Indicator · Pine Script v5 · On the chart

3D Engine

by regalouisei· code credited to peacefulLizard50262

This indicator draws a projected three-dimensional mesh on the price chart.

View on GitHub

GitHub stars2on the repository
Pine versionv5runs as is
Lines of code884
Settings21inputs
LicenceNone statedfile: MPL-2.0
Last update8 months ago25 Feb 2026

Add It to Your TradingView Chart

  1. 1Copy the scriptPress Copy script above, or the copy button on the code below.
  2. 2Open the Pine EditorOpen a TradingView chart and choose Pine Editor at the bottom of the screen.
  3. 3Paste over the templateCreate a new indicator, select all of the template text and paste. Press Save and give it a name.
  4. 4Add it to the chartPress Add to chart, then adjust the settings with the gear icon next to its name.

Source Code

884 lines of Pine Script v5 from pinescript/editors_picks/3d-engine-overlay.pine, published under MPL-2.0 (file header). Keep the author's credit and licence lines when you reuse it.

3d-engine-overlay.pine
// This source code is subject to the terms of the Mozilla Public License 2.0 at https://mozilla.org/MPL/2.0/
// © peacefulLizard50262
//USE 1W TIME FRAME OR GREATER
//@version=5
indicator("3D Engine", max_bars_back = 5000, max_lines_count = 500, overlay = true)


scale_factor = open

type vector2
    float x
    float y

type vector3
    float x
    float y
    float z

type vector4
    float x
    float y
    float z
    float w

type face
    int v1
    int v2
    int v3

type mesh
    array<vector4> v
    array<face> f

type mesh2d
    array<vector2> v
    array<face> f

type location
    vector3 position
    vector3 theta
    vector3 scale

type object
    mesh m
    location l

type poly4
    float x1
    float x2
    float y1
    float y2

type polyg
    poly4 l1 
    poly4 l2
    poly4 l3

type camera
    vector3 pos //position
    vector3 tar //target
    float fov //field of view
    vector2 ar //aspect ratio
    vector2 vd //view distance

type mat4
    float m11 = 1
    float m12 = 0
    float m13 = 0
    float m14 = 0
    float m21 = 0
    float m22 = 1
    float m23 = 0
    float m24 = 0
    float m31 = 0
    float m32 = 0
    float m33 = 1
    float m34 = 0
    float m41 = 0
    float m42 = 0
    float m43 = 0
    float m44 = 1

mat4_multiply(a, b) =>
    mat4.new(
     a.m11 * b.m11 + a.m12 * b.m21 + a.m13 * b.m31 + a.m14 * b.m41,
     a.m11 * b.m12 + a.m12 * b.m22 + a.m13 * b.m32 + a.m14 * b.m42,
     a.m11 * b.m13 + a.m12 * b.m23 + a.m13 * b.m33 + a.m14 * b.m43,
     a.m11 * b.m14 + a.m12 * b.m24 + a.m13 * b.m34 + a.m14 * b.m44,
     a.m21 * b.m11 + a.m22 * b.m21 + a.m23 * b.m31 + a.m24 * b.m41,
     a.m21 * b.m12 + a.m22 * b.m22 + a.m23 * b.m32 + a.m24 * b.m42,
     a.m21 * b.m13 + a.m22 * b.m23 + a.m23 * b.m33 + a.m24 * b.m43,
     a.m21 * b.m14 + a.m22 * b.m24 + a.m23 * b.m34 + a.m24 * b.m44,
     a.m31 * b.m11 + a.m32 * b.m21 + a.m33 * b.m31 + a.m34 * b.m41,
     a.m31 * b.m12 + a.m32 * b.m22 + a.m33 * b.m32 + a.m34 * b.m42,
     a.m31 * b.m13 + a.m32 * b.m23 + a.m33 * b.m33 + a.m34 * b.m43,
     a.m31 * b.m14 + a.m32 * b.m24 + a.m33 * b.m34 + a.m34 * b.m44,
     a.m41 * b.m11 + a.m42 * b.m21 + a.m43 * b.m31 + a.m44 * b.m41,
     a.m41 * b.m12 + a.m42 * b.m22 + a.m43 * b.m32 + a.m44 * b.m42,
     a.m41 * b.m13 + a.m42 * b.m23 + a.m43 * b.m33 + a.m44 * b.m43,
     a.m41 * b.m14 + a.m42 * b.m24 + a.m43 * b.m34 + a.m44 * b.m44
     )

mat4_multiply_vec4(mtx, vector) =>
    x = mtx.m11 * vector.x + mtx.m21 * vector.y + mtx.m31 * vector.z + mtx.m41 * vector.w
    y = mtx.m12 * vector.x + mtx.m22 * vector.y + mtx.m32 * vector.z + mtx.m42 * vector.w
    z = mtx.m13 * vector.x + mtx.m23 * vector.y + mtx.m33 * vector.z + mtx.m43 * vector.w
    w = mtx.m14 * vector.x + mtx.m24 * vector.y + mtx.m34 * vector.z + mtx.m44 * vector.w
    vector4.new(x, y, z, w)

mat4_scale(mtx, scale_vector) =>
    _m11 = mtx.m11 * scale_vector.x
    _m12 = mtx.m12 * scale_vector.x
    _m13 = mtx.m13 * scale_vector.x
    _m14 = mtx.m14 * scale_vector.x
    
    _m21 = mtx.m21 * scale_vector.y
    _m22 = mtx.m22 * scale_vector.y
    _m23 = mtx.m23 * scale_vector.y
    _m24 = mtx.m24 * scale_vector.y
    
