Page Curl Effect...

Blitz3D Forums/Blitz3D Programming/Page Curl Effect...

Thanks, Stevie G. This is what I've been working on since I posted earlier. Can't get it to look quite right, there's a sharp fold that appears when the page bends.

Graphics3D 800,600,0,2
SetBuffer BackBuffer()

Global Camera,Light,Pivot,Mesh,Temp

Camera	= CreateCamera()
Light	= CreateLight()
Pivot	= CreatePivot()

MoveEntity Pivot,-5,0,0
TurnEntity Light,45,45,0
MoveEntity Camera,-5,15,-15
PointEntity Camera,Pivot

Temp = CreateQuad (10,10,10,0)
Mesh = CreateQuad (10,10,10,Pivot)

EntityFX Mesh,16

While Not KeyDown (1)
Cls

If EntityRoll (Pivot) < 179

	TurnEntity Pivot,0,0,1

	If EntityRoll (Pivot) < 60

		Curl (Mesh,1)

	EndIf
	
	If EntityRoll (Pivot) > 120

		Curl (Mesh,-1)

	EndIf

EndIf

If KeyDown (57) Then WireFrame True Else WireFrame False

If MouseHit (1)

	FreeEntity Mesh
	RotateEntity Pivot,0,0,0
	Mesh = CreateQuad (10,10,10,Pivot)
	EntityFX Mesh,16
	
EndIf

UpdateWorld
RenderWorld

Text 0,00," Space: Wireframe"
Text 0,10,"LMouse: Restart"

Flip
Wend
End

Function CreateQuad (W#,D#,Seg,Parent)

Local X,Z,V,V0,V1,V2,V3

Local Mesh		= CreateMesh()
Local Surf		= CreateSurface (Mesh)
Local HW#		= W/2.0
Local HD#		= D/2.0
Local DX# 		= 0.0
Local DZ# 		= 0.0
	
For X = 0 To Seg

	DX = X/Float(Seg)

	For Z = 0 To Seg

		DZ	= Z/Float(Seg)
		V	= AddVertex (Surf,DX*W-HW,0.0,DZ*D-HD,DX,DZ)
		
		VertexNormal (Surf,V,0,1,0)

	Next

Next

For X = 0 To Seg-1

	For Z = 0 To Seg-1

		V0 = X*(Seg+1)+Z
		V1 = X*(Seg+1)+Z+1
		V2 = (X+1)*(Seg+1)+Z+1
		V3 = (X+1)*(Seg+1)+Z
		
		AddTriangle (Surf,V0,V1,V2)
		AddTriangle (Surf,V0,V2,V3)

	Next

Next	

EntityParent Mesh,Parent
Return Mesh

End Function

Function Curl (Mesh,Dir)

Local Surface,A,Index,I#,Add#,NewX#,NewY#,NewZ#

For A = 1 To CountSurfaces (Mesh)

	Surface = GetSurface (Mesh,A)

		For Index = 0 To CountVertices (Surface)-1
		
			I		= I+1.8
			Add		= Sin (I)*0.05*Dir
			NewX	= VertexX(Surface,Index)
			NewY	= Add*VertexNY(Surface,Index)+VertexY(Surface,Index)
			NewZ	= VertexZ(Surface,Index)
			
			If Index <= 10
			
				NewX	= VertexX (Surface,Index)
				NewY	= VertexY (Surface,Index)
				NewZ	= VertexZ (Surface,Index)
			
			EndIf
			
			VertexCoords Surface,Index,NewX,NewY,NewZ
		
		Next
	
Next

End Function