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Simple 3D Graphics with GDI+


Starg
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Nice work. If you set smoothing for the gfx handle it looks much better ;)
 

Func _S3d_SelectGraphic($hGraphic, $iWidth, $iHeight)
    $__S3d_hGraphic = $hGraphic
    $__S3d_iWidth = $iWidth
    $__S3d_iHeight = $iHeight
    _GDIPlus_GraphicsSetSmoothingMode($__S3d_hGraphic, 2)
EndFunc ;==>_S3d_SelectGraphic

Using matrices to rotate the object is cool.  :thumbsup: 
 
Br,
UEZ

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This looks like something I can use.

I have a small program for editing meshes but it lacks a preview feature and have to use another program to see my results.

It is able to draw UV stamps for the models using GDI, so it shouldn't be too different to adapt to this.

This looks approachable. Thanks for sharing.  I'll be back with results after trying it out.

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UPDATE

New version (v1.1.0) released!

Please see the first post.

  • Added: _S3d_RegPolygon, _S3d_Star
  • Added: _S3d_LocalTranslate, _S3d_LocalScale, _S3d_LocalRotateX, _S3d_LocalRotateY, _S3d_LocalRotateZ
  • Added: _S3d_SelectGraphic sets smoothing mode for Graphics object
  • Changed: default value of $fFill in _S3d_Square changed to True

 

Enjoy!

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Using floating point calls gives the movement more smoothness:

S3d.au3

;=================================================
; S3d - Simple 3D Graphic Library
; v1.1.1 (26/JUL/2013)
;
; Author: Starg
;
; - Tested on: Windows XP SP3
; AutoIt v3.3.8.1, v3.3.9.12
; - Requires GDIPlus.au3
;
; * Use at your own risk!
;
; - Special Thanks: S.Programs
;=================================================

#include-once
#include <GDIPlus.au3>

;=================================================
; Constants
;=================================================

Global Const $__S3d_PI = 3.14159265358979

;=================================================
; Global Variables
;=================================================

Global $__S3d_hGraphic, $__S3d_iWidth, $__S3d_iHeight
Global $__S3d_nFAngleTan, $__S3d_nFScale

Global $__S3d_hPen, $__S3d_hBrush, $__S3d_hFont, $__S3d_hFormat

Global $__S3d_aConvertMatrix = __S3d_CreateMatrix()
Global $__S3d_aLocalMatrix = __S3d_CreateMatrix()
Global $__S3d_aCameraMatrix = __S3d_CreateMatrix()

Global $__S3d_aCameraPos[3]

; $__S3d_nPosBuf0X and $__S3d_nPosBuf0Y are used as "Current Position"
Global $__S3d_nPosBuf0X, $__S3d_nPosBuf0Y, $__S3d_nPosBuf1X, $__S3d_nPosBuf1Y


;=================================================
; Functions
;=================================================
; _S3d_SelectGraphic -- select a graphic object to write to
Func _S3d_SelectGraphic($hGraphic, $iWidth, $iHeight)
$__S3d_hGraphic = $hGraphic
$__S3d_iWidth = $iWidth
$__S3d_iHeight = $iHeight

_GDIPlus_GraphicsSetSmoothingMode($__S3d_hGraphic, 2) ; Thanks to UEZ
EndFunc ;==>_S3d_SelectGraphic

; _S3d_SelectPen -- select a pen object
Func _S3d_SelectPen($hPen)
$__S3d_hPen = $hPen
EndFunc ;==>_S3d_SelectPen

; _S3d_SelectBrush -- select a brush object
Func _S3d_SelectBrush($hBrush)
$__S3d_hBrush = $hBrush
EndFunc ;==>_S3d_SelectBrush

; _S3d_SelectFont -- select a Font object
Func _S3d_SelectFont($hFont)
$__S3d_hFont = $hFont
EndFunc ;==>_S3d_SelectFont

; _S3d_SelectFormat -- select a String Format object
Func _S3d_SelectFormat($hFormat)
$__S3d_hFormat = $hFormat
EndFunc ;==>_S3d_SelectFormat

;=================================================

; _S3d_Dist -- returns the distance betwenn two points
Func _S3d_Dist($nPos1X = 0, $nPos1Y = 0, $nPos1Z = 0, $nPos2X = 0, $nPos2Y = 0, $nPos2Z = 0)
Return Sqrt(($nPos2X - $nPos1X) ^ 2 + ($nPos2Y - $nPos1Y) ^ 2 + ($nPos2Z - $nPos1Z) ^ 2)
EndFunc ;==>_S3d_Dist

Func _S3d_DistFromCamera($nPosX = 0, $nPosY = 0, $nPosZ = 0)
Return Sqrt(($nPosX - $__S3d_aCameraPos[0]) ^ 2 + ($nPosY - $__S3d_aCameraPos[1]) ^ 2 + ($nPosZ - $__S3d_aCameraPos[2]) ^ 2)
EndFunc ;==>_S3d_DistFromCamera


; _S3d_SetCamera -- sets camera and target coordinates
Func _S3d_SetCamera($nCameraX, $nCameraY, $nCameraZ, $nTargetX, $nTargetY, $nTargetZ, $nVAngle = 0, $nFAngle = 0.8, $nFScale = 1000)

Local $nDist = _S3d_Dist($nTargetX, $nTargetY, $nTargetZ, $nCameraX, $nCameraY, $nCameraZ)
Local $nXYLen = _S3d_Dist($nTargetX, $nTargetY, 0, $nCameraX, $nCameraY, 0)

; cos(-a) = cos(a)
; sin(-a) = - sin(a)
Local $nXYCos = ($nTargetX - $nCameraX) / $nXYLen
Local $nXYSin = -($nTargetY - $nCameraY) / $nXYLen

Local $nXZCos = $nXYLen / $nDist
Local $nXZSin = -($nTargetZ - $nCameraZ) / $nDist

Local $aMxXY = __S3d_CreateMatrix(), $aMxXZ = __S3d_CreateMatrix(), $aMxV = __S3d_CreateMatrix()
Local $aTransMatrix = __S3d_CreateMatrix()
Local $aTempMatrix = __S3d_CreateMatrix()

__S3d_SetMatrix($aTransMatrix, _
1, 0, 0, -$nCameraX, _
0, 1, 0, -$nCameraY, _
0, 0, 1, -$nCameraZ, _
0, 0, 0, 1)

__S3d_SetMatrix($aMxXY, _
$nXYCos, -$nXYSin, 0, 0, _
$nXYSin, $nXYCos, 0, 0, _
0, 0, 1, 0, _
0, 0, 0, 1)

__S3d_SetMatrix($aMxXZ, _
$nXZCos, 0, -$nXZSin, 0, _
0, 1, 0, 0, _
$nXZSin, 0, $nXZCos, 0, _
0, 0, 0, 1)

__S3d_SetMatrix($aMxV, _
1, 0, 0, 0, _
0, Cos(-$nVAngle), -Sin(-$nVAngle), 0, _
0, Sin(-$nVAngle), Cos(-$nVAngle), 0, _
0, 0, 0, 1)