    _m31 = mtx.m31 * scale_vector.z
    _m32 = mtx.m32 * scale_vector.z
    _m33 = mtx.m33 * scale_vector.z
    _m34 = mtx.m34 * scale_vector.z
    
    _m41 = mtx.m41
    _m42 = mtx.m42
    _m43 = mtx.m43
    _m44 = mtx.m44
    
    mat4.new(_m11, _m12, _m13, _m14, _m21, _m22, _m23, _m24, _m31, _m32, _m33, _m34, _m41, _m42, _m43, _m44)

mat4_translate(mtx, translation_vector) =>
    _m11 = mtx.m11
    _m12 = mtx.m12
    _m13 = mtx.m13
    _m14 = mtx.m14
    
    _m21 = mtx.m21
    _m22 = mtx.m22
    _m23 = mtx.m23
    _m24 = mtx.m24
    
    _m31 = mtx.m31
    _m32 = mtx.m32
    _m33 = mtx.m33
    _m34 = mtx.m34
    
    _m41 = mtx.m11 * translation_vector.x + mtx.m21 * translation_vector.y + mtx.m31 * translation_vector.z + mtx.m41
    _m42 = mtx.m12 * translation_vector.x + mtx.m22 * translation_vector.y + mtx.m32 * translation_vector.z + mtx.m42
    _m43 = mtx.m13 * translation_vector.x + mtx.m23 * translation_vector.y + mtx.m33 * translation_vector.z + mtx.m43
    _m44 = mtx.m14 * translation_vector.x + mtx.m24 * translation_vector.y + mtx.m34 * translation_vector.z + mtx.m44
    
    mat4.new(_m11, _m12, _m13, _m14, _m21, _m22, _m23, _m24, _m31, _m32, _m33, _m34, _m41, _m42, _m43, _m44)

rot_x(angle) =>
    c = math.cos(angle)
    s = math.sin(angle)
    mat4.new(
     1, 0, 0, 0,
     0, c, -s, 0,
     0, s, c, 0,
     0, 0, 0, 1
     )

rot_y(angle) =>
    c = math.cos(angle)
    s = math.sin(angle)
    mat4.new(
     c, 0, s, 0,
     0, 1, 0, 0,
     -s, 0, c, 0,
     0, 0, 0, 1
     )

rot_z(angle) =>
    c = math.cos(angle)
    s = math.sin(angle)
    mat4.new(
     c, -s, 0, 0,
     s, c, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1
     )


create_transformation_matrix(position, rotation, scale) =>
    translation_matrix = mat4_translate(mat4.new(), position)
    rotation_matrix_x = rot_x(rotation.x)
    rotation_matrix_y = rot_y(rotation.y)
    rotation_matrix_z = rot_z(rotation.z)
    scale_matrix = mat4_scale(mat4.new(), scale)
    
    _transformation_matrix_1 = mat4_multiply(rotation_matrix_x, rotation_matrix_y)
    _transformation_matrix_2 = mat4_multiply(_transformation_matrix_1, rotation_matrix_z)
    _transformation_matrix_3 = mat4_multiply(_transformation_matrix_2, scale_matrix)
    transformation_matrix = mat4_multiply(_transformation_matrix_3, translation_matrix)
    transformation_matrix

radians(degree)=>
    degree * math.pi/180

ema(source)=>
    var float ema = 0.0
    var int count = 0
    count := nz(count[1]) + 1
    ema := (1.0 - 2.0 / (count + 1.0)) * nz(ema[1]) + 2.0 / (count + 1.0) * source
    ema    

perspective_transform(mesh msh, cam, obj_y_offset, true_range) =>
    transformed_vertices = array.new<vector2>(array.size(msh.v))
    minY = 1.7976931348623157e+308 
    maxY = -1.7976931348623157e+308
    fov_scale = math.tan(radians(cam.fov) / 2) * 2

    for i = 0 to array.size(msh.v) - 1
        aspect_ratio = cam.ar.x/cam.ar.y
        vertex_position = array.get(msh.v, i)
        cam_to_vertex = vector3.new(vertex_position.x - cam.pos.x, vertex_position.y - cam.pos.y, vertex_position.z - cam.pos.z)
        z = cam_to_vertex.z

        x = (cam_to_vertex.x / true_range * 5) / (z * aspect_ratio * fov_scale)
        y = (cam_to_vertex.y * true_range * 5) / (z * aspect_ratio * fov_scale)

        minY := math.min(minY, y)
        maxY := math.max(maxY, y)

        array.set(transformed_vertices, i, vector2.new(x, y))

    centerY = (minY + maxY) / 2
    for i = 0 to array.size(transformed_vertices) - 1
        vertex = array.get(transformed_vertices, i)
        array.set(transformed_vertices, i, vector2.new(vertex.x, vertex.y - centerY + obj_y_offset * syminfo.mintick * 1000))

    mesh2d.new(transformed_vertices, msh.f)

apply_transformation_matrix(vertex, matrix) =>
    vec4 = mat4_multiply_vec4(matrix, vertex)
    vec4

transform_mesh(mesh_obj, transformation_matrix) =>
    new_vertex_list = array.new<vector4>(array.size(mesh_obj.v))
    for i = 0 to array.size(mesh_obj.v) - 1
        old_vertex = array.get(mesh_obj.v, i)
        new_vertex = apply_transformation_matrix(old_vertex, transformation_matrix)
        array.set(new_vertex_list, i, new_vertex)
    mesh.new(new_vertex_list, mesh_obj.f)

