Death Star: Difference between revisions

Content added Content deleted
(→‎{{header|Sidef}}: simplified the code to use the Vector class and added link to the output image)
m (→‎{{header|REXX}}: added whitespace and comments, used a template for the output section.)
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=={{header|REXX}}==
{{trans|D}}
 
(Apologies for the comments making the lines so wide, but it was easier to read and compare to the original   '''D'''   source.)
<lang rexx>/*REXX program displays a sphere with another sphere subtracted where it's superimposed.*/
call deathStar 2, .5, v3('-50 30 50')
exit /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
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v3: procedure; parse arg a b c; #=sqrt(a**2 + b**2 + c**2); return a/# b/# c/#
/*──────────────────────────────────────────────────────────────────────────────────────*/
sqrt: procedure; parse arg x; if x=0 then return 0; d=digits(); m.h=9; d+6; numeric digits
m.=9; numeric form; parse value format(x,2,1,,0) 'E0' with g 'E' _ .; g=g * .5'e'_ % 2
h=d+6; do j=0 while h>9; m.j= h; h= h % 2 + 1; end /*j*/
do k=j+5 to 0 by -1; numeric digits m.k; g= (g +x/g)* .5; end /*k*/; return g
numeric digits d; return g/1
/*──────────────────────────────────────────────────────────────────────────────────────*/
hitSphere: procedure expose !.; parse arg xx yy zz r,x0,y0; z= r*r -(x0-xx)**2-(y0-yy)**2
if z<0 then return 0; _= sqrt(z); !.z1= zz - _; !.z2= zz + _; return 1
/*──────────────────────────────────────────────────────────────────────────────────────*/
deathStar: procedure; parse arg k,ambient,sun /* [↓] display the deathstar to screen*/
parse var sun s1 s2 s3 /*identify the light source coördinates*/
if 65=="f6f5"x then shading= '.:!*oe&#%@' /*shadingdithering characterschars for an EBCDIC machine*/
else shading= '·:!ºoe@░▒▓' /* " " " " ASCII " */
shadingL= length(shading) /*the number of dithering characters. */
shades.= ' '; do i=1 for shadingL; shades.i= substr(shading, i, 1); end /*i*/
numeric digits d; end return g/1*i*/
 
ship= 20 20 0 20 ; parse var ship shipX shipY shipZ shipR
hole= ' 1 1 -6 20' ; parse var hole holeX holeY holeZ .
 
do i=floor(shipY-shipR ) to ceil(shipY+shipR )+1; y=i+.5; @= /*@ is a single line of the deathstar to be displayed.*/
do j=floor(shipX-shipR*2) to ceil(shipX+shipR*2)+1; !.=0
x=.5 * (j-shipX+1) + shipX; $bg=0; $pos=0; $neg=0 /*$BG, $POS, and $NEG are boolean values. */
?=hitSphere(ship, x, y); b1=!.z1; b2=!.z2 /*? is boolean, "true" indicates ray hits the sphere.*/
 
do if \? then $bgi=1 floor(shipY-shipR ) to ceil(shipY+shipR )+1; y= i +.5; @= /*ray@ lands in blankis space,a sosingle drawline of the background. deathstar to be displayed.*/
else do; ?j=hitSpherefloor(hole,shipX-shipR*2) x, yto ceil(shipX+shipR*2)+1; s1=!.z1;= s2=!.z20
x=.5 * (j-shipX+1) + shipX; if \? then $posbg=1 0; $pos= 0; $neg= 0 /*$BG, $POS, and $NEG are boolean values. /*ray hits ship but not the hole, so draw ship surface. */
?= hitSphere(ship, x, y); b1= !.z1; b2= !.z2 /*? is boolean, "true" indicates ray hits the sphere.*/
/*$BG: if 1, its background; if zero, it's foreground.*/
if \? then $bg= 1 /*ray lands in blank space, so draw the background. */
else do; ?= hitSphere(hole, x, y); s1= !.z1; s2= !.z2
if \? then $pos= 1 /*ray hits ship but not the hole, so draw ship surface. */
else if s1>b1 then $pos=1 /*ray hits both, but ship front surface is closer. */
else if s2>b2 then $bg=1 1 /*ship surface is inside hole, so show the background. */
else if s2>b1 then $neg=1 /*hole back surface is inside ship; the only place a ··· */
else $pos=1 /*························· a hole surface will be shown.*/
end
select
when $bg then do; @= @' '; iterate j; end /*append a blank character to the line to be displayed. */
when $pos then vec_= v3(x-shipX y-shipY b1-shipZ)
when $neg then vec_= v3(holeX-x holeY-y holeZ-s2)
end /*select*/
 
b=1 +min(shadingL, max(0, trunc((1 - (dot.(sun, v3(vec_))**k + ambient)) * shadingL)))
@=@ || shades.b /*B : the ray's intensity│brightness*/
end /*j*/ /* [↑] build a line for the sphere.*/
 
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end /*i*/ /* [↑] show all lines for sphere. */
return</lang>
{{out|output|text=&nbsp; when using the internal default input:}}
'''output'''
<pre>
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