

Aspc=1,


/*

A simple coordinate system:  
Offset the XY plane by D and then rotate it alone its x'-axis by some a:
[x]              x'
[y]  =  y' cos a + z' sin a 
[z]     z' cos a - y' sin a + D 

Perspective transformation:
scrn_x = k1 * x / ( k2 + z )
sxrn_y = k1 * y / ( k2 + z )

*/



A0="0",

// Let A1 be our "a", the angle difference from the camera view plane to the spinning plane.
A1="sin( - 3.14 * .4 )",
A2="cos( - 3.14 * .4 )",


A5=".3 + rnd( .3 )",  // Choose a random rotation speed

// Rotation angle for the grid
B0="t * a5",


// Let (C0, C1, mag(s)) be (x', y', z')
C0="cos( 6.2831853 * s + B0 )",   // x'
C1="sin( 6.2831853 * s + B0 )",   // y'
C2=".5 * mag( s )",               // z'



A3="2 + rnd( 2 )",            // This mixes up the perspective distortion
A4="a3 * ( .7 + rnd( .3 ) )",   // This mixes up the total size

C3="     c1 * a2 + c2 * a1",  // y
C4="a3 + c2 * a2 - c3 * a1",  // z


// Now transform them to the camera's cord system
X0=" a4 * c0 / c4",
Y0=" a4 * c3 / c4",

// Beef up them lines!
LWdt="2",


ConB=1,

Vers=100