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<H1><A ID="SECTION00420000000000000000"> The World Object</A> </H1>

<P> ! Writing a input file is principally a matter of defining a special aggregate object, the World object, ! which is a list of the objects in the scene. When writing a input file, all objects that are instantiated outside of object-definition blocks are added to the World object; you need not (nor should you) define the World object explicitly in the input file. *************** *** 67,73 **** group of one or more metaballs. Each metaball is defined by its position p, radius <EM>r</EM>, and strength <EM>st</EM>. ! For now, see the source code for more explicit documentation. There is no inverse mapping method for blobs.

<P> <BR> <IMG STYLE="height