process_object(obj, cam, true_range) =>
    transformation_matrix = create_transformation_matrix(obj.l.position, obj.l.theta, obj.l.scale)
    transformed_mesh = transform_mesh(obj.m, transformation_matrix)
    perspective_transform(transformed_mesh, cam, obj.l.position.y, true_range)

size(scene)=>
    size = 0
    for i = 0 to array.size(scene) - 1
        obj = array.get(scene, i)
        size += array.size(obj.f)
    size

make_poly(scene, poly_count)=>
    var poly_list = array.new<polyg>(poly_count)
    array.clear(poly_list)
    for i = 0 to array.size(scene) - 1
        poly = array.new<polyg>(array.size(array.get(scene, i).f))
        obj = array.get(scene, i)
        obj_v = obj.v
        for j = 0 to array.size(obj.f) - 1
            v1 = array.get(obj.f, j).v1
            v2 = array.get(obj.f, j).v2
            v3 = array.get(obj.f, j).v3
            array.set(poly, j, polyg.new(
             poly4.new(
             array.get(obj_v, v1).x, 
             array.get(obj_v, v2).x, 
             array.get(obj_v, v1).y, 
             array.get(obj_v, v2).y), 
             poly4.new(
             array.get(obj_v, v2).x, 
             array.get(obj_v, v3).x, 
             array.get(obj_v, v2).y, 
             array.get(obj_v, v3).y), 
             poly4.new(
             array.get(obj_v, v3).x, 
             array.get(obj_v, v1).x, 
             array.get(obj_v, v3).y, 
             array.get(obj_v, v1).y)))
        for k = 0 to array.size(poly) - 1
            array.push(poly_list, array.get(poly, k))
    poly_list

process_scene(scn, cam, true_range)=>
    new_scn = array.new<mesh2d>(array.size(scn))
    for i = 0 to array.size(scn) - 1
        new_object = process_object(array.get(scn, i), cam, true_range)
        array.set(new_scn, i, new_object)
    poly_count = size(new_scn)
    make_poly(new_scn, poly_count)

render(scene_list, Camera, offset, offxet_y)=>
    true_range = ema(high-low)
    lines = array.new<line>(500)
    time_quanta = (time[1] - last_bar_time)
    left = chart.left_visible_bar_time
    right = chart.right_visible_bar_time
    center = time + offset//(right + left)/2
    ratio = (open/(true_range/2)) / 32
    if barstate.islast
        scene_lines = process_scene(scene_list, Camera, true_range)
        for i = 0 to array.size(scene_lines) - 1
            poly = array.get(scene_lines, i)
            array.push(lines, line.new(int(center + time_quanta * poly.l1.x1 * scale_factor / ratio), poly.l1.y1 + open + offxet_y, int(center + time_quanta * poly.l1.x2 * scale_factor / ratio), poly.l1.y2 + open + offxet_y, xloc.bar_time))
            array.push(lines, line.new(int(center + time_quanta * poly.l2.x1 * scale_factor / ratio), poly.l2.y1 + open + offxet_y, int(center + time_quanta * poly.l2.x2 * scale_factor / ratio), poly.l2.y2 + open + offxet_y, xloc.bar_time))
            array.push(lines, line.new(int(center + time_quanta * poly.l3.x1 * scale_factor / ratio), poly.l3.y1 + open + offxet_y, int(center + time_quanta * poly.l3.x2 * scale_factor / ratio), poly.l3.y2 + open + offxet_y, xloc.bar_time))
    if barstate.isconfirmed
        for i = 0 to array.size(lines) - 1
            line.delete(array.get(lines, i))

pin_vertex_list = array.from(
 vector4.new(0, 0.5, 0, 1),              //0 a

 vector4.new( 0.0802,  0.3417,  0.0000, 1),  //1 b 
 vector4.new( 0.0567,  0.3417, -0.0567, 1),  //2 c 
 vector4.new( 0.0000,  0.3417, -0.0802, 1),  //3 d 
 vector4.new(-0.0567,  0.3417, -0.0567, 1), //4 e 
 vector4.new(-0.0802,  0.3417,  0.0000, 1),  //5 f 
 vector4.new(-0.0567,  0.3417,  0.0567, 1),  //6 g 
 vector4.new( 0.0000,  0.3417,  0.0802, 1),  //7 h 
 vector4.new( 0.0567,  0.3417,  0.0567, 1),  //8 i 

 vector4.new( 0.0599,  0.1667,  0.0000, 1),  //9 j
 vector4.new( 0.0424,  0.1667, -0.0424, 1),  //10 k 
 vector4.new( 0.0000,  0.1667, -0.0599, 1),  //11 l
 vector4.new(-0.0424,  0.1667, -0.0424, 1),  //12 m 
 vector4.new(-0.0599,  0.1667,  0.0000, 1),  //13 n
 vector4.new(-0.0424,  0.1667,  0.0424, 1),  //14 o 
 vector4.new( 0.0000,  0.1667,  0.0599, 1),  //15 p
 vector4.new( 0.0424,  0.1667,  0.0424, 1),  //16 q

 vector4.new( 0.1589, -0.2000,  0.0000, 1), //17 r
 vector4.new( 0.1124, -0.2000, -0.1124, 1), //18 s 
 vector4.new( 0.0000, -0.2000, -0.1589, 1), //19 t
 vector4.new(-0.1124, -0.2000, -0.1124, 1), //20 u 
 vector4.new(-0.1589, -0.2000,  0.0000, 1), //21 v
 vector4.new(-0.1124, -0.2000,  0.1124, 1), //22 w
 vector4.new( 0.0000, -0.2000,  0.1589, 1), //23 z
 vector4.new( 0.1124, -0.2000,  0.1124, 1), //24 a1