__S3d_MultiplyMatrix($__S3d_aCameraMatrix, $aMxXY, $aTransMatrix)
__S3d_MultiplyMatrix($aTempMatrix, $aMxXZ, $__S3d_aCameraMatrix)
__S3d_MultiplyMatrix($__S3d_aCameraMatrix, $aMxV, $aTempMatrix)

_S3d_SetLocalMatrix()

$__S3d_nFAngleTan = Tan($nFAngle)
$__S3d_nFScale = $nFScale

$__S3d_aCameraPos[0] = $nCameraX
$__S3d_aCameraPos[1] = $nCameraY
$__S3d_aCameraPos[2] = $nCameraZ
EndFunc ;==>_S3d_SetCamera

; _S3d_SetLocalMatrix - local coordinates -> world coordinates
Func _S3d_SetLocalMatrix( _
$n00 = 1, $n01 = 0, $n02 = 0, $n03 = 0, _
$n10 = 0, $n11 = 1, $n12 = 0, $n13 = 0, _
$n20 = 0, $n21 = 0, $n22 = 1, $n23 = 0, _
$n30 = 0, $n31 = 0, $n32 = 0, $n33 = 1)

__S3d_SetMatrix($__S3d_aLocalMatrix, _
$n00, $n01, $n02, $n03, _
$n10, $n11, $n12, $n13, _
$n20, $n21, $n22, $n23, _
$n30, $n31, $n32, $n33)

__S3d_MultiplyMatrix($__S3d_aConvertMatrix, $__S3d_aCameraMatrix, $__S3d_aLocalMatrix)

EndFunc ;==>_S3d_SetLocalMatrix

; _S3d_MultiplyLocalMatrix
Func _S3d_MultiplyLocalMatrix( _
$n00 = 1, $n01 = 0, $n02 = 0, $n03 = 0, _
$n10 = 0, $n11 = 1, $n12 = 0, $n13 = 0, _
$n20 = 0, $n21 = 0, $n22 = 1, $n23 = 0, _
$n30 = 0, $n31 = 0, $n32 = 0, $n33 = 1)

Local $aMatrix = __S3d_CreateMatrix(), $aBufLocalMatrix = $__S3d_aLocalMatrix

__S3d_SetMatrix($aMatrix, _
$n00, $n01, $n02, $n03, _
$n10, $n11, $n12, $n13, _
$n20, $n21, $n22, $n23, _
$n30, $n31, $n32, $n33)

__S3d_MultiplyMatrix($__S3d_aLocalMatrix, $aMatrix, $aBufLocalMatrix)
__S3d_MultiplyMatrix($__S3d_aConvertMatrix, $__S3d_aCameraMatrix, $__S3d_aLocalMatrix)

EndFunc ;==>_S3d_MultiplyLocalMatrix


Func _S3d_LocalTranslate($nX, $nY, $nZ)
_S3d_MultiplyLocalMatrix( _
1, 0, 0, $nX, _
0, 1, 0, $nY, _
0, 0, 1, $nZ, _
0, 0, 0, 1)

EndFunc ;==>_S3d_LocalTranslate

Func _S3d_LocalScale($nX, $nY, $nZ)
_S3d_MultiplyLocalMatrix( _
$nX, 0, 0, 0, _
0, $nY, 0, 0, _
0, 0, $nZ, 0, _
0, 0, 0, 1)

EndFunc ;==>_S3d_LocalScale

; $nAngle is radians if $fDeg is false, degrees if true.
Func _S3d_LocalRotateX($nAngle, $fDeg = False)
If $fDeg Then $nAngle = __S3d_Deg2Rad($nAngle)
_S3d_MultiplyLocalMatrix( _
1, 0, 0, 0, _
0, Cos($nAngle), -Sin($nAngle), 0, _
0, Sin($nAngle), Cos($nAngle), 0, _
0, 0, 0, 1)

EndFunc ;==>_S3d_LocalRotateX

Func _S3d_LocalRotateY($nAngle, $fDeg = False)
If $fDeg Then $nAngle = __S3d_Deg2Rad($nAngle)
_S3d_MultiplyLocalMatrix( _
Cos($nAngle), 0, -Sin($nAngle), 0, _
0, 1, 0, 0, _
Sin($nAngle), 0, Cos($nAngle), 0, _
0, 0, 0, 1)
EndFunc ;==>_S3d_LocalRotateY

Func _S3d_LocalRotateZ($nAngle, $fDeg = False)
If $fDeg Then $nAngle = __S3d_Deg2Rad($nAngle)
_S3d_MultiplyLocalMatrix( _
Cos($nAngle), -Sin($nAngle), 0, 0, _
Sin($nAngle), Cos($nAngle), 0, 0, _
0, 0, 1, 0, _
0, 0, 0, 1)
EndFunc ;==>_S3d_LocalRotateZ


Func _S3d_GetLocalMatrix()
Return $__S3d_aLocalMatrix
EndFunc ;==>_S3d_GetLocalMatrix

;=================================================

; _S3d_GetPos - converts 3D -> 2D
Func _S3d_GetPos($nX, $nY, $nZ)
Local $aPos[2]
__S3d_ConvertPos($aPos[0], $aPos[1], $nX, $nY, $nZ)
If @error Then Return SetError(1, 0, 0)
Return $aPos
EndFunc ;==>_S3d_GetPos

Func _S3d_MoveTo($nX, $nY, $nZ = Default)
If IsKeyword($nZ) Then
$__S3d_nPosBuf0X = $nX
$__S3d_nPosBuf0Y = $nY
Else
__S3d_ConvertPos($__S3d_nPosBuf0X, $__S3d_nPosBuf0Y, $nX, $nY, $nZ)
If @error Then Return SetError(1, 0, 0)
EndIf
Return 1
EndFunc ;==>_S3d_MoveTo

Func _S3d_Clear($nColor = 0xFF000000)
Return _GDIPlus_GraphicsClear($__S3d_hGraphic, $nColor)
EndFunc ;==>_S3d_Clear

Func _S3d_Line($nX1, $nY1, $nZ1, $nX2, $nY2, $nZ2)
Local $nOutX1, $nOutY1, $nOutX2, $nOutY2, $iError1, $iError2

