Controls: WASDEQ to move Arrows to look around R to export F to import G to add built-in mesh, which is an obj mesh that can be colored when added O for render options T to add triangle Z to delete last triangle V to delete all (Green flag does not reset objects) X to select obj mesh C to change tool: 0. Move 1. Scale 2. Rotate 3. Change color (press X to cycle through objects getting re-colored) WASDEQ to move/scale/rotate object Space to de-select obj (move around again)
I feel like this is somewhat incomplete. Please comment ideas below! Please use: https://turbowarp.org/1167271695 @Pentahedron also has some neat 3D editors! Inspiration from: One of my cousins Tinkercad taking forever to export some models (BTW this also may have some limits) Built-in model add screen made using 3D shapes found on Canva, and the ball costume from Scratch's editor Built-in models were exported from Tinkercad Engine credits: Uses my Dolphin Engine. Transform point, add 3D triangle, set pen color to RGB, calculate distances, and set p to xyz blocks are by @CodingBio. 3D projection blocks are by @finnagin5. The triangle filler was created by @-Rex-Test- and @Geotale. I looked at @CodingBio's engine to find how to detect points behind camera @ggenije for the binary insertion sort. FPS counter inspired by the one in https://scratch.mit.edu/projects/422631818 by @Howtomakeausername. The rotation functions used are by . I followed 's tutorial for sorting here. Big thanks to . CodingBio's tutorials on 3D really helped me learn about 3D, as well as looking at the code in the last demo in part 5 of the series (This helped with putting some blocks in). Backface culling uses matrices as I found here: https://math.stackexchange.com/questions/1324179/how-to-tell-if-3-connected-points-are-connected-clockwise-or-counter-clockwise The culling is run after the triangle is projected to the screen.