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Task/Death-Star/REXX/death-star.rexx
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54
Task/Death-Star/REXX/death-star.rexx
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/*REXX program displays a sphere with another sphere subtracted where it's superimposed.*/
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call deathStar 2, .5, v3('-50 30 50')
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exit /*stick a fork in it, we're all done. */
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/*──────────────────────────────────────────────────────────────────────────────────────*/
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dot: #=0; do j=1 for words(x); #=# + word(x,j)*word(y,j); end; return #
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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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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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v3: procedure; parse arg a b c; #=sqrt(a**2 + b**2 + c**2); return a/# b/# c/#
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/*──────────────────────────────────────────────────────────────────────────────────────*/
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sqrt: procedure; parse arg x; if x=0 then return 0; d=digits(); h= d+6; numeric digits
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m.=9; numeric form; parse value format(x,2,1,,0) 'E0' with g 'E' _ .; g=g*.5'e'_%2
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do j=0 while h>9; m.j= h; h= h % 2 + 1; end /*j*/
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do k=j+5 to 0 by -1; numeric digits m.k; g= (g +x/g)* .5; end /*k*/; return g
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/*──────────────────────────────────────────────────────────────────────────────────────*/
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hitSphere: procedure expose !.; parse arg xx yy zz r,x0,y0; z= r*r -(x0-xx)**2-(y0-yy)**2
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if z<0 then return 0; _= sqrt(z); !.z1= zz - _; !.z2= zz + _; return 1
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/*──────────────────────────────────────────────────────────────────────────────────────*/
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deathStar: procedure; parse arg k,ambient,sun /* [↓] display the deathstar to screen*/
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parse var sun s1 s2 s3 /*identify the light source coördinates*/
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if 5=="f5"x then shading= '.:!*oe&#%@' /*dithering chars for an EBCDIC machine*/
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else shading= '·:!ºoe@░▒▓' /* " " " " ASCII " */
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shadingL= length(shading) /*the number of dithering characters. */
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shades.= ' '; do i=1 for shadingL; shades.i= substr(shading, i, 1)
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end /*i*/
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ship= 20 20 0 20 ; parse var ship shipX shipY shipZ shipR
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hole= ' 1 1 -6 20' ; parse var hole holeX holeY holeZ .
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do i=floor(shipY-shipR ) to ceil(shipY+shipR )+1; y= i +.5; @= /*@ is a single line of the deathstar to be displayed.*/
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do j=floor(shipX-shipR*2) to ceil(shipX+shipR*2)+1; !.= 0
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x=.5 * (j-shipX+1) + shipX; $bg= 0; $pos= 0; $neg= 0 /*$BG, $POS, and $NEG are boolean values. */
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?= hitSphere(ship, x, y); b1= !.z1; b2= !.z2 /*? is boolean, "true" indicates ray hits the sphere.*/
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/*$BG: if 1, its background; if zero, it's foreground.*/
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if \? then $bg= 1 /*ray lands in blank space, so draw the background. */
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else do; ?= hitSphere(hole, x, y); s1= !.z1; s2= !.z2
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if \? then $pos= 1 /*ray hits ship but not the hole, so draw ship surface. */
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else if s1>b1 then $pos=1 /*ray hits both, but ship front surface is closer. */
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else if s2>b2 then $bg= 1 /*ship surface is inside hole, so show the background. */
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else if s2>b1 then $neg=1 /*hole back surface is inside ship; the only place ··· */
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else $pos=1 /*························ a hole surface will be shown.*/
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end
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select
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when $bg then do; @= @' '; iterate j; end /*append a blank character to the line to be displayed. */
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when $pos then vec_= v3(x-shipX y-shipY b1-shipZ)
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when $neg then vec_= v3(holeX-x holeY-y holeZ-s2)
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end /*select*/
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b=1 +min(shadingL, max(0, trunc((1 - (dot.(sun, v3(vec_))**k + ambient)) * shadingL)))
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@=@ || shades.b /*B: the ray's intensity│brightness*/
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end /*j*/ /* [↑] build a line for the sphere.*/
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if @\='' then say strip(@, 'T') /*strip trailing blanks from line. */
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end /*i*/ /* [↑] show all lines for sphere. */
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return
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