__S3d_ConvertPos($nOutX1, $nOutY1, $nX1, $nY1, $nZ1)
$iError1 = @error
__S3d_ConvertPos($nOutX2, $nOutY2, $nX2, $nY2, $nZ2)
$iError2 = @error

If (Not $iError1) And (Not $iError2) Then
;~ _GDIPlus_GraphicsDrawLine($__S3d_hGraphic, $nOutX1, $nOutY1, $nOutX2, $nOutY2, $__S3d_hPen)
DllCall($ghGDIPDll, "int", "GdipDrawLine", "handle", $__S3d_hGraphic, "handle", $__S3d_hPen, "float", $nOutX1, "float", $nOutY1, "float", $nOutX2, "float", $nOutY2)
Return 1
ElseIf (Not $iError1) Or (Not $iError2) Then
; clipping

Local $nAX, $nAY, $nAZ, $nBX, $nBY, $nBZ
Local $nCX, $nCY, $nCZ, $nPos3X, $nPos3Y

If Not $iError1 Then
$__S3d_nPosBuf0X = $nOutX1
$__S3d_nPosBuf0Y = $nOutY1

$nAX = $nX1
$nAY = $nY1
$nAZ = $nZ1

$nBX = $nX2
$nBY = $nY2
$nBZ = $nZ2
Else
$__S3d_nPosBuf0X = $nOutX2
$__S3d_nPosBuf0Y = $nOutY2

$nAX = $nX2
$nAY = $nY2
$nAZ = $nZ2

$nBX = $nX1
$nBY = $nY1
$nBZ = $nZ1
EndIf

Local $i
For $i = 1 To 10 ; 2 ^ 10 = 1024

$nCX = ($nAX + $nBX) / 2
$nCY = ($nAY + $nBY) / 2
$nCZ = ($nAZ + $nBZ) / 2

__S3d_ConvertPos($nPos3X, $nPos3Y, $nCX, $nCY, $nCZ)

If Not @error Then
$nAX = $nCX
$nAY = $nCY
$nAZ = $nCZ

;~ _GDIPlus_GraphicsDrawLine($__S3d_hGraphic, $__S3d_nPosBuf0X, $__S3d_nPosBuf0Y, $nPos3X, $nPos3Y, $__S3d_hPen)
DllCall($ghGDIPDll, "int", "GdipDrawLine", "handle", $__S3d_hGraphic, "handle", $__S3d_hPen, "float", $__S3d_nPosBuf0X, "float", $__S3d_nPosBuf0Y, "float", $nPos3X, "float", $nPos3Y)

$__S3d_nPosBuf0X = $nPos3X
$__S3d_nPosBuf0Y = $nPos3Y
Else
$nBX = $nCX
$nBY = $nCY
$nBZ = $nCZ
EndIf

Next

Return 2
Else
Return 0
EndIf
EndFunc ;==>_S3d_Line

Func _S3d_LineTo($nX, $nY, $nZ)
Local $nOutX, $nOutY
__S3d_ConvertPos($nOutX, $nOutY, $nX, $nY, $nZ)

;~ _GDIPlus_GraphicsDrawLine($__S3d_hGraphic, $__S3d_nPosBuf0X, $__S3d_nPosBuf0Y, $nOutX, $nOutY, $__S3d_hPen)
DllCall($ghGDIPDll, "int", "GdipDrawLine", "handle", $__S3d_hGraphic, "handle", $__S3d_hPen, "float", $__S3d_nPosBuf0X, "float", $__S3d_nPosBuf0Y, "float", $nOutX, "float", $nOutY)

$__S3d_nPosBuf0X = $nOutX
$__S3d_nPosBuf0Y = $nOutY
EndFunc ;==>_S3d_LineTo

Func _S3d_Box($nX1, $nY1, $nZ1, $nX2, $nY2, $nZ2)

_S3d_Line($nX1, $nY1, $nZ1, $nX2, $nY1, $nZ1)
_S3d_Line($nX2, $nY1, $nZ1, $nX2, $nY2, $nZ1)
_S3d_Line($nX2, $nY2, $nZ1, $nX1, $nY2, $nZ1)
_S3d_Line($nX1, $nY2, $nZ1, $nX1, $nY1, $nZ1)

_S3d_Line($nX1, $nY1, $nZ2, $nX2, $nY1, $nZ2)
_S3d_Line($nX2, $nY1, $nZ2, $nX2, $nY2, $nZ2)
_S3d_Line($nX2, $nY2, $nZ2, $nX1, $nY2, $nZ2)
_S3d_Line($nX1, $nY2, $nZ2, $nX1, $nY1, $nZ2)

_S3d_Line($nX1, $nY1, $nZ1, $nX1, $nY1, $nZ2)
_S3d_Line($nX1, $nY2, $nZ1, $nX1, $nY2, $nZ2)
_S3d_Line($nX2, $nY1, $nZ1, $nX2, $nY1, $nZ2)
_S3d_Line($nX2, $nY2, $nZ1, $nX2, $nY2, $nZ2)

EndFunc ;==>_S3d_Box

Func _S3d_Arrow($nX1, $nY1, $nZ1, $nX2, $nY2, $nZ2, $nLen = 30, $nAngle = 0.6)

If $nLen < 0 Then Return SetError(1, 0, 0)

Local $nPos1X, $nPos1Y, $nPos2X, $nPos2Y
__S3d_ConvertPos($nPos1X, $nPos1Y, $nX1, $nY1, $nZ1)
If @error Then Return SetError(2, 0, 0)
__S3d_ConvertPos($nPos2X, $nPos2Y, $nX2, $nY2, $nZ2)
If @error Then Return SetError(3, 0, 0)

;~ _GDIPlus_GraphicsDrawLine($__S3d_hGraphic, $nPos1X, $nPos1Y, $nPos2X, $nPos2Y, $__S3d_hPen)
DllCall($ghGDIPDll, "int", "GdipDrawLine", "handle", $__S3d_hGraphic, "handle", $__S3d_hPen, "float", $nPos1X, "float", $nPos1Y, "float", $nPos2X, "float", $nPos2Y)

Local $nDist = _S3d_Dist($nPos1X, $nPos1Y, 0, $nPos2X, $nPos2Y, 0)

Local $nCenX = ($nPos1X - $nPos2X) / $nDist * $nLen
Local $nCenY = ($nPos1Y - $nPos2Y) / $nDist * $nLen

Local $nCos = Cos($nAngle), $nSin = Sin($nAngle)