 vector4.new( 0.0677, -0.5000,  0.0000, 1), //25 b1
 vector4.new( 0.0479, -0.5000, -0.0479, 1), //26 c1
 vector4.new( 0.0000, -0.5000, -0.0677, 1), //27 d1
 vector4.new(-0.0479, -0.5000, -0.0479, 1), //28 e1
 vector4.new(-0.0677, -0.5000,  0.0000, 1), //29 f1
 vector4.new(-0.0479, -0.5000,  0.0479, 1), //30 g1
 vector4.new( 0.0000, -0.5000,  0.0677, 1), //31 h1
 vector4.new( 0.0479, -0.5000,  0.0479, 1), //32 i1
 
 vector4.new(0, -0.5, 0, 1)                 //33 h1
 )

pin_face_list = array.from(
 face.new(0, 1, 2), //0
 face.new(0, 2, 3), //1
 face.new(0, 3, 4), //2
 face.new(0, 4, 5), //3
 face.new(0, 5, 6), //4
 face.new(0, 6, 7), //5
 face.new(0, 7, 8), //6
 face.new(0, 1, 8), //7
 face.new(1, 2, 9), //8
 face.new(2, 9, 10), //9
 face.new(2, 10, 11), //10
 face.new(2, 3, 11), //11
 face.new(3, 4, 11), //12
 face.new(4, 11, 12), //13
 face.new(4, 12, 13), //14
 face.new(4, 5, 13), //15
 face.new(5, 6, 13), //16
 face.new(6, 13, 14), //17
 face.new(6, 14, 15), //18
 face.new(6, 7, 15), //19
 face.new(7, 8, 15), //20
 face.new(8, 15, 16), //21
 face.new(8, 9, 16), //22
 face.new(1, 8, 9), //23
 face.new(9, 17, 18), //24
 face.new(9, 10, 18), //25
 face.new(10, 11, 18), //26
 face.new(11, 18, 19), //27
 face.new(11, 19, 20), //28
 face.new(11, 12, 20), //29
 face.new(12, 13, 20), //30
 face.new(13, 20, 21), //31
 face.new(13, 21, 22), //32
 face.new(13, 14, 22), //33
 face.new(14, 15, 22), //34
 face.new(15, 22, 23), //35
 face.new(15, 23, 24), //36
 face.new(15, 16, 24), //37
 face.new(9, 16, 24), //38
 face.new(9, 17, 24), //39
 face.new(17, 18, 25), //40
 face.new(17, 24, 25), //41 
 face.new(18, 25, 26), //42
 face.new(18, 26, 27), //43
 face.new(18, 19, 27), //44
 face.new(19, 20, 27), //45
 face.new(20, 27, 28), //46
 face.new(20, 28, 29), //47
 face.new(20, 21, 29), //48
 face.new(21, 22, 29), //49
 face.new(22, 29, 30), //50
 face.new(22, 30, 31), //51
 face.new(22, 23, 31), //52
 face.new(23, 24, 31), //53
 face.new(24, 31, 32), //54
 face.new(24, 25, 32), //55
 face.new(25, 26, 33), //56
 face.new(26, 27, 33), //57
 face.new(27, 28, 33), //58
 face.new(28, 29, 33), //59
 face.new(29, 30, 33), //60
 face.new(30, 31, 33), //61
 face.new(31, 32, 33), //62
 face.new(25, 32, 33)  //63
 )

ball_vertex_list = array.from(
 vector4.new(0.0, -0.5, 0.0, 1),
 vector4.new(0.0, 0.5, 0.0, 1),
 vector4.new(0.17026233930306509, 0.3535533905932738, 0.3535533905932738, 1),
 vector4.new(0.24078730940376433, 3.061616997868383e-17, 0.5, 1),
 vector4.new(0.1702623393030651, -0.35355339059327373, 0.3535533905932738, 1),
 vector4.new(0.3825760036952101, 0.3535533905932738, 0.08732047630169361, 1),
 vector4.new(0.5410441730642656, 3.061616997868383e-17, 0.12348980185873357, 1),
 vector4.new(0.38257600369521017, -0.35355339059327373, 0.08732047630169362, 1),
 vector4.new(0.3068021341766003, 0.3535533905932738, -0.24466653765816737, 1),
 vector4.new(0.4338837391175582, 3.061616997868383e-17, -0.34601073581504793, 1),
 vector4.new(0.3068021341766003, -0.35355339059327373, -0.2446665376581674, 1),
 vector4.new(4.805693554381959e-17, 0.3535533905932738, -0.3924146584735999, 1),
 vector4.new(6.796277001215932e-17, 3.061616997868383e-17, -0.5549581320873712, 1),
 vector4.new(4.8056935543819596e-17, -0.35355339059327373, -0.39241465847359996, 1),
 vector4.new(-0.3068021341766002, 0.3535533905932738, -0.24466653765816745, 1),
 vector4.new(-0.43388373911755806, 3.061616997868383e-17, -0.34601073581504804, 1),
 vector4.new(-0.30680213417660024, -0.35355339059327373, -0.2446665376581675, 1),
 vector4.new(-0.3825760036952101, 0.3535533905932738, 0.08732047630169353, 1),
 vector4.new(-0.5410441730642656, 3.061616997868383e-17, 0.12348980185873344, 1),
 vector4.new(-0.38257600369521017, -0.35355339059327373, 0.08732047630169354, 1),
 vector4.new(-0.17026233930306517, 0.3535533905932738, 0.35355339059327373, 1),
 vector4.new(-0.24078730940376444, 3.061616997868383e-17, 0.49999999999999994, 1),
 vector4.new(-0.1702623393030652, -0.35355339059327373, 0.3535533905932738, 1)
 )

