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Task/Death-Star/REXX/death-star.rexx
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Task/Death-Star/REXX/death-star.rexx
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/*REXX program to draw a "deathstar", a sphere with another subtracted. */
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signal on syntax; signal on novalue /*handle REXX program errors. */
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numeric digits 20 /*use a fair amount of precision.*/
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lightSource = norm('-50 30 50')
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call drawSphereM 2, .5, lightSource
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exit /*stick a fork in it, we're done.*/
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/*──────────────────────────────────drawSphereM subroutine──────────────*/
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drawSphereM: procedure; parse arg k,ambient,lightSource
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z1=0; z2=0
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parse var lightSource s1 s2 s3 /*break-apart the light source. */
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shading='·:!ºoe@░▒▓' /*shading chars for ASCI machines*/
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if 1=='f1'x then shading='.:!*oe&#%@' /*shading chars for EBCDIC machs.*/
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shadesLength=length(shading)
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shades.=' '; do i=1 for shadesLength
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shades.i=substr(shading,i,1)
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end /*i*/
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ship= 20 20 0 20 ; parse var ship ship.cx ship.cy ship.cz ship.radius
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hole=' 1 1 -6 20'; parse var hole hole.cx hole.cy hole.cz hole.radius
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do i=floor(ship.cy-ship.radius) to ceil(ship.cy+ship.radius)+1; y=i+.5; aLine=
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do j=trunc(floor(ship.cx - 2*ship.radius) ) to,
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trunc( ceil(ship.cx + 2*ship.radius) +1)
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x=.5*(j-ship.cx) + .5 + ship.cx; !bg=0; !pos=0; !neg=0; z1=0; z2=0
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?=hitSphere(ship, x, y); zb1=z1; zb2=z2
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if \? then !bg=1 /*ray lands in blank space, draw the background. */
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else do
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?=hitsphere(hole, x, y); zs1=z1; zs2=z2
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if \? then !pos=1 /*ray hits ship but not the hole, draw ship surface. */
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else if zs1>zb1 then !pos=1 /*ray hits both, but ship front surface is closer. */
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else if zs2>zb2 then !bg=1 /*ship surface is inside hole, show background. */
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else if zs2>zb1 then !neg=1 /*back surface in hole is inside ship, the only place hole surface will be shown.*/
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else !pos=1
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end
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select
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when !bg then do; aLine=aLine' '; iterate j; end
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when !pos then vec_=V3(x-ship.cx y-ship.cy zb1-ship.cz)
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when !neg then vec_=V3(hole.cx-x hole.cy-y hole.cz-zs2)
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end /*select*/
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nvec=norm(vec_)
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b=dot.(lightSource,nvec)**k + ambient
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intensity=trunc((1-b) * shadesLength)
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intensity=min(shadesLength, max(0, intensity)) + 1
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aLine=aLine || shades.intensity
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end /*j*/
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if aline\='' then say strip(aLine,'T')
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end /*i*/
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return
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/*──────────────────────────────────hitSphere subroutine────────────────*/
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hitSphere: procedure expose z1 z2; parse arg $.cx $.cy $.cz $.radius, x0, y0
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x=x0-$.cx
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y=y0-$.cy
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zsq=$.radius**2 - (x**2 + y**2); if zsq<0 then return 0
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_=sqrt(zsq)
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z1=$.cz-_
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z2=$.cz+_
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return 1
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/*──────────────────────────────────"1-liner" subroutines───────────────*/
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V3: procedure; parse arg v; return norm(v)
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dot.: procedure; parse arg x,y; d=dot(x,y); if d<0 then return -d; return 0
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dot: procedure; parse arg x,y; s=0; do j=1 for words(x); s=s+word(x,j)*word(y,j); end; return s
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err: say; say; say center(' error! ',max(40,linesize()%2),"*"); say; do j=1 for arg(); say arg(j); say; end; say; exit 13
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novalue: syntax: call err 'REXX program' condition('C') "error", condition('D'),'REXX source statement (line' sigl"):",sourceline(sigl)
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ceil: procedure; parse arg x; _=trunc(x); return _ + (x>0) * (x\=_)
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floor: procedure; parse arg x; _=trunc(x); return _ - (x<0) * (x\=_)
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norm: parse arg _1 _2 _3; _=sqrt(_1**2+_2**2+_3**2); return _1/_ _2/_ _3/_
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sqrt: procedure; parse arg x; if x=0 then return 0; return .sqrt(x)/1
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.sqrt: d=digits();numeric digits 11;g=.sqrtG();do j=0 while p>9;m.j=p;p=p%2+1;end;do k=j+5 by -1 to 0;if m.k>11 then numeric digits m.k;g=.5*(g+x/g);end;return g
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.sqrtG: numeric form; m.=11; p=d+d%4+2; v=format(x,2,1,,0) 'E0'; parse var v g 'E' _ .; return g*.5'E'_%2
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