Local $aPosA1X = $nCenX * $nCos - $nCenY * $nSin + $nPos2X
Local $aPosA1Y = $nCenX * $nSin + $nCenY * $nCos + $nPos2Y
; sin (-a) = - sin a
; cos (-a) = cos a
Local $aPosA2X = $nCenX * $nCos + $nCenY * $nSin + $nPos2X
Local $aPosA2Y = -$nCenX * $nSin + $nCenY * $nCos + $nPos2Y

;~ _GDIPlus_GraphicsDrawLine($__S3d_hGraphic, $nPos2X, $nPos2Y, $aPosA1X, $aPosA1Y, $__S3d_hPen)
DllCall($ghGDIPDll, "int", "GdipDrawLine", "handle", $__S3d_hGraphic, "handle", $__S3d_hPen, "float", $nPos2X, "float", $nPos2Y, "float", $aPosA1X, "float", $aPosA1Y)
;~ _GDIPlus_GraphicsDrawLine($__S3d_hGraphic, $nPos2X, $nPos2Y, $aPosA2X, $aPosA2Y, $__S3d_hPen)
DllCall($ghGDIPDll, "int", "GdipDrawLine", "handle", $__S3d_hGraphic, "handle", $__S3d_hPen, "float", $nPos2X, "float", $nPos2Y, "float", $aPosA2X, "float", $aPosA2Y)

Return 1
EndFunc ;==>_S3d_Arrow

Func _S3d_Circle($nX, $nY, $nZ, $nRad, $fFill = False)

If $nRad <= 0 Then Return SetError(1, 0, 0)
Local $nPosX, $nPosY
; (_S3d_DistFromCamera($nX, $nY, $nZ) * $__S3d_nFAngleTan) : $nRad = $__S3d_nFScale : $nVRad
Local $nVRad = $nRad * $__S3d_nFScale / _S3d_DistFromCamera($nX, $nY, $nZ) / $__S3d_nFAngleTan
__S3d_ConvertPos($nPosX, $nPosY, $nX, $nY, $nZ)
If @error Then Return SetError(2, 0, 0)

If $fFill Then
;~ Return _GDIPlus_GraphicsFillEllipse($__S3d_hGraphic, $nPosX - $nVRad, $nPosY - $nVRad, $nVRad * 2, $nVRad * 2, $__S3d_hBrush)
Return DllCall($ghGDIPDll, "int", "GdipFillEllipse", "handle", $__S3d_hGraphic, "handle", $__S3d_hBrush, "float", $nPosX - $nVRad, "float", $nPosY - $nVRad, "float", $nVRad * 2, "float", $nVRad * 2)
Else
;~ Return _GDIPlus_GraphicsDrawEllipse($__S3d_hGraphic, $nPosX - $nVRad, $nPosY - $nVRad, $nVRad * 2, $nVRad * 2, $__S3d_hPen)
Return DllCall($ghGDIPDll, "int", "GdipDrawEllipse", "handle", $__S3d_hGraphic, "handle", $__S3d_hPen, "float", $nPosX - $nVRad, "float", $nPosY - $nVRad, "float", $nVRad * 2, "float", $nVRad * 2)
EndIf
EndFunc ;==>_S3d_Circle

; $aPoints[0][0] : The number of points
; $aPoints[n][0] : nth X
; $aPoints[n][1] : nth Y
; $aPoints[n][2] : nth Z
Func _S3d_Polygon($aPoints, $fFill = False)
If Not IsArray($aPoints) Then Return SetError(1, 0, 0)
Local $a2dPoints[$aPoints[0][0] + 1][2], $i
$a2dPoints[0][0] = $aPoints[0][0]

For $i = 1 To $aPoints[0][0]
__S3d_ConvertPos($a2dPoints[$i][0], $a2dPoints[$i][1], $aPoints[$i][0], $aPoints[$i][1], $aPoints[$i][2])
If @error Then Return SetError(2, $i, 0)
Next

If $fFill Then
;~ SetError(_GDIPlus_GraphicsFillPolygon($__S3d_hGraphic, $a2dPoints, $__S3d_hBrush))
SetError(_GDIPlus_GraphicsFillPolygonF($__S3d_hGraphic, $a2dPoints, $__S3d_hBrush))
Else
;~ _GDIPlus_GraphicsDrawPolygon($__S3d_hGraphic, $a2dPoints, $__S3d_hPen)
_GDIPlus_GraphicsDrawPolygonF($__S3d_hGraphic, $a2dPoints, $__S3d_hPen)
EndIf
Return 1
EndFunc ;==>_S3d_Polygon

; Always draw on XY plane
Func _S3d_RegPolygon($nX, $nY, $nZ, $nRad, $iNum, $fFill = True)
If $nRad <= 0 Then Return SetError(1, 0, 0)
If (Not IsInt($iNum)) Or $iNum <= 0 Then Return SetError(2, 0, 0)

Local $aPoints[$iNum + 1][3], $i, $nCurDir = 0
$aPoints[0][0] = $iNum

For $i = 1 To $iNum
$aPoints[$i][0] = $nX + $nRad * Cos($nCurDir)
$aPoints[$i][1] = $nY + $nRad * Sin($nCurDir)
$aPoints[$i][2] = $nZ
$nCurDir += $__S3d_PI * 2 / $iNum
Next

Return _S3d_Polygon($aPoints, $fFill)
EndFunc ;==>_S3d_RegPolygon

; Always draw on XY plane
Func _S3d_Star($nX, $nY, $nZ, $nRad1, $nRad2, $iNum, $fFill = True)
If $nRad1 <= 0 Then Return SetError(1, 0, 0)
If $nRad2 <= 0 Then Return SetError(2, 0, 0)
If (Not IsInt($iNum)) Or $iNum <= 0 Then Return SetError(3, 0, 0)

Local $aPoints[$iNum * 2 + 1][3], $i, $nCurDir = 0
$aPoints[0][0] = $iNum * 2

For $i = 1 To $iNum * 2 Step 2
$aPoints[$i][0] = $nX + $nRad1 * Cos($nCurDir)
$aPoints[$i][1] = $nY + $nRad1 * Sin($nCurDir)
$aPoints[$i][2] = $nZ
$nCurDir += $__S3d_PI / $iNum

$aPoints[$i + 1][0] = $nX + $nRad2 * Cos($nCurDir)
$aPoints[$i + 1][1] = $nY + $nRad2 * Sin($nCurDir)
$aPoints[$i + 1][2] = $nZ
$nCurDir += $__S3d_PI / $iNum
Next