ball_face_list = array.from(
 face.new(2, 5, 1),
 face.new(2, 3, 6),
 face.new(3, 4, 7),
 face.new(7, 4, 0),
 face.new(5, 8, 1),
 face.new(5, 6, 9),
 face.new(6, 7, 10),
 face.new(10, 7, 0),
 face.new(8, 11, 1),
 face.new(8, 9, 12),
 face.new(9, 10, 13),
 face.new(13, 10, 0),
 face.new(11, 14, 1),
 face.new(11, 12, 15),
 face.new(12, 13, 16),
 face.new(16, 13, 0),
 face.new(14, 17, 1),
 face.new(14, 15, 18),
 face.new(15, 16, 19),
 face.new(19, 16, 0),
 face.new(17, 20, 1),
 face.new(17, 18, 21),
 face.new(18, 19, 22),
 face.new(22, 19, 0),
 face.new(20, 2, 1),
 face.new(20, 21, 3),
 face.new(21, 22, 4),
 face.new(4, 22, 0)
 )

Arwing_vertex_list = array.from(
 vector4.new(-0.157674, 0.658789, 0.636509, 1),
 vector4.new(0.157282, 1.19168, -0.64882, 1),
 vector4.new(-0.157674, 1.19168, -0.64882, 1),
 vector4.new(0.157282, 0.658789, 0.63651, 1),
 vector4.new(0.354133, 0.7358, -0.273302, 1),
 vector4.new(-0.354524, 0.7358, -0.273302, 1),
 vector4.new(-1.22067, 0.477053, -0.584587, 1),
 vector4.new(-0.866336, 0.089177, -0.448857, 1),
 vector4.new(-1.88996, -0.0307165, -0.482857, 1),
 vector4.new(-0.630116, 0.4804, -0.506169, 1),
 vector4.new(-0.354524, 0.00868859, -0.484527, 1),
 vector4.new(-0.000195773, 0.11069, -0.844209, 1),
 vector4.new(-0.000195815, 0.244741, -0.495345, 1),
 vector4.new(0.629724, 0.4804, -0.506169, 1),
 vector4.new(-0.000195811, 0.75586, -0.518657, 1),
 vector4.new(-0.000195624, 0.804545, -2.0578, 1),
 vector4.new(-0.354524, 0.727271, -0.280933, 1),
 vector4.new(-0.157282, 0.687595, 0.588189, 1),
 vector4.new(0.157677, 0.687601, 0.587795, 1),
 vector4.new(0.000197441, 0.687598, 3.18898, 1),
 vector4.new(-0.275391, 0.517739, 2.05394, 1),
 vector4.new(-0.157283, 0.321096, 2.06269, 1),
 vector4.new(-0.354133, 0.0121655, 0.460955, 1),
 vector4.new(-0.550983, 0.167731, 0.414467, 1),
 vector4.new(-0.866335, 1.4049, -1.84841, 1),
 vector4.new(-1.22027, 0.167731, 0.414467, 1),
 vector4.new(-0.865944, 0.237261, 1.9486, 1),
 vector4.new(0.354133, 0.0086955, -0.484921, 1),
 vector4.new(0.865944, 0.089177, -0.448856, 1),
 vector4.new(1.22027, 0.47706, -0.58498, 1),
 vector4.new(0.865944, 1.40491, -1.8488, 1),
 vector4.new(0.550985, 0.167731, 0.414467, 1),
 vector4.new(0.866338, 0.237268, 1.94821, 1),
 vector4.new(1.22067, 0.167731, 0.414467, 1),
 vector4.new(0.354527, 0.0121655, 0.460955, 1),
 vector4.new(-0.078541, 0.16012, 1.99135, 1),
 vector4.new(0.0789372, 0.16012, 1.99135, 1),
 vector4.new(0.157676, 0.321096, 2.06269, 1),
 vector4.new(0.275787, 0.517739, 2.05394, 1),
 vector4.new(0.354133, 0.727271, -0.280933, 1),
 vector4.new(0.157282, 1.22255, -0.658122, 1),
 vector4.new(-0.157674, 1.22255, -0.658122, 1),
 vector4.new(1.88957, -0.0307096, -0.48325, 1),
 vector4.new(0.846655, -0.240109, 0.117496, 1),
 vector4.new(1.20098, -0.161432, 1.84828, 1),
 vector4.new(1.51555, -0.240109, 0.117496, 1),
 vector4.new(1.20059, -0.643821, -0.10065, 1),
 vector4.new(1.20059, -0.3005, -1.2196, 1),
 vector4.new(1.12185, 0.173013, -0.334768, 1),
 vector4.new(1.23996, -0.220274, -0.316868, 1),
 vector4.new(1.12185, -0.220274, -0.316868, 1),
 vector4.new(1.23996, 0.173013, -0.334768, 1),
 vector4.new(1.23996, 0.190914, 0.0585201, 1),
 vector4.new(1.23996, -0.191557, 0.312473, 1),
 vector4.new(1.12185, -0.191557, 0.312473, 1),
