Rockbox mail archive
Subject: Re: 3D Cube screensaver - useless but nice
From: Andreas Zwirtes (zwirtes_at_gmx.de)
Date: 2002-10-15
Thank you Damien for remembering of the good old times!
You brought back the old C-64 times to me with your absoulutely smashin
code-snippet. I took a look and build in integer math and some other
cute, speedy and twiddling things. I had to slow down the cube by
default, because the LCD has not been able to update *that* fast :-).
But if you want to see the full speed, just press PLAY and it will run
at maximum framerate. Also you can play with the deltas of the x, y and
z axis. Therefore you can press left, right, up, down, F1 and F2.
The fixed point math is a bit tricky, it remembered me of the log()
approximation routine for the logarithmic volume display. I use 4 digit
fixed point math now instead of 2 digit in the log approximation. Also I
played a bit with the Sin() and Cos() functions itself. They are a bit
longer now, but much faster. The only thing it's missing now is USB
detection, I think. I'm now on a little "cube scripter". I'll show you,
when ready.
And again, thank you!
Andreas
/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id: cube.c
*
* Copyright (C) 2002 Damien Teney
* modified to use int instead of float math (C) 2002 by Andreas Zwirtes
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include <stdlib.h>
#include "lcd.h"
#include "config.h"
#include "kernel.h"
#include "menu.h"
#include "button.h"
typedef struct
{long x,y,z;} point3D;
typedef struct
{long x,y;} point2D;
point3D Sommet[8];
point3D Point3D[8];
point2D Point2D[8];
int Nb_points = 8;
int Xoff = 56;
int Yoff = 95;
int Zoff = 600;
/* Precalculated sine and cosine * 10000 (four digit fixed point math) */
int SinTable[91] =
{
0, 174, 348, 523, 697,
871,1045,1218,1391,1564,
1736,1908,2079,2249,2419,
2588,2756,2923,3090,3255,
3420,3583,3746,3907,4067,
4226,4383,4539,4694,4848,
5000,5150,5299,5446,5591,
5735,5877,6018,6156,6293,
6427,6560,6691,6819,6946,
7071,7193,7313,7431,7547,
7660,7771,7880,7986,8090,
8191,8290,8386,8480,8571,
8660,8746,8829,8910,8987,
9063,9135,9205,9271,9335,
9396,9455,9510,9563,9612,
9659,9702,9743,9781,9816,
9848,9876,9902,9925,9945,
9961,9975,9986,9993,9998,
10000
};
long Sin(int val)
{
/* Speed improvement through sukzessive lookup */
if (val<181)
{
if (val<91)/* phase 0-90 degree */
{
return (long)SinTable[val];
}
else/* phase 91-180 degree */
{
return (long)SinTable[180-val];
}
}
else
{
if (val<271)/* phase 181-270 degree */
{
return (-1L)*(long)SinTable[val-180];
}
else/* phase 270-359 degree */
{
return (-1L)*(long)SinTable[360-val];
}
}
return 0;
}
long Cos(int val)
{
/* Speed improvement through sukzessive lookup */
if (val<181)
{
if (val<91)/* phase 0-90 degree */
{
return (long)SinTable[90-val];
}
else/* phase 91-180 degree */
{
return (-1L)*(long)SinTable[val-90];
}
}
else
{
if (val<271)/* phase 181-270 degree */
{
return (-1L)*(long)SinTable[270-val];
}
else/* phase 270-359 degree */
{
return (long)SinTable[val-270];
}
}
return 0;
}
long matrice[3][3];
void cube_rotate(int Xa, int Ya, int Za)
{
int i;
/* Just to prevent unnecessary lookups */
long sxa,cxa,sya,cya,sza,cza;
sxa=Sin(Xa);
cxa=Cos(Xa);