Return _S3d_Polygon($aPoints, $fFill)
EndFunc ;==>_S3d_Star

Func _S3d_Square($nX1, $nY1, $nZ1, $nX2, $nY2, $nZ2, $nX3, $nY3, $nZ3, $nX4, $nY4, $nZ4, $fFill = True)
Local $aPoints[5][3] = [[4, 0, 0], [$nX1, $nY1, $nZ1], [$nX2, $nY2, $nZ2], [$nX3, $nY3, $nZ3], [$nX4, $nY4, $nZ4]]
Return _S3d_Polygon($aPoints, $fFill)
EndFunc ;==>_S3d_Square

Func _S3d_MoveTo2($nXL, $nYL, $nZL, $nXR, $nYR, $nZR)
__S3d_ConvertPos($__S3d_nPosBuf0X, $__S3d_nPosBuf0Y, $nXL, $nYL, $nZL)
If @error Then Return SetError(1, 0, 0)
__S3d_ConvertPos($__S3d_nPosBuf1X, $__S3d_nPosBuf1Y, $nXR, $nYR, $nZR)
If @error Then Return SetError(2, 0, 0)
Return 1
EndFunc ;==>_S3d_MoveTo2

Func _S3d_RibbonTo($nXL, $nYL, $nZL, $nXR, $nYR, $nZR)
Local $aPos[5][2]
$aPos[0][0] = 4

$aPos[1][0] = $__S3d_nPosBuf0X
$aPos[1][1] = $__S3d_nPosBuf0Y
$aPos[2][0] = $__S3d_nPosBuf1X
$aPos[2][1] = $__S3d_nPosBuf1Y

__S3d_ConvertPos($aPos[4][0], $aPos[4][1], $nXL, $nYL, $nZL)
If @error Then Return SetError(1, 0, 0)
__S3d_ConvertPos($aPos[3][0], $aPos[3][1], $nXR, $nYR, $nZR)
If @error Then Return SetError(2, 0, 0)

;~ _GDIPlus_GraphicsFillPolygon($__S3d_hGraphic, $aPos, $__S3d_hBrush)
_GDIPlus_GraphicsFillPolygonF($__S3d_hGraphic, $aPos, $__S3d_hBrush)

$__S3d_nPosBuf0X = $aPos[4][0]
$__S3d_nPosBuf0Y = $aPos[4][1]
$__S3d_nPosBuf1X = $aPos[3][0]
$__S3d_nPosBuf1Y = $aPos[3][1]

EndFunc ;==>_S3d_RibbonTo

Func _S3d_String($sString, $nX, $nY, $nZ)
Local $nPosX, $nPosY
__S3d_ConvertPos($nPosX, $nPosY, $nX, $nY, $nZ)
If @error Then Return SetError(1, 0, 0)

Local $tLayout = _GDIPlus_RectFCreate($nPosX, $nPosY, 0, 0)
Local $aInfo = _GDIPlus_GraphicsMeasureString($__S3d_hGraphic, $sString, $__S3d_hFont, $tLayout, $__S3d_hFormat)
Return _GDIPlus_GraphicsDrawStringEx($__S3d_hGraphic, $sString, $__S3d_hFont, $aInfo[0], $__S3d_hFormat, $__S3d_hBrush)
EndFunc ;==>_S3d_String

;=================================================
; Functions (Internal use only)
;=================================================

; __S3d_Rotate -- ($nInX, $nInY) -> ($nOutX, $nOutY)
Func __S3d_Rotate(ByRef $nOutX, ByRef $nOutY, $nInX, $nInY, $nCenterX, $nCenterY, $nAngle)
$nOutX = ($nInX - $nCenterX) * Cos($nAngle) - ($nInY - $nCenterY) * Sin($nAngle) + $nInX
$nOutY = ($nInX - $nCenterX) * Sin($nAngle) + ($nInY - $nCenterY) * Cos($nAngle) + $nInY
EndFunc ;==>__S3d_Rotate

Func __S3d_CreateMatrix()
Local $aMatrix[4][4], $i, $j

For $i = 0 To 3
For $j = 0 To 3
$aMatrix[$i][$j] = 0
Next
Next

Return $aMatrix
EndFunc ;==>__S3d_CreateMatrix

Func __S3d_SetMatrix(ByRef $aMatrix, _
$n00 = 1, $n01 = 0, $n02 = 0, $n03 = 0, _
$n10 = 0, $n11 = 1, $n12 = 0, $n13 = 0, _
$n20 = 0, $n21 = 0, $n22 = 1, $n23 = 0, _
$n30 = 0, $n31 = 0, $n32 = 0, $n33 = 1)

$aMatrix[0][0] = $n00
$aMatrix[0][1] = $n01
$aMatrix[0][2] = $n02
$aMatrix[0][3] = $n03

$aMatrix[1][0] = $n10
$aMatrix[1][1] = $n11
$aMatrix[1][2] = $n12
$aMatrix[1][3] = $n13

$aMatrix[2][0] = $n20
$aMatrix[2][1] = $n21
$aMatrix[2][2] = $n22
$aMatrix[2][3] = $n23

$aMatrix[3][0] = $n30
$aMatrix[3][1] = $n31
$aMatrix[3][2] = $n32
$aMatrix[3][3] = $n33

EndFunc ;==>__S3d_SetMatrix


; $aOutMatrix = $nInMatrix1 * $nInMatrix2
Func __S3d_MultiplyMatrix(ByRef $aOutMatrix, ByRef $aInMatrix1, ByRef $aInMatrix2)

Local $i, $j, $k
For $i = 0 To 3
For $j = 0 To 3
$aOutMatrix[$i][$j] = 0
For $k = 0 To 3
$aOutMatrix[$i][$j] += $aInMatrix1[$i][$k] * $aInMatrix2[$k][$j]
Next
Next
Next

EndFunc ;==>__S3d_MultiplyMatrix

; __S3d_ConvertPos - converts 3D -> 2D
Func __S3d_ConvertPos(ByRef $nOutX, ByRef $nOutY, $nInX, $nInY, $nInZ)

Local $aInPos[4] = [$nInX, $nInY, $nInZ ,1], $aOutPos[4] = [0, 0, 0, 0], $i, $j
For $i = 0 To 3
For $j = 0 To 3
$aOutPos[$i] += $__S3d_aConvertMatrix[$i][$j] * $aInPos[$j]
Next
Next

If $aOutPos[0] <= 0 Then Return SetError(1, 0, 0) ; behind the camera

$nOutX = (- $aOutPos[1] / $aOutPos[0] / $__S3d_nFAngleTan) * ($__S3d_nFScale / 2) + ($__S3d_iWidth / 2)
$nOutY = (- $aOutPos[2] / $aOutPos[0] / $__S3d_nFAngleTan) * ($__S3d_nFScale / 2) + ($__S3d_iHeight / 2)

