Drawline standard Minib3d
BlitzMax Forums/MiniB3D Module/Drawline standard Minib3d| 
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| How can I draw a line in a 3d environment, using standard MiniB3D? EDIT: Also, when dragging objects, clicking on the upper region will not begin to drag the object, why? EDIT2:When changing the resolution to 800, 600 (how it was in the original blitz3d source) the dragging issue if fixed, but i still cant figure out why. EDIT3:Apparently using rotateentity, moveentity, positionentity etc, moves all of its children with it, so I solved that issue, but I still don't know how to draw lines in 3d. converted this from blitz3d, 
Import sidesign.minib3d
Graphics3D 1024, 768
cam = CreateCamera ()
CameraRange cam, 0.1, 1000
light = CreateLight ()
MoveEntity light, -50, 25, -10
PointEntity light, cam
point = CreateSphere ()
EntityColor point, 255, 0, 0
PositionEntity point, 1, -4, 15
EntityPickMode point, 2
cube = CreateCube ()
ScaleMesh cube, 0.5, 0.5, 0.5
EntityColor cube, 255, 255, 0
PositionEntity cube, 5, 2, 5
EntityPickMode cube, 2
cone = CreateCone ()
ScaleMesh cone, 0.75, 0.75, 0.75
EntityColor cone, 0, 255, 0
PositionEntity cone, -5, -2, 10
EntityPickMode cone, 2
MoveMouse GraphicsWidth () / 2, GraphicsHeight () / 2
'HidePointer
Repeat
	If picked = False
		If KeyDown (KEY_A) TurnEntity cam, 0, 1, 0, 1
		If KeyDown (KEY_D) TurnEntity cam, 0, -1, 0, 1
		If KeyDown (KEY_E) TurnEntity cam, 1, 0, 0
		If KeyDown (KEY_Q) TurnEntity cam, -1, 0, 0
		If KeyDown (KEY_W) MoveEntity cam, 0, 0, 0.1
		If KeyDown (KEY_S) MoveEntity cam, 0, 0, -0.1
	Else
		If KeyDown (KEY_Z) MoveEntity picked, 0, 0, 0.1
		If KeyDown (KEY_X) MoveEntity picked, 0, 0, -0.1
	EndIf
	
	mx = MouseX ()
	my = MouseY ()
	If MouseDown (1)
		If picked = False
			picked = CameraPick (cam, mx, my)
			If picked
				CameraProject cam, EntityX(picked, 1), EntityY(picked, 1), EntityZ(picked, 1)
				MoveMouse ProjectedX(), ProjectedY()
			EndIf
		Else
			PositionEntityFrom2D (cam, picked, mx, my)
		EndIf
	Else
		picked = False
	EndIf
	
	UpdateWorld
	RenderWorld
	If picked
		If EntityVisible (picked, cam)
			'Color 255, 255, 255
		Else
			'Color 127, 127, 127
		EndIf
		TriMesh cam, picked
	EndIf
	
	' Draw crosshair...
	'SetColor 0, 0, 0; Line mx - 4, my, mx + 4, my; Line mx, my - 4, mx, my + 4
	'SetColor 255, 255, 255; Line mx - 5, my - 1, mx + 3, my - 1; Line mx - 1, my - 5, mx - 1, my + 3
	Text 20, 20, "Move using cursors and A/Z"
	Text 20, 40, "Click/drag objects with mouse plus A & Z to alter objects' z depth..."
	Flip
	