 vector4.new(1.12185, 0.190914, 0.0585201, 1),
 vector4.new(0.839568, -0.0834101, -1.2717, 1),
 vector4.new(1.36988, 0.0463139, -0.945355, 1),
 vector4.new(1.06595, -0.450375, -1.94557, 1),
 vector4.new(1.36791, -0.0698241, -0.924162, 1),
 vector4.new(1.49232, -0.406907, -1.66287, 1),
 vector4.new(1.4935, -0.329482, -1.67687, 1),
 vector4.new(0.845866, -0.09343, -1.28408, 1),
 vector4.new(1.37894, -0.0812873, -0.944052, 1),
 vector4.new(1.06476, -0.45752, -1.94215, 1),
 vector4.new(1.35413, -0.152573, -0.898446, 1),
 vector4.new(1.50098, -0.495096, -1.66363, 1),
 vector4.new(1.50256, -0.417671, -1.67763, 1),
 vector4.new(1.35768, 0.0308721, -0.962951, 1),
 vector4.new(1.80413, 0.130054, -0.153211, 1),
 vector4.new(1.49705, -0.342761, -1.68301, 1),
 vector4.new(1.33996, 0.425713, -0.553593, 1),
 vector4.new(0.901772, 0.303041, -0.832956, 1),
 vector4.new(1.33366, 0.0773056, -0.49041, 1),
 vector4.new(1.35413, -0.162688, -0.927762, 1),
 vector4.new(1.02618, -0.0772801, -1.14992, 1),
 vector4.new(1.49429, -0.498002, -1.65502, 1),
 vector4.new(1.09232, -0.458329, -1.91854, 1),
 vector4.new(1.37343, -0.52054, -2.23267, 1),
 vector4.new(1.60768, -0.519131, -2.20075, 1),
 vector4.new(1.76791, -0.457576, -1.62517, 1),
 vector4.new(1.89075, -0.636746, -1.9386, 1),
 vector4.new(1.7624, -0.742832, -3.63325, 1),
 vector4.new(-1.51594, -0.239722, 0.117897, 1),
 vector4.new(-1.20059, -0.161432, 1.84828, 1),
 vector4.new(-0.846652, -0.239722, 0.117897, 1),
 vector4.new(-1.20098, -0.643828, -0.100256, 1),
 vector4.new(-1.20098, -0.3005, -1.2196, 1),
 vector4.new(-1.24035, 0.173006, -0.334375, 1),
 vector4.new(-1.12224, -0.220281, -0.316475, 1),
 vector4.new(-1.24035, -0.220281, -0.316475, 1),
 vector4.new(-1.12224, 0.173006, -0.334375, 1),
 vector4.new(-1.12224, 0.190907, 0.0589135, 1),
 vector4.new(-1.12224, -0.191557, 0.312473, 1),
 vector4.new(-1.24035, 0.190907, 0.0589135, 1),
 vector4.new(-1.24035, -0.191557, 0.312473, 1),
 vector4.new(-1.50295, -0.417284, -1.67723, 1),
 vector4.new(-1.37894, -0.0812942, -0.943658, 1),
 vector4.new(-0.845863, -0.0934369, -1.28369, 1),
 vector4.new(-1.35453, -0.152972, -0.89806, 1),
 vector4.new(-1.06476, -0.45752, -1.94215, 1),
 vector4.new(-1.50138, -0.494709, -1.66323, 1),
 vector4.new(-1.49389, -0.329489, -1.67648, 1),
 vector4.new(-1.37027, 0.046307, -0.944961, 1),
 vector4.new(-0.839565, -0.083417, -1.27131, 1),
 vector4.new(-1.36791, -0.0698241, -0.924163, 1),
 vector4.new(-1.06634, -0.450382, -1.94518, 1),
 vector4.new(-1.49232, -0.406914, -1.66248, 1),
 vector4.new(-1.80452, 0.130047, -0.152818, 1),
 vector4.new(-1.49704, -0.342768, -1.68262, 1),
 vector4.new(-1.76791, -0.457583, -1.62478, 1),
 vector4.new(-1.35807, 0.0308721, -0.962952, 1),
 vector4.new(-1.33996, 0.425713, -0.553593, 1),
 vector4.new(-1.33366, 0.0772987, -0.490016, 1),
 vector4.new(-1.35453, -0.162688, -0.927762, 1),
 vector4.new(-1.49429, -0.498009, -1.65463, 1),
 vector4.new(-1.89114, -0.636746, -1.9386, 1),
 vector4.new(-1.37382, -0.520547, -2.23228, 1),
 vector4.new(-1.76279, -0.742839, -3.63285, 1),
 vector4.new(-1.60767, -0.519131, -2.20075, 1),
 vector4.new(-1.09271, -0.458329, -1.91854, 1),
 vector4.new(-1.02618, -0.077287, -1.14953, 1),
 vector4.new(-0.90177, 0.303041, -0.832956, 1)
 )