Return 1
EndFunc ;==>__S3d_ConvertPos

Func __S3d_Deg2Rad($nDeg)
Return $nDeg / 180 * $__S3d_PI
EndFunc ;==>__S3d_Deg2Rad

Func _GDIPlus_GraphicsFillPolygonF($hGraphics, $aPoints, $hBrush = 0)
Local $iCount = $aPoints[0][0]
Local $tPoints = DllStructCreate("float[" & $iCount * 2 & "]")
For $iI = 1 To $iCount
DllStructSetData($tPoints, 1, $aPoints[$iI][0], (($iI - 1) * 2) + 1)
DllStructSetData($tPoints, 1, $aPoints[$iI][1], (($iI - 1) * 2) + 2)
Next

__GDIPlus_BrushDefCreate($hBrush)
Local $aResult = DllCall($ghGDIPDll, "int", "GdipFillPolygon", "handle", $hGraphics, "handle", $hBrush, _
"struct*", $tPoints, "int", $iCount, "int", "FillModeAlternate")
Local $tmpError = @error, $tmpExtended = @extended
__GDIPlus_BrushDefDispose()
If $tmpError Then Return SetError($tmpError, $tmpExtended, False)
Return $aResult[0] = 0
EndFunc ;==>_GDIPlus_GraphicsFillPolygon

Func _GDIPlus_GraphicsDrawPolygonF($hGraphics, $aPoints, $hPen = 0)
Local $iCount = $aPoints[0][0]
Local $tPoints = DllStructCreate("float[" & $iCount * 2 & "]")
For $iI = 1 To $iCount
DllStructSetData($tPoints, 1, $aPoints[$iI][0], (($iI - 1) * 2) + 1)
DllStructSetData($tPoints, 1, $aPoints[$iI][1], (($iI - 1) * 2) + 2)
Next

__GDIPlus_PenDefCreate($hPen)
Local $aResult = DllCall($ghGDIPDll, "int", "GdipDrawPolygon", "handle", $hGraphics, "handle", $hPen, "struct*", $tPoints, "int", $iCount)
Local $tmpError = @error, $tmpExtended = @extended
__GDIPlus_PenDefDispose()
If $tmpError Then Return SetError($tmpError, $tmpExtended, False)
Return $aResult[0] = 0
EndFunc ;==>_GDIPlus_GraphicsDrawPolygon

Br,

UEZ

Please don't send me any personal message and ask for support! I will not reply!

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Enjoying this.

 

I have a question about _S3d_SetCamera()

 

I am drawing a wireframe of a mesh using a vertex list and a triangle list. ( _S3d_Line() works perfect for this. )

 

But I am having trouble positioning the camera.

_S3d_SetCamera() accepts $position_x, $position_y, $position_z and $target_x, $target_y, $target_z

Target is behaving exactly how I expect it to.

But when changing the position values, it seems to be rotating the view instead of translating.

  

Local $position_x = $Model_Width / 2
Local $position_y = $Model_Height / 2
Local $position_z = $Model_depth * 2 ; guessing
Local $target_x = 0
Local $target_y = 0
Local $target_z = 0

_S3d_SetCamera( $position_x, $position_y, $position_z, $target_x, $target_y, $target_z )
I expected this to put the camera at roughly the center of mass in the x/y plane and some amount out along the z plane, looking at the mesh's feet (which are at 0,0,0.)

Instead it is below and somewhere behind the origin.

I am assuming x is left-right, y is up-down, and z is fore-aft.

Is this correct?

And do the position values translate or rotate? Or am I missing something completely.

(attached a pic to show that it is indeed drawing.. which I find to be very cool.)

post-66299-0-22428900-1374910449_thumb.p

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I am assuming x is left-right, y is up-down, and z is fore-aft.

Is this correct?

By default, z is up-down.

 

And do the position values translate or rotate? Or am I missing something completely.

To translate the view, you need to change both Position and Target.

Example:

_S3d_SetCamera(500 + $i, 200, 300, $i, 0, 0)
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I'm glad it was just a difference of axis alignments. I can accommodate that by just switching how I load the data from the vertex list.

I started playing with the target values (instead of leaving them at 0) and the camera view began behaving as expected. Thanks for clearing that up.

I intend to use this as a wireframe preview for a little mesh editing tool. It's just enough to help identify pieces and features within the model (that's all that is needed.) Once I have a cleaner implementation of it, I'll post an example of the code that uses your functions here.

Thanks again for putting this together. I have ideas for working with 3d models, but am terrible at the math behind it.

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Thanks for using my UDF!

Example usage of _S3d_SetLocalMatrix

#include <GUIConstantsEx.au3>
#include <S3d.au3>

Main()

Func Main()
    ; Create a window and initialize GDI+
    Local $hGUI = GUICreate("S3d Example", 650, 550)
    GUISetState()
    _GDIPlus_Startup()
    
    Local $hGraphics = _GDIPlus_GraphicsCreateFromHWND($hGUI)
    Local $hBitmap = _GDIPlus_BitmapCreateFromGraphics(650, 550, $hGraphics)
    Local $hGraphic = _GDIPlus_ImageGetGraphicsContext($hBitmap)
    
    Local $hFormat = _GDIPlus_StringFormatCreate()
    Local $hFamily = _GDIPlus_FontFamilyCreate("Arial")
    Local $hFont = _GDIPlus_FontCreate($hFamily, 30, 2)
    
    Local $hBrush = _GDIPlus_BrushCreateSolid(0xCC448844)
    
    ; Select a Graphic object
    ; width = 650, height = 550
    _S3d_SelectGraphic($hGraphic, 650, 550)
    
    ; Select brush, font, and format object
    _S3d_SelectBrush($hBrush)
    _S3d_SelectFont($hFont)
    _S3d_SelectFormat($hFormat)
    
    Local $hPenB = _GDIPlus_PenCreate(0xAA0044FF, 2)
    Local $hPenR = _GDIPlus_PenCreate(0xAAFF6633, 3)
    
    Local $i = 0
    ; Loop until user exits
    Do
        ; Clear the Graphics object
        _S3d_Clear(0xFFFFFFFF)
        
        ; Set camera
        _S3d_SetCamera(500 * Cos($i), 500 * Sin($i), 300 * Cos($i * 1.5), 0, 0, 0)
        _GDIPlus_GraphicsDrawString($hGraphic, "Camera (" & Round(500 * Cos($i)) & ", " & Round(500 * Sin($i)) & ", " & Round(300 * Cos($i * 1.5)) & ")", 20, 20)
        
