<form id="hz9zz"></form>
  • <form id="hz9zz"></form>

      <nobr id="hz9zz"></nobr>

      <form id="hz9zz"></form>

    1. 明輝手游網中心:是一個免費提供流行視頻軟件教程、在線學習分享的學習平臺!

      一個旋轉的3D箱子(動畫)

      [摘要];這個程序是巧妙的利用了坐標的不斷變化,從而實現了由星星構成的箱子3D轉動!;為了尊重版權,本人未對源碼注釋進行翻譯,這樣做也可以讓國內的匯編愛好者自己琢磨國外的匯編編程的思維!;編譯方法: 1 tasm 3d.asm; 2 tlink 3d.obj; 3 ...
      ;這個程序是巧妙的利用了坐標的不斷變化,從而實現了由星星構成的箱子3D轉動!

      ;為了尊重版權,本人未對源碼注釋進行翻譯,這樣做也可以讓國內的匯編愛好者自己琢磨國外的匯編編程的思維!

      ;編譯方法: 1 tasm 3d.asm

      ;           2 tlink 3d.obj

      ;           3 exe2bin 3d.exe 3d.com

       



      ;==============================================================================;
      ;                                                                              ;
      ;   Assembler Program By Vulture.                                              ;
      ;   3D-system example. Use the following formulas to rotate a point:           ;
      ;                                                                              ;
      ;        Rotate around x-axis                                                  ;
      ;        YT = Y * COS(xang) - Z * SIN(xang) / 256                              ;
      ;        ZT = Y * SIN(xang) + Z * COS(xang) / 256                              ;
      ;        Y = YT                                                                ;
      ;        Z = ZT                                                                ;
      ;                                                                              ;
      ;        Rotate around y-axis                                                  ;
      ;        XT = X * COS(yang) - Z * SIN(yang) / 256                              ;
      ;        ZT = X * SIN(yang) + Z * COS(yang) / 256                              ;
      ;        X = XT                                                                ;
      ;        Z = ZT                                                                ;
      ;                                                                              ;
      ;        Rotate around z-axis                                                  ;
      ;        XT = X * COS(zang) - Y * SIN(zang) / 256                              ;
      ;        YT = X * SIN(zang) + Y * COS(zang) / 256                              ;
      ;        X = XT                                                                ;
      ;        Y = YT                                                                ;
      ;                                                                              ;
      ;   Divide by 256 coz we have multiplyd our sin values with 256 too.           ;
      ;   This example isn't too fast right now but it'll work just fine.            ;
      ;                                                                              ;
      ;       Current Date: 6-9-95         Vulture                                   ;
      ;                                                                              ;
      ;==============================================================================;

      IDEAL                           ; Ideal mode
      P386                            ; Allow 80386 instructions
      JUMPS                           ; Tasm handles out of range jumps (rulez!:))
                            
      SEGMENT CODE                    ; Code segment starts
      ASSUME cs:code,ds:code          ; Let cs and ds point to code segment

      ORG 100h                        ; Make a .COM file

      START:                          ; Main program

          mov     ax,0013h            ; Init vga
          int     10h
                 
          mov     ax,cs
          mov     ds,ax               ; ds points to codesegment
          mov     ax,0a000h
          mov     es,ax               ; es points to vga

          lea     si,[Palette]        ; Set palette
          mov     dx,3c8h
          xor     al,al
          out     dx,al
          mov     dx,3c9h
          mov     cx,189*3
          repz    outsb

      ; === Set some variables ===
          mov     [DeltaX],1          ; Initial speed of rotation
          mov     [DeltaY],1          ; Change this and watch what
          mov     [DeltaZ],1          ; happens. It's fun!

          mov     [Xoff],256
          mov     [Yoff],256          ; Used for calculating vga-pos
          mov     [Zoff],300          ; Distance from viewer

      MainLoop:
          call    MainProgram         ; Yep... do it all... ;-)

          in      al,60h              ; Scan keyboard
          cmp     al,1                ; Test on ESCAPE
          jne     MainLoop            ; Continue if not keypressed

      ; === Quit to DOS ===
          mov     ax,0003h            ; Back to textmode
          int     10h
          lea     dx,[Credits]
          mov     ah,9
          int     21h
          mov     ax,4c00h            ; Return control to DOS
          int     21h                 ; Call DOS interrupt

