraClsColor camera,0,75,151
light=CreateLight()
MeshLight=CreateSphere(3,light)
ScaleMesh meshlight,0.3,0.3,0.3
EntityFX meshlight,1
AmbientLight 15,15,15
;spring=CreateSpring(18,2,14,11,5,36)
mz=CreateQuadSystem(800)
While Not KeyHit(1)
timer3=MilliSecs()
PointEntity light,camera
PositionEntity light,25*Sin(MilliSecs()/30),25,25*Cos(MilliSecs()/30)
TurnEntity mz,0,0.5,0
QuadroFlipper(camera,mz)
UpdateWorld
RenderWorld
control(0.5,1.4)
Flip 0
Wend
End
Function QuadroFlipper(srcobj,quadsystem)
aim=srcobj
mesh=quadsystem
meshsurf=GetSurface(mesh,1)
qvert=CountVertices(meshsurf)-1
For number=0 To qvert-1 Step 4
v0=number
v1=v0+1
v2=v0+2
v3=v0+3
x0#=VertexX(meshsurf,number)
y0#=VertexY(meshsurf,number)
z0#=VertexZ(meshsurf,number)
TFormPoint x0,y0,z0,mesh,aim
TFormNormal TFormedX(),TFormedY(),TFormedZ(),aim,aim
a#=TFormedX()
b#=TFormedY()
c#=TFormedZ()
x01#=-Cos(ACos(a)+90)
y01#=-b
z01#=-c
x02#=a
Y02#=Cos(ACos(b)+90)
z02#=c
TFormVector x01,y01,z01,aim,mesh
vx1#=TFormedX()
vY1#=TFormedY()
vZ1#=TFormedZ()
TFormVector x02,y02,z02,aim,mesh
vx2#=TFormedX()
vY2#=TFormedY()
vZ2#=TFormedZ()
VertexCoords meshsurf,v1,x0+vx1,y0+vy1,z0+vz1
VertexCoords meshsurf,v2,x0+vx2,y0+vy2,z0+vz2
VertexCoords meshsurf,v3,x0+vx1+vx2,y0+vy1+vy2,z0+vz1+vz2
;it's more faster and accurate than updatenormals
VertexNormal meshsurf,v0,vx2,vy1,vyz2
VertexNormal meshsurf,v1,vx2,vy1,vyz2
VertexNormal meshsurf,v2,vx2,vy1,vyz2
VertexNormal meshsurf,v3,vx2,vy1,vyz2
Next
;UpdateNormals mesh
End Function
Function CreateQuadSystem(number)
Dim quadsys#(number,14)
; 0-xcoord
; 1-ycoord
; 2-zcoord
; 3-widthscale
; 4-heightscale
; 5-rotate
; 6-timer uno
; 7-timer two
; 8-for bright future
; 9-just for fun
; 10-sucriface to gods
; 11-reserved x
; 12-reserved y
; 13-reserved z
mesh=CreateMesh()
meshsurf=CreateSurface(mesh)
For i=0 To number
x1#=Rnd(-30,30)
y1#=Rnd(-30,30)
z1#=Rnd(-30,30)
quadsys(number,0)=x1
quadsys(number,1)=y1
quadsys(number,2)=z1
quadsys(number,3)=1
quadsys(number,4)=1
quadsys(number,5)=0
quadsys(number,11)=x1
quadsys(number,12)=y1
quadsys(number,13)=z1
v0=AddVertex(meshsurf,x1,y1,z1,0,0)
v1=AddVertex(meshsurf,x1+1,y1,z1,0,1)
v2=AddVertex(meshsurf,x1,y1+1,z1,1,0)
v3=AddVertex(meshsurf,x1+1,y1+1,z1,1,1)
AddTriangle(meshsurf,v0,v1,v2)
AddTriangle(meshsurf,v3,v2,v1)
Next
UpdateNormals Mesh
testtex=CreateTexture(256,256,256)
SetBuffer TextureBuffer(testtex)
Color 127,127,127
Rect 0,0,128,128
Rect 128,128,128,128
Color 235,240,235
Rect 0,128,128,128
Rect 128,0,128,128
SetBuffer BackBuffer()
EntityTexture mesh,testtex,0,0
Return mesh
End Function
Function CreateSpring(torrad#,inrad#,elements,segments,vitk i,shagvitka#)
mesh=CreateMesh()
meshsurf=CreateSurface(mesh)
For i=0 To vitki*elements
For h=0 To segments
x1#=torrad*Sin(i*360/elements)+inrad*Cos(h*360/segments)*Sin(i*360/elements)
y1#=torrad*Cos(i*360/elements)+inrad*Cos(h*360/segments)*Cos(i*360/elements)
z1#=inrad*Sin(h*360/segments)+shagvitka*i/elements
AddVertex meshsurf,x1,z1,y1,inrad*h/segments,inrad*i/elements
Next
Next
For x=0 To vitki*elements
For i=0 To segments
v0=i+segments*X
v1=i+segments*X+1
v2=i+segments*X+segments
v3=i+segments*X+segments+1
If v3<=CountVertices(meshsurf)-1 Then
AddTriangle meshsurf,v0,v2,v3
AddTriangle meshsurf,v1,v0,v3
EndIf
Next
Next
UpdateNormals mesh
testtex=CreateTexture(256,256,256)
SetBuffer TextureBuffer(testtex)
Color 127,127,127
Rect 0,0,128,128
Rect 128,128,128,128
Color 235,240,235
Rect 0,128,128,128
Rect 128,0,128,128
SetBuffer BackBuffer()
ScaleTexture testtex,0.2,0.2
EntityTexture mesh,testtex,0,0
Return mesh
End Function
Function control(speed#,mousesensitivity#)
If KeyDown(2) WireFrame True Else WireFrame False
mxs#=mxs#+(MouseXSpeed()/5.0)
mys#=mys#+(MouseYSpeed()/5.0)
RotateEntity camera,mousesensitivity#*mys#,-mousesensitivity#*mxs#,0
MoveMouse GraphicsWidth()/2,GraphicsHeight()/2
If KeyDown(17) Or KeyDown(200) MoveEntity camera,0,0,speed#
If KeyDown(31) Or KeyDown(20

MoveEntity camera,0,0,-speed#
If KeyDown(30) Or KeyDown(203) MoveEntity camera,-speed#,0,0
If KeyDown(32) Or KeyDown(205) MoveEntity camera,speed#,0,0
PositionEntity pivot,EntityX#(camera,1),EntityY#(camera,1),Entity Z#(camera,1)
PositionEntity camera,0,0,0
Text 100,10,"polygons in view "+TrisRendered()
If (MilliSecs()-timer3)<>0 Text 100,40,"Frames per second is: "+1000/(MilliSecs()-timer3)
End Function