        ;**************************************************
        ; _S3d_SetLocalMatrix examples
        Switch 1   ; <- change this!
            Case 0
                ; do nothing
            Case 1
                ; Y <-> Z
                _S3d_SetLocalMatrix( _
                    1, 0, 0, 0, _
                    0, 0, 1, 0, _
                    0, 1, 0, 0, _
                    0, 0, 0, 1)
            Case 2
                ; Z -> -Z
                _S3d_SetLocalMatrix( _
                    1, 0,  0, 0, _
                    0, 1,  0, 0, _
                    0, 0, -1, 0, _
                    0, 0,  0, 1)
            Case 3
                ; X -> Y, Y -> Z, Z -> X
                _S3d_SetLocalMatrix( _
                    0, 1, 0, 0, _
                    0, 0, 1, 0, _
                    1, 0, 0, 0, _
                    0, 0, 0, 1)
            Case 4
                ; rotation in XZ plane by 2 radians   This is equivalent to _S3d_LocalRotateY(2)
                _S3d_SetLocalMatrix( _
                    Cos(2),      0, -Sin(2),      0, _
                         0,      1,       0,      0, _
                    Sin(2),      0,  Cos(2),      0, _
                         0,      0,       0,      1)
            Case 5
                ; X -> X + 300    This is equivalent to _S3d_LocalTranslate(300, 0, 0)
                _S3d_SetLocalMatrix( _
                    1, 0, 0, 300, _
                    0, 1, 0,   0, _
                    0, 0, 1,   0, _
                    0, 0, 0,   1)
            Case 6
                ; Z -> -Z
                _S3d_SetLocalMatrix( _
                    1, 0,  0, 0, _
                    0, 1,  0, 0, _
                    0, 0, -1, 0, _
                    0, 0,  0, 1)
                ; and then X -> X + 300
                _S3d_MultiplyLocalMatrix( _
                    1, 0, 0, 300, _
                    0, 1, 0,   0, _
                    0, 0, 1,   0, _
                    0, 0, 0,   1)
        EndSwitch
        ;**************************************************
        
        ; Select a pen obiect
        _S3d_SelectPen($hPenB)
        ; Draw cube
        _S3d_Box(-100, -100, -100, 100, 100, 100)
        
        ; Select a pen obiect
        _S3d_SelectPen($hPenR)
        
        ; Draw an arrow from (0, 0, 0) to (200, 0, 0)
        _S3d_Arrow(0, 0, 0, 200, 0, 0)
        ; Draw a string
        _S3d_String("X", 250, 0, 0)
        
        _S3d_Arrow(0, 0, 0, 0, 200, 0)
        _S3d_String("Y", 0, 250, 0)
        
        _S3d_Arrow(0, 0, 0, 0, 0, 200)
        _S3d_String("Z", 0, 0, 250)
        
        ; Copy to the window
        _GDIPlus_GraphicsDrawImage($hGraphics, $hBitmap, 0, 0)
        
        $i += 0.04
        Sleep(30)
    Until GUIGetMsg() = $GUI_EVENT_CLOSE
    
    ; Clean up resources
    
    _GDIPlus_PenDispose($hPenB)
    _GDIPlus_PenDispose($hPenR)
    _GDIPlus_BrushDispose($hBrush)
    
    _GDIPlus_FontDispose($hFont)
    _GDIPlus_FontFamilyDispose($hFamily)
    _GDIPlus_StringFormatDispose($hFormat)
    
    _GDIPlus_GraphicsDispose($hGraphic)
    _GDIPlus_BitmapDispose($hBitmap)
    _GDIPlus_GraphicsDispose($hGraphics)
    _GDIPlus_Shutdown()
    
    GUIDelete($hGUI)
EndFunc ;==>Main
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I made this FPS controller a while back, all you need to do is add a 3-D world and edit the _PlayerTransform() funtion.

; Simple FPS style control, change the _PlayerTransform() function to use it in a game.
#include <Misc.au3>

; #PUBLIC VARIABLES# ==============================================================================
; Position and rotation of the player, change it to alter the starting position.
Global $anPlayerPosition[3] = [0, 0, 0]
Global $anPlayerRotation[2] = [180, 0]

Global $aiRotationLimit[2] = [180, 180] ; Limit for rotation, can be used to constrain rotation
Global $nWalkSpeed = 0.1 ; Speed when walking (W, A, S, D)
Global $nSprintSpeed = 0.25 ; Speed when sprinting (SHIFT+W)
Global $nJumpHeight = 10 ; Height when jumping (SPACE)
Global $nJumpSpeed = 1.5
Global $nFallSpeed = 1.0
Global $nClimbSpeed = 1.0
Global $nFloorHeight = 0 ; Height of the floor, change it and the player falls/climbs
; =================================================================================================

Global $fCrouched = False, $fJumping = False, $fGoingUp = False, $fLeftMouse = False
Global $hDLL = DllOpen("user32.dll")

; _FPS_Control() should get called every frame
AdlibRegister("_FPS_Control", 1000 / 30)
HotKeySet("{ESC}", "_Exit")
HotKeySet("{F2}", "_ChangeFloorHeight")

; The main loop (GUI, GDI+, etc) goes here
While 1
    Sleep(1000)
WEnd

; This function should move the player to the mew position
Func _PlayerTransform(ByRef $anPlayerPosition, ByRef $anPlayerRotation, $fCrouched, $fJumping, $fLeftMouse, $fMiddleMouse, $fRightMouse)
    ToolTip("XYZ = " & $anPlayerPosition[0] & ", " & $anPlayerPosition[1] & ", " & $anPlayerPosition[2] & @CRLF _
             & "Rot = " & $anPlayerRotation[0] & ", " & $anPlayerRotation[1] & @CRLF _
             & "$fCrouched = " & $fCrouched & @CRLF _
             & "$fJumping = " & $fJumping & @CRLF & @CRLF _
             & "$fLeftMouse = " & $fLeftMouse & @CRLF _
             & "$fMiddleMouse = " & $fMiddleMouse & @CRLF _
             & "$fRightMouse= " & $fRightMouse, 0, 0)
EndFunc   ;==>_PlayerTransform

Func _ChangeFloorHeight()
    $sInput = InputBox("", "Input the new value for $nFloorHeight" & @CRLF & "$nFloorHeight = " & $nFloorHeight)
    If @error = 0 Then
        $nFloorHeight = Number($sInput)
    EndIf
EndFunc   ;==>_ChangeFloorHeight

Func _Exit()
    DllClose($hDLL)
    Exit
EndFunc   ;==>_Exit

Func _FPS_Control()
    If MouseGetPos(0) <= 0 Then
        MouseMove(@DesktopWidth - 2, MouseGetPos(1), 0)
    ElseIf MouseGetPos(0) >= @DesktopWidth - 1 Then
        MouseMove(0, MouseGetPos(1), 0)
    EndIf