      ; === Sub-routines ===
                 
      PROC WaitVrt                    ; Waits for vertical retrace to reduce "snow"
          mov     dx,3dah
      Vrt:
          in      al,dx
          test    al,8
          jnz     Vrt                 ; Wait until Verticle Retrace starts
      NoVrt:
          in      al,dx
          test    al,8
          jz      NoVrt               ; Wait until Verticle Retrace ends
          ret                         ; Return to main program
      ENDP WaitVrt

      PROC UpdateAngles
      ; Calculates new x,y,z angles
      ; to rotate around
          mov     ax,[XAngle]         ; Load current angles
          mov     bx,[YAngle]
          mov     cx,[ZAngle]
                 
          add     ax,[DeltaX]         ; Add velocity
          and     ax,11111111b        ; Range from 0..255
          mov     [XAngle],ax         ; Update X
          add     bx,[DeltaY]         ; Add velocity
          and     bx,11111111b        ; Range from 0..255
          mov     [YAngle],bx         ; Update Y
          add     cx,[DeltaZ]         ; Add velocity
          and     cx,11111111b        ; Range from 0..255
          mov     [ZAngle],cx         ; Update Z
          ret
      ENDP UpdateAngles

      PROC GetSinCos
      ; Needed : bx=angle (0..255)
      ; Returns: ax=Sin   bx=Cos
          push    bx                  ; Save angle (use as pointer)
          shl     bx,1                ; Grab a word so bx=bx*2
          mov     ax,[SinCos + bx]    ; Get sine
          pop     bx                  ; Restore pointer into bx
          push    ax                  ; Save sine on stack
          add     bx,64               ; Add 64 to get cosine
          and     bx,11111111b        ; Range from 0..255
          shl     bx,1                ; *2 coz it's a word
          mov     ax,[SinCos + bx]    ; Get cosine
          mov     bx,ax               ; Save it   bx=Cos
          pop     ax                  ; Restore   ax=Sin
          ret
      ENDP GetSinCos

      PROC SetRotation
      ; Set sine & cosine of x,y,z
          mov     bx,[XAngle]         ; Grab angle
          call    GetSinCos           ; Get the sine&cosine
          mov     [Xsin],ax           ; Save sin
          mov     [Xcos],bx           ; Save cos

          mov     bx,[Yangle]
          call    GetSinCos
          mov     [Ysin],ax
          mov     [Ycos],bx

          mov     bx,[Zangle]
          call    GetSinCos
          mov     [Zsin],ax
          mov     [Zcos],bx
          ret
      ENDP SetRotation

      PROC RotatePoint            ; Rotates the point around x,y,z
      ; Gets original x,y,z values
      ; This can be done elsewhere
          movsx   ax,[Cube+si]    ; si = X        (movsx coz of byte)
          mov     [X],ax
          movsx   ax,[Cube+si+1]  ; si+1 = Y
          mov     [Y],ax
          movsx   ax,[Cube+si+2]  ; si+2 = Z
          mov     [Z],ax

      ; Rotate around x-axis
      ; YT = Y * COS(xang) - Z * SIN(xang) / 256
      ; ZT = Y * SIN(xang) + Z * COS(xang) / 256
      ; Y = YT
      ; Z = ZT

          mov     ax,[Y]
          mov     bx,[XCos]
          imul    bx               ; ax = Y * Cos(xang)
          mov     bp,ax
          mov     ax,[Z]
          mov     bx,[XSin]
          imul    bx               ; ax = Z * Sin(xang)
          sub     bp,ax            ; bp = Y * Cos(xang) - Z * Sin(xang)
          sar     bp,8             ; bp = Y * Cos(xang) - Z * Sin(xang) / 256
          mov     [Yt],bp

          mov     ax,[Y]
          mov     bx,[XSin]
          imul    bx               ; ax = Y * Sin(xang)
          mov     bp,ax
          mov     ax,[Z]
          mov     bx,[XCos]
          imul    bx               ; ax = Z * Cos(xang)
          add     bp,ax            ; bp = Y * SIN(xang) + Z * COS(xang)
          sar     bp,8             ; bp = Y * SIN(xang) + Z * COS(xang) / 256
          mov     [Zt],bp

          mov     ax,[Yt]          ; Switch values
          mov     [Y],ax
          mov     ax,[Zt]
          mov     [Z],ax