Arwing_face_list = array.from(
 face.new(0, 1, 2),
 face.new(0, 3, 1),
 face.new(3, 4, 1),
 face.new(0, 2, 5),
 face.new(6, 7, 8),
 face.new(9, 7, 6),
 face.new(9, 10, 7),
 face.new(9, 11, 10),
 face.new(9, 12, 11),
 face.new(9, 13, 12),
 face.new(13, 9, 14),
 face.new(9, 15, 14),
 face.new(9, 16, 15),
 face.new(17, 16, 9),
 face.new(16, 17, 18),
 face.new(17, 19, 18),
 face.new(20, 19, 17),
 face.new(19, 20, 21),
 face.new(21, 20, 9),
 face.new(9, 20, 17),
 face.new(21, 9, 22),
 face.new(9, 23, 22),
 face.new(23, 9, 24),
 face.new(6, 24, 9),
 face.new(25, 24, 6),
 face.new(26, 24, 25),
 face.new(26, 23, 24),
 face.new(25, 23, 26),
 face.new(25, 7, 23),
 face.new(8, 7, 25),
 face.new(8, 25, 6),
 face.new(7, 22, 23),
 face.new(7, 10, 22),
 face.new(10, 27, 22),
 face.new(10, 11, 27),
 face.new(13, 27, 11),
 face.new(13, 28, 27),
 face.new(13, 29, 28),
 face.new(13, 30, 29),
 face.new(31, 30, 13),
 face.new(32, 30, 31),
 face.new(32, 33, 30),
 face.new(31, 33, 32),
 face.new(31, 28, 33),
 face.new(34, 28, 31),
 face.new(27, 28, 34),
 face.new(22, 27, 34),
 face.new(22, 34, 35),
 face.new(35, 34, 36),
 face.new(37, 36, 34),
 face.new(37, 35, 36),
 face.new(35, 37, 21),
 face.new(21, 37, 19),
 face.new(19, 37, 38),
 face.new(37, 13, 38),
 face.new(37, 34, 13),
 face.new(34, 31, 13),
 face.new(18, 38, 13),
 face.new(19, 38, 18),
 face.new(18, 13, 39),
 face.new(15, 39, 13),
 face.new(39, 15, 40),
 face.new(41, 40, 15),
 face.new(40, 41, 16),
 face.new(16, 41, 15),
 face.new(40, 16, 39),
 face.new(16, 18, 39),
 face.new(15, 13, 14),
 face.new(21, 22, 35),
 face.new(28, 42, 33),
 face.new(29, 42, 28),
 face.new(29, 33, 42),
 face.new(33, 29, 30),
 face.new(12, 13, 11),
 face.new(43, 44, 45),
 face.new(43, 46, 44),
 face.new(43, 47, 46),
 face.new(43, 45, 47),
 face.new(45, 46, 47),
 face.new(44, 46, 45),
 face.new(48, 49, 50),
 face.new(49, 48, 51),
 face.new(52, 49, 51),
 face.new(53, 49, 52),
 face.new(52, 54, 53),
 face.new(54, 52, 55),
 face.new(54, 55, 48),
 face.new(54, 48, 50),
 face.new(56, 57, 58),
 face.new(57, 56, 59),
 face.new(56, 60, 59),
 face.new(56, 58, 60),
 face.new(61, 60, 58),
 face.new(58, 57, 61),
 face.new(62, 63, 64),
 face.new(63, 62, 65),
 face.new(62, 66, 65),
 face.new(62, 64, 66),
 face.new(67, 66, 64),
 face.new(64, 63, 67),
 face.new(68, 69, 70),
 face.new(69, 68, 71),
 face.new(72, 71, 68),
 face.new(71, 72, 73),
 face.new(72, 74, 73),
 face.new(72, 75, 74),
 face.new(72, 68, 75),
 face.new(68, 74, 75),
 face.new(74, 68, 70),
 face.new(74, 70, 76),
 face.new(70, 77, 76),
 face.new(77, 70, 78),
 face.new(78, 70, 79),
 face.new(70, 80, 79),
 face.new(70, 69, 80),
 face.new(74, 80, 69),
 face.new(74, 76, 80),
 face.new(76, 81, 80),
 face.new(78, 81, 76),
 face.new(78, 82, 81),
 face.new(78, 79, 82),
 face.new(79, 81, 82),
 face.new(79, 80, 81),
 face.new(77, 78, 76),
 face.new(73, 74, 69),
 face.new(71, 73, 69),
 face.new(83, 84, 85),
 face.new(84, 83, 86),
 face.new(83, 87, 86),
 face.new(83, 85, 87),
 face.new(85, 86, 87),
 face.new(86, 85, 84),
 face.new(88, 89, 90),
 face.new(89, 88, 91),
 face.new(92, 89, 91),
 face.new(93, 89, 92),
 face.new(94, 93, 92),
 face.new(93, 94, 95),
 face.new(95, 94, 88),
 face.new(95, 88, 90),
 face.new(96, 97, 98),
 face.new(97, 99, 98),
 face.new(99, 100, 98),
 face.new(101, 100, 99),
 face.new(96, 100, 101),
 face.new(96, 98, 100),
 face.new(102, 103, 104),
 face.new(103, 105, 104),
 face.new(105, 106, 104),
 face.new(107, 106, 105),
 face.new(102, 106, 107),
 face.new(102, 104, 106),
 face.new(108, 109, 110),
 face.new(108, 111, 109),
 face.new(108, 112, 111),
 face.new(112, 108, 113),
 face.new(108, 114, 113),
 face.new(108, 110, 114),
 face.new(110, 115, 114),
 face.new(116, 115, 110),
 face.new(116, 117, 115),
 face.new(116, 118, 117),
 face.new(116, 119, 118),
 face.new(116, 110, 119),
 face.new(110, 109, 119),
 face.new(119, 109, 117),
 face.new(109, 120, 117),
 face.new(109, 115, 120),
 face.new(111, 115, 109),
 face.new(114, 115, 111),
 face.new(111, 121, 114),
 face.new(122, 121, 111),
 face.new(114, 121, 122),
 face.new(114, 122, 113),
 face.new(112, 113, 122),
 face.new(111, 112, 122),
 face.new(115, 117, 120),
 face.new(118, 119, 117)
 )

list = input.string("Ball", "3D Scene", ["Pin", "Ball", "Arwing", "Pin and Ball"])

offset_x = input.int(0, "offset x") * (time-time[1])
offset_y = input.float(0, "offset y")
object_x = input.float(0)
object_y = input.float(0)
object_z = input.float(0)

object_theta_x = input.float(0)
object_theta_y = input.float(0)
object_theta_z = input.float(0)
  
object_scale_x = input.float(0.5)
object_scale_y = input.float(0.5)
object_scale_z = input.float(0.5)

x_pos = input.float(0)
y_pos = input.float(0)
z_pos = input.float(-2)

x_look = input.float(0)
y_look = input.float(0)
z_look = input.float(0)

fov = input.float(45)

near = input.float(0.1)
far = input.float(20)