    $anPlayerRotation[0] = (MouseGetPos(0) - (@DesktopWidth / 2)) / (@DesktopWidth / 2) * $aiRotationLimit[0] + $aiRotationLimit[0]
    $anPlayerRotation[0] = Round($anPlayerRotation[0])

    $anPlayerRotation[1] = (MouseGetPos(1) - (@DesktopHeight / 2)) / (@DesktopHeight / 2) * $aiRotationLimit[1]
    $anPlayerRotation[1] = Round($anPlayerRotation[1])

    $fLeftMouse = _IsPressed("01", $hDLL)
    $fMiddleMouse = _IsPressed("04", $hDLL)
    $fRightMouse = _IsPressed("02", $hDLL)

    If _IsPressed("57", $hDLL) Then
        If _IsPressed("10", $hDLL) Then
            $anPlayerPosition[1] += $nSprintSpeed
        Else
            $anPlayerPosition[1] += $nWalkSpeed
        EndIf
    ElseIf _IsPressed("53", $hDLL) Then
        If _IsPressed("10", $hDLL) Then
            $anPlayerPosition[1] -= $nSprintSpeed
        Else
            $anPlayerPosition[1] -= $nWalkSpeed
        EndIf
    EndIf

    If _IsPressed("41", $hDLL) Then
        If _IsPressed("10", $hDLL) Then
            $anPlayerPosition[0] -= $nSprintSpeed
        Else
            $anPlayerPosition[0] -= $nWalkSpeed
        EndIf
    EndIf
    If _IsPressed("44", $hDLL) Then
        If _IsPressed("10", $hDLL) Then
            $anPlayerPosition[0] += $nSprintSpeed
        Else
            $anPlayerPosition[0] += $nWalkSpeed
        EndIf
    EndIf

    If _GetButtonUp("11", $hDLL) Then
        If $fCrouched Then
            $anPlayerPosition[2] = $nFloorHeight
        Else
            $anPlayerPosition[2] = $nFloorHeight - 5
        EndIf
        $fCrouched = Not $fCrouched
        $fJumping = False
    ElseIf $fJumping = False And _GetButtonUp("20", $hDLL) Then
        $fJumping = True
        $fGoingUp = True
    EndIf
    If $fJumping Then
        If $fGoingUp Then
            $anPlayerPosition[2] += $nJumpSpeed
        Else
            $anPlayerPosition[2] -= $nFallSpeed
        EndIf
        If $anPlayerPosition[2] >= $nFloorHeight + $nJumpHeight Then
            $fGoingUp = False
        EndIf
        If $fGoingUp = False Then
            If ($fCrouched And $anPlayerPosition[2] <= $nFloorHeight - 5) Or (Not $fCrouched And $anPlayerPosition[2] <= $nFloorHeight) Then
                $fJumping = False
            EndIf
        EndIf
    Else
        If ($fCrouched And $anPlayerPosition[2] < $nFloorHeight - 5) Or (Not $fCrouched And $anPlayerPosition[2] < $nFloorHeight) Then
            $anPlayerPosition[2] += $nClimbSpeed
        ElseIf ($fCrouched And $anPlayerPosition[2] > $nFloorHeight - 5) Or (Not $fCrouched And $anPlayerPosition[2] > $nFloorHeight) Then
            $anPlayerPosition[2] -= $nFallSpeed
        EndIf
        If $anPlayerPosition[2] <> $nFloorHeight And _IsBetween($anPlayerPosition[2], $nFloorHeight - $nFallSpeed, $nFloorHeight + $nClimbSpeed) Then
            If $fCrouched Then
                $anPlayerPosition[2] = $nFloorHeight - 5
            Else
                $anPlayerPosition[2] = $nFloorHeight
            EndIf
        EndIf
    EndIf

    ; Round the XYZ pos
    For $x = 0 To 2
        $anPlayerPosition[$x] = Round($anPlayerPosition[$x], 5)
    Next

    ; Call the tramsforming function
    _PlayerTransform($anPlayerPosition, $anPlayerRotation, $fCrouched, $fJumping, $fLeftMouse, $fMiddleMouse, $fRightMouse)
EndFunc   ;==>_FPS_Control

Func _IsBetween($iNumber, $iLowNum, $iHighNum)
    Return $iNumber >= $iLowNum And $iNumber <= $iHighNum
EndFunc   ;==>_IsBetween

Func _GetButtonUp($sHexKey, $vDLL)
    If _IsPressed($sHexKey, $vDLL) Then
        While _IsPressed($sHexKey, $vDLL)
            Sleep(10)
        WEnd
        Return True
    Else
        Return False
    EndIf
EndFunc   ;==>_GetButtonUp
Edited by DatMCEyeBall

"Just be fred, all we gotta do, just be fred."  -Vocaliod

"That is a Hadouken. A KAMEHAMEHA would have taken him 13 days and 54 episodes to form." - Roden Hoxha

@tabhooked

Clock made of cursors ♣ Desktop Widgets ♣ Water Simulation

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UPDATE

New version (v1.1.2) released! Please see the first post.

  • _S3d_Arrow and _S3d_Square now work even if some of the points (one for _S3d_Arrow, up to three for _S3d_Square) are behind the camera.

If you have written some example scripts that use S3d.au3, feel free to post them here.

Edited by Starg
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UPDATE

New version (v1.1.2) released! Please see the first post.

  • _S3d_Arrow and _S3d_Square now work even if some of the points is behind the camera.

If you have written some example scripts that use S3d.au3, feel free to post them here.

 

Could you add an array that stores all the drawn objects so when I call _S3d_SetCamera() it redraws all the objects

Edited by DatMCEyeBall

"Just be fred, all we gotta do, just be fred."  -Vocaliod

"That is a Hadouken. A KAMEHAMEHA would have taken him 13 days and 54 episodes to form." - Roden Hoxha

@tabhooked

Clock made of cursors ♣ Desktop Widgets ♣ Water Simulation

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Could you add an array that stores all the drawn objects so when I call _S3d_SetCamera() it redraws all the objects

Thanks for the suggestion. I think making a wrapper for it is better than changing S3d itself.

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This might help:

'?do=embed' frameborder='0' data-embedContent>>

Edited by DatMCEyeBall

"Just be fred, all we gotta do, just be fred."  -Vocaliod

"That is a Hadouken. A KAMEHAMEHA would have taken him 13 days and 54 episodes to form." - Roden Hoxha

@tabhooked

Clock made of cursors ♣ Desktop Widgets ♣ Water Simulation

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