      ; Rotate around y-axis
      ; XT = X * COS(yang) - Z * SIN(yang) / 256
      ; ZT = X * SIN(yang) + Z * COS(yang) / 256
      ; X = XT
      ; Z = ZT

          mov     ax,[X]
          mov     bx,[YCos]
          imul    bx               ; ax = X * Cos(yang)
          mov     bp,ax
          mov     ax,[Z]
          mov     bx,[YSin]
          imul    bx               ; ax = Z * Sin(yang)
          sub     bp,ax            ; bp = X * Cos(yang) - Z * Sin(yang)
          sar     bp,8             ; bp = X * Cos(yang) - Z * Sin(yang) / 256
          mov     [Xt],bp

          mov     ax,[X]
          mov     bx,[YSin]
          imul    bx               ; ax = X * Sin(yang)
          mov     bp,ax
          mov     ax,[Z]
          mov     bx,[YCos]
          imul    bx               ; ax = Z * Cos(yang)
          add     bp,ax            ; bp = X * SIN(yang) + Z * COS(yang)
          sar     bp,8             ; bp = X * SIN(yang) + Z * COS(yang) / 256
          mov     [Zt],bp

          mov     ax,[Xt]          ; Switch values
          mov     [X],ax
          mov     ax,[Zt]
          mov     [Z],ax

      ; Rotate around z-axis
      ; XT = X * COS(zang) - Y * SIN(zang) / 256
      ; YT = X * SIN(zang) + Y * COS(zang) / 256
      ; X = XT
      ; Y = YT

          mov     ax,[X]
          mov     bx,[ZCos]
          imul    bx               ; ax = X * Cos(zang)
          mov     bp,ax
          mov     ax,[Y]
          mov     bx,[ZSin]
          imul    bx               ; ax = Y * Sin(zang)
          sub     bp,ax            ; bp = X * Cos(zang) - Y * Sin(zang)
          sar     bp,8             ; bp = X * Cos(zang) - Y * Sin(zang) / 256
          mov     [Xt],bp

          mov     ax,[X]
          mov     bx,[ZSin]
          imul    bx               ; ax = X * Sin(zang)
          mov     bp,ax
          mov     ax,[Y]
          mov     bx,[ZCos]
          imul    bx               ; ax = Y * Cos(zang)
          add     bp,ax            ; bp = X * SIN(zang) + Y * COS(zang)
          sar     bp,8             ; bp = X * SIN(zang) + Y * COS(zang) / 256
          mov     [Yt],bp

          mov     ax,[Xt]          ; Switch values
          mov     [X],ax
          mov     ax,[Yt]
          mov     [Y],ax

          ret
      ENDP RotatePoint
                 
      PROC ShowPoint
      ; Calculates screenposition and
      ; plots the point on the screen
          mov     ax,[Xoff]           ; Xoff*X / Z+Zoff = screen x
          mov     bx,[X]
          imul    bx
          mov     bx,[Z]
          add     bx,[Zoff]           ; Distance
          idiv    bx
          add     ax,[Mx]             ; Center on screen
          mov     bp,ax

          mov     ax,[Yoff]           ; Yoff*Y / Z+Zoff = screen y
          mov     bx,[Y]
          imul    bx
          mov     bx,[Z]
          add     bx,[Zoff]           ; Distance
          idiv    bx
          add     ax,[My]             ; Center on screen
                 
          mov     bx,320
          imul    bx
          add     ax,bp               ; ax = (y*320)+x
          mov     di,ax

          mov     ax,[Z]              ; Get color from Z
          add     ax,100d             ; (This piece of code could be improved)

          mov     [byte ptr es:di],al ; Place a dot with color al
          mov     [Erase+si],di       ; Save position for erase
          ret
      ENDP ShowPoint

      PROC MainProgram
          call    UpdateAngles        ; Calculate new angles
          call    SetRotation         ; Find sine & cosine of those angles

          xor     si,si               ; First 3d-point
          mov     cx,MaxPoints
      ShowLoop:  
          call    RotatePoint         ; Rotates the point using above formulas
          call    ShowPoint           ; Shows the point
          add     si,3                ; Next 3d-point
          loop    ShowLoop

          call    WaitVrt             ; Wait for retrace

          xor     si,si               ; Starting with point 0
          xor     al,al               ; Color = 0 = black
          mov     cx,MaxPoints
      Deletion:
          mov     di,[Erase+si]       ; di = vgapos old point
          mov     [byte ptr es:di],al ; Delete it
          add     si,3                ; Next point
          loop    Deletion
          ret
      ENDP MainProgram