sya=Sin(Ya);
cya=Cos(Ya);
sza=Sin(Za);
cza=Cos(Za);
/* calculate overall translation matrix */
matrice[0][0] = cza*cya/10000L;
matrice[1][0] = sza*cya/10000L;
matrice[2][0] = -sya;
matrice[0][1] = cza*sya/10000L*sxa/10000L - sza*cxa/10000L;
matrice[1][1] = sza*sya/10000L*sxa/10000L + cxa*cza/10000L;
matrice[2][1] = sxa*cya/10000L;
matrice[0][2] = cza*sya/10000L*cxa/10000L + sza*sxa/10000L;
matrice[1][2] = sza*sya/10000L*cxa/10000L - cza*sxa/10000L;
matrice[2][2] = cxa*cya/10000L;
/* apply translation matrix to all points */
for(i=0;i<Nb_points;i++)
{
Point3D[i].x = matrice[0][0]*Sommet[i].x
+ matrice[1][0]*Sommet[i].y
+ matrice[2][0]*Sommet[i].z;
Point3D[i].y = matrice[0][1]*Sommet[i].x
+ matrice[1][1]*Sommet[i].y
+ matrice[2][1]*Sommet[i].z;
Point3D[i].z = matrice[0][2]*Sommet[i].x
+ matrice[1][2]*Sommet[i].y
+ matrice[2][2]*Sommet[i].z;
}
}
void cube_viewport(void)
{
int i;
/* Do viewport transformation for all points */
for(i=0;i<Nb_points;i++)
{
Point2D[i].x=(((Point3D[i].x)<<8)/10000L)/(Point3D[i].z/10000L+Zoff)+Xoff;
Point2D[i].y=(((Point3D[i].y)<<8)/10000L)/(Point3D[i].z/10000L+Zoff)+Yoff;
}
}
void cube_init(void)
{
/* Original 3D-position of cube's corners */
Sommet[0].x = -40; Sommet[0].y = -40; Sommet[0].z = -40;
Sommet[1].x = 40; Sommet[1].y = -40; Sommet[1].z = -40;
Sommet[2].x = 40; Sommet[2].y = 40; Sommet[2].z = -40;
Sommet[3].x = -40; Sommet[3].y = 40; Sommet[3].z = -40;
Sommet[4].x = 40; Sommet[4].y = -40; Sommet[4].z = 40;
Sommet[5].x = -40; Sommet[5].y = -40; Sommet[5].z = 40;
Sommet[6].x = -40; Sommet[6].y = 40; Sommet[6].z = 40;
Sommet[7].x = 40; Sommet[7].y = 40; Sommet[7].z = 40;
}
void line(int a, int b)
{
lcd_drawline(Point2D[a].x,Point2D[a].y,Point2D[b].x,Point2D[b].y);
}
void cube_draw()
{
/* Draws front face */
line(0,1); line(1,2);
line(2,3); line(3,0);
/* Draws rear face */
line(4,5); line(5,6);
line(6,7); line(7,4);
/* Draws the other edges */
line(0,5);
line(1,4);
line(2,7);
line(3,6);
}
/* Loops that the values are displayed */
#define DISP_TIME 30
bool cube(void)
{
int t_disp=0;
char buffer[30];
int xa=0;
int ya=0;
int za=0;
int xs=1;
int ys=3;
int zs=1;
bool highspeed=0;
bool exit=0;
cube_init();
while(!exit)
{
if (!highspeed) sleep(4);
lcd_clear_display();
cube_rotate(xa,ya,za);
cube_viewport();
cube_draw();
if (t_disp>0)
{
t_disp--;
snprintf(buffer, 30, "x:%d y:%d z:%d h:%d",xs,ys,zs,highspeed);
lcd_putsxy(0, 56, buffer);
}
lcd_update();
xa+=xs;
if (xa>359) xa-=360;
if (xa<0) xa+=360;
ya+=ys;
if (ya>359) ya-=360;
if (ya<0) ya+=360;
za+=zs;
if (za>359) za-=360;
if (za<0) za+=360;
switch(button_get(false))
{
case BUTTON_RIGHT:
xs+=1;
if (xs>10) xs=10;
t_disp=DISP_TIME;
break;
case BUTTON_LEFT:
xs-=1;
if (xs<-10) xs=-10;
t_disp=DISP_TIME;
break;
case BUTTON_UP:
ys+=1;
if (ys>10) ys=10;
t_disp=DISP_TIME;
break;
case BUTTON_DOWN:
ys-=1;
if (ys<-10) ys=-10;
t_disp=DISP_TIME;
break;
case BUTTON_F2:
zs+=1;
if (zs>10) zs=10;
t_disp=DISP_TIME;
break;
case BUTTON_F1:
zs-=1;
if (zs<-10) zs=-10;
t_disp=DISP_TIME;
break;
case BUTTON_PLAY:
highspeed=!highspeed;
t_disp=DISP_TIME;
break;
case BUTTON_OFF:
exit=1;
break;
}
}
return 1;
}
Page was last modified "Jan 10 2012" The Rockbox Crew
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