ROTATE.TXT

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;
;     TITLE: 2d rotate text file
;WRITTEN BY: DRAEDEN
;      DATE: 02/13/93
;
;     NOTES: None.
;
;ASSOCIATED FILES:
;
;       BWPRINT.ASM =>  Displays signed and unsigned bytes, words, or
;                    >  double words
;
;       SINCOS.DW   =>  Contains data for the sine and cosine operations
;
;       ROTATE.ASM  =>  The asm file.
;
;       MAKE.BAT    =>  The file that'll put it all together into an .EXE
;
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Rotating a point around (0,0):

    Rotating an object is really easier than it sounds.  There is just a 
simple formula for it, which is:

    Xt = X*COS(φ) - Y*SIN(φ)
    Yt = X*SIN(φ) + Y*COS(φ)

    If you don't think this works, try a few values. For at instance φ = 0°,

    Xt = X*1 - Y*0 = X
    Yt = X*0 + Y*1 = Y

    And at φ = 90°,
    
    Xt = X*0 - Y*1 = -Y
    Yt = X*1 + Y*0 = X

    Both of which work.  Also note that the rotation is counter-clockwise. 
If you wanted it to rotate clockwise in stead, the formula would be:

    Xt = X*COS(φ) + Y*SIN(φ)
    Yt =-X*SIN(φ) + Y*COS(φ)

    Or you could just negate the angle.


    Now, if you wanted to rotate in 3 demensions (I hope this is obvious),
you would need 3 angles which I call Xan, Yan, and Zan.  The formula would
be the same as above, but done 3 times.

    1st, rotate on the X axis
    
    Y = Y*COS(Xan) - Z*SIN(Xan)
    Z = Y*SIN(Xan) + Z*COS(Xan)

    Next, rotate on the Y axis

    X = X*COS(Yan) - Z*SIN(Yan)
    Z = X*SIN(Yan) + Z*COS(Yan)

    And finally, the Z axis

    Xt = X*COS(Zan) - Y*SIN(Zan)
    Yt = X*SIN(Zan) + Y*COS(Zan)

    You should notice that the order in which you rotate the object DOES
matter.  To see the how, grab a disk and rotate it 90° along the X axis,
90° along the Y axis, and then 90° on the Z axis. Now try the rotations in
a different order.  Different results, eh?

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And now an explaination of SINCOS.DW

    SinCos.dw is a file which contians the sine of the 'angles' 0-255.  I
used 256 angles because it is very convienent, and there just happens to 
be a data structure that has a range of 0-255.  It's called a BYTE, denoted
by 'DB'.
    The bit of code (in BASIC) that would generate this sort of chart is:

────────

    FOR i = 0 TO 255
        an = i*2*pi/256
        BYTE = INT( SIN( an )*256 +.5)
        >> Store BYTE in a file <<
    NEXT i

────────

    Modifying the basic rotation formula for our data file would yield:

    Xt = (X*COS(φ) - Y*SIN(φ)) /256
    Yt = (X*SIN(φ) + Y*COS(φ)) /256

    If you know your hexadecimal, you'd realise that dividing by 256 is 
simply a "SAR XXX,8", where XXX is what you're dividing by 256.

    I expanded this into assembler, that not only works, but is very fast. 
To see it, examine the RotateXY procedure.

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BWPRINT.ASM

    This file is just a little utility I put together many many years ago.
Ok, maybe not years, but It seems that long.  I wrote it when I first got a
386.  No more CAVEMAN computer!  Oh well.  The basic functions are:

    PrintByte, PrintWord, and PrintBig. 

    They do this:

    PrintByte: decodes a byte (in AL) and displays it as 3 digits plus a
            an optional sign.  If the carry is clear, it prints it as an
            unsigned integer.  If the carry is set, it prints it signed.
    ────
        EXAMPLE:
            mov     al,-50
            stc
            call    PrintByte
    ────

    PrintWord: decodes and prints a WORD (in AX) in 5 digits.
    ────
        EXAMPLE:
            mov     ax,50000
            clc
            call    PrintWord
    ────
    
    PrintBig:  decodes and prints a DOUBLEWORD (in EAX) in 10 digits. 
                NOTE: PrintBig requires a 386 to use.
    ────
        EXAMPLE:
            mov     eax,-1234567890
            stc
            call    PrintBig

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   Well, that's it for now.  See INFO.VLA for information on contacting us.