      ; === DATA ===
                 
      Credits   DB   13,10,"Code by Vulture / Outlaw Triad",13,10,"$"

      Label SinCos Word       ; 256 values
      dw 0,6,13,19,25,31,38,44,50,56
      dw 62,68,74,80,86,92,98,104,109,115
      dw 121,126,132,137,142,147,152,157,162,167
      dw 172,177,181,185,190,194,198,202,206,209
      dw 213,216,220,223,226,229,231,234,237,239
      dw 241,243,245,247,248,250,251,252,253,254
      dw 255,255,256,256,256,256,256,255,255,254
      dw 253,252,251,250,248,247,245,243,241,239
      dw 237,234,231,229,226,223,220,216,213,209
      dw 206,202,198,194,190,185,181,177,172,167
      dw 162,157,152,147,142,137,132,126,121,115
      dw 109,104,98,92,86,80,74,68,62,56
      dw 50,44,38,31,25,19,13,6,0,-6
      dw -13,-19,-25,-31,-38,-44,-50,-56,-62,-68
      dw -74,-80,-86,-92,-98,-104,-109,-115,-121,-126
      dw -132,-137,-142,-147,-152,-157,-162,-167,-172,-177
      dw -181,-185,-190,-194,-198,-202,-206,-209,-213,-216
      dw -220,-223,-226,-229,-231,-234,-237,-239,-241,-243
      dw -245,-247,-248,-250,-251,-252,-253,-254,-255,-255
      dw -256,-256,-256,-256,-256,-255,-255,-254,-253,-252
      dw -251,-250,-248,-247,-245,-243,-241,-239,-237,-234
      dw -231,-229,-226,-223,-220,-216,-213,-209,-206,-202
      dw -198,-194,-190,-185,-181,-177,-172,-167,-162,-157
      dw -152,-147,-142,-137,-132,-126,-121,-115,-109,-104
      dw -98,-92,-86,-80,-74,-68,-62,-56,-50,-44
      dw -38,-31,-25,-19,-13,-6

      Label Cube Byte           ; The 3d points
             c = -35            ; 5x*5y*5z (=125) points
             rept 5
               b = -35
               rept 5
                 a = -35
                 rept 5
                   db a,b,c
                   a = a + 20
                 endm
                 b = b + 20
               endm
               c = c + 20
             endm

      Label Palette Byte              ; The palette to use
             db 0,0,0                 ; 63*3 gray-tint
             d = 63
             rept 63
               db d,d,d
               db d,d,d
               db d,d,d
               d = d - 1
             endm

      X      DW ?             ; X variable for formula
      Y      DW ?
      Z      DW ?

      Xt     DW ?             ; Temporary variable for x
      Yt     DW ?
      Zt     DW ?

      XAngle DW 0             ; Angle to rotate around x
      YAngle DW 0
      ZAngle DW 0

      DeltaX DW ?             ; Amound Xangle is increased each time
      DeltaY DW ?
      DeltaZ DW ?

      Xoff   DW ?
      Yoff   DW ?
      Zoff   DW ?             ; Distance from viewer

      XSin   DW ?             ; Sine and cosine of angle to rotate around
      XCos   DW ?
      YSin   DW ?
      YCos   DW ?
      ZSin   DW ?
      ZCos   DW ?

      Mx     DW 160            ; Middle of the screen
      My     DW 100
                                      
      MaxPoints EQU 125        ; Number of 3d Points

      Erase  DW MaxPoints DUP (?)     ; Array for deletion screenpoints

      ENDS CODE                       ; End of codesegment
      END START                       ; The definite end.... :)




      ; You may use this code in your own productions but
      ; give credit where credit is due. Only lamers steal
      ; code so try to create your own 3d-engine and use
      ; this code as an example.
      ; Thanx must go to Arno Brouwer and Ash for releasing
      ; example sources.
      ;
      ;    Ciao dudoz,
      ;
      ;         Vulture / Outlaw Triad


      日韩精品一区二区三区高清