Camera = camera.new(vector3.new(x_pos, y_pos, z_pos), vector3.new(x_look, y_look, z_look), fov, vector2.new(1, 1), vector2.new(near, far))

pin_mesh = mesh.new(pin_vertex_list, pin_face_list)
ball_mesh = mesh.new(ball_vertex_list, ball_face_list)
arwing_mesh = mesh.new(Arwing_vertex_list, Arwing_face_list)

pin = object.new(pin_mesh, location.new(vector3.new(object_x, object_y, object_z), vector3.new(object_theta_x, object_theta_y, object_theta_z), vector3.new(object_scale_x, object_scale_y, object_scale_z)))
pin_offset = object.new(pin_mesh, location.new(vector3.new(object_x + 1, object_y, object_z), vector3.new(object_theta_x, object_theta_y, object_theta_z), vector3.new(object_scale_x, object_scale_y, object_scale_z)))
ball = object.new(ball_mesh, location.new(vector3.new(object_x, object_y, object_z), vector3.new(object_theta_x, object_theta_y, object_theta_z), vector3.new(object_scale_x, object_scale_y, object_scale_z)))
arwing = object.new(arwing_mesh, location.new(vector3.new(object_x, object_y, object_z), vector3.new(object_theta_x, object_theta_y, object_theta_z), vector3.new(object_scale_x, object_scale_y, object_scale_z)))

pin_scene = array.from(pin)
ball_scene = array.from(ball)
arwing_scene = array.from(arwing)
pin_ball_scene = array.from(pin_offset, ball)

scene_list = switch list
    "Pin" => pin_scene
    "Ball" => ball_scene
    "Arwing" => arwing_scene
    "Pin and Ball" => pin_ball_scene
    
render(scene_list, Camera, offset_x, offset_y)

// plot(ratio)
//python program to convert .obj files into 3D files for the engine
// def parse_obj(file_path):
//     vertices = []
//     faces = []

//     with open(file_path, 'r') as file:
//         for line in file:
//             if line.startswith('v '):
//                 coords = list(map(float, line[2:].split()))
//                 vertices.append(coords)
//             elif line.startswith('f '):
//                 indices = [int(s.split('/')[0]) - 1 for s in line[2:].split()]
//                 faces.append(indices)

//     return vertices, faces

// def convert_to_custom_format(vertices, faces, vertex_var_name, face_var_name):
//     vertex_lines = [f"vector4.new({v[0]}, {v[1]}, {v[2]}, 1)," for v in vertices]
//     vertex_data = f"{vertex_var_name} = array.from(\n " + "\n ".join(vertex_lines) + "\n)"

//     face_lines = [f"face.new({f[0]}, {f[1]}, {f[2]})," for f in faces]
//     face_data = f"{face_var_name} = array.from(\n " + "\n ".join(face_lines) + "\n)"

//     return vertex_data + "\n\n" + face_data

// def main():
//     input_obj_file = "C:/object.obj"
//     output_custom_file = "C:/object.txt"
//     vertex_var_name = "object_vertex_list"
//     face_var_name = "object_face_list"

//     vertices, faces = parse_obj(input_obj_file)
//     custom_data = convert_to_custom_format(vertices, faces, vertex_var_name, face_var_name)

//     with open(output_custom_file, 'w') as output_file:
//         output_file.write(custom_data)

// if __name__ == "__main__":
//     main()

Overview

3D Engine builds vector, face, mesh, camera and 4x4 matrix types, then applies scale, rotation and view transforms before projecting the scene with a field of view and near and far planes. Inputs choose a scene such as Ball and change object position, rotation, scale, camera look, and chart offsets. A header comment asks for the weekly timeframe or higher. It does not generate trade signals or exits.

Details

Published by

regalouisei on GitHub

Code credit

peacefulLizard50262, as written in the script's header

Draws

On the price chart

Markets

Any symbol

Timeframes

H4 and above

Risk Notes

No repainting, lookahead or stacked entries were found in its code or README. That says nothing about how well it works: test it first.

Settings

The inputs you can change from the gear icon on the chart. Defaults are the author's.

SettingTypeDefaultVariable
3D ScenestringBalllist
offset xint0offset_x
offset yfloat0offset_y
object_xfloat0object_x
object_yfloat0object_y
object_zfloat0object_z
object_theta_xfloat0object_theta_x
object_theta_yfloat0object_theta_y
object_theta_zfloat0object_theta_z
object_scale_xfloat0.5object_scale_x
object_scale_yfloat0.5object_scale_y
object_scale_zfloat0.5object_scale_z
Show all 21 settings
SettingTypeDefaultVariable
x_posfloat0x_pos
y_posfloat0y_pos
z_posfloat-2z_pos
x_lookfloat0x_look
y_lookfloat0y_look
z_lookfloat0z_look
fovfloat45fov
nearfloat0.1near
farfloat20far
Third-party code. ForexR did not write, test or endorse this script, and the summary above was generated automatically from its code and README. Indicators describe the past, and a strategy's backtest can look better than live trading, especially when a script repaints. Check it in the Strategy Tester and on a demo account before you rely on it.

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