Until KeyHit (KEY_ESCAPE)
End
Function PositionEntityFrom2D (usecam, entity, x2d#, y2d#, positionGlobal = 0, camZoom# = 1)
	gw = GraphicsWidth ()
	gh = GraphicsHeight ()
	x# = -((gw / 2) - x2d)
	y# = (gh / 2) - y2d
	parent = GetParent (entity)
	EntityParent entity, usecam
	z3d# = Abs (EntityZ (entity))
	div# = (gw / (2 / camzoom)) / z3d
	PositionEntity entity, x / div, y / div, z3d, positionGlobal
	EntityParent entity, parent
End Function
Function GlobalizeVertex (mesh, surface, index)
	vx# = VertexX (surface, index)
	vy# = VertexY (surface, index)
	vz# = VertexZ (surface, index)
	TFormPoint (vx, vy, vz, mesh, 0)
End Function
Function VertexGlobalX# ()
	Return TFormedX ()
End Function
Function VertexGlobalY# ()
	Return TFormedY ()
End Function
Function VertexGlobalZ# ()
	Return TFormedZ ()
End Function
Function VertexProject (usecam, mesh, surface, index)
	GlobalizeVertex (mesh, surface, index)
	CameraProject usecam, VertexGlobalX (), VertexGlobalY (), VertexGlobalZ ()
End Function
Function VertexScreenX ()
	Return ProjectedX ()
End Function
Function VertexScreenY ()
	Return ProjectedY ()
End Function
' Made possible thanks To SSwift And http;//www.sbdev.pwp.blueyonder.co.uk/tut4.htm !
Function TriMesh (usecam, mesh)
	If EntityInView (mesh, usecam)
		For s = 1 To CountSurfaces (mesh)
			surf = GetSurface (mesh, s)
			' Parse each triangle in mesh...
			
			For t = 0 To CountTriangles (surf) - 1
				' Get triangle's vertice positions... presumably these are
				' in anti-clockwise order (since it appears To work ;)
				v0 = TriangleVertex (surf, t, 0)
				v1 = TriangleVertex (surf, t, 1)
				v2 = TriangleVertex (surf, t, 2)
				
				If BackFacing (surf, v0, v1, v2, mesh, usecam)
					' Get 2D position For each point of triangle...
					VertexProject (usecam, mesh, surf, v0)
					vx0 = VertexScreenX ()
					vy0 = VertexScreenY ()
					VertexProject (usecam, mesh, surf, v1)
					vx1 = VertexScreenX ()
					vy1 = VertexScreenY ()
					VertexProject (usecam, mesh, surf, v2)
					vx2 = VertexScreenX ()
					vy2 = VertexScreenY ()
					' Draw triangle...
					DrawLine vx0, vy0, vx1, vy1
					DrawLine vx1, vy1, vx2, vy2
					DrawLine vx2, vy2, vx0, vy0	
				EndIf
				
			Next
		Next
	EndIf
End Function
Function BackFacing (surf, v0, v1, v2, mesh, camera)
    'vertex position
    x0# = VertexX (surf, v0); y0# = VertexY (surf, v0); z0# = VertexZ (surf, v0)
    x1# = VertexX (surf, v1); y1# = VertexY (surf, v1); z1# = VertexZ (surf, v1)
    x2# = VertexX (surf, v2); y2# = VertexY (surf, v2); z2# = VertexZ (surf, v2)
    
    'deltas
    dx1# = x1 - x0; dy1# = y1 - y0; dz1# = z1 - z0
    dx2# = x2 - x0; dy2# = y2 - y0; dz2# = z2 - z0
    'cross product
    cx# = dy1 * dz2 - dy2 * dz1
    cy# = dz1 * dx2 - dz2 * dx1
    cz# = dx1 * dy2 - dx2 * dy1
    
    'normalize...
    sz# = Sqr (cx * cx + cy * cy + cz * cz)
    cx = cx / sz; cy = cy / sz; cz = cz / sz
    
    'plane offset
    dt# = -(cx * x0 + cy * y0 + cz * z0)
    
    'tranform eye To mesh coords
    TFormPoint 0, 0, 0, camera, mesh
    
    Return TFormedX () * cx + TFormedY () * cy + TFormedZ () * cz + dt > 0
    
End Function
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| You might want to try doing it with a mesh with one triangle.  Just set it to a solid color brush and use the starting or ending coordinate twice in the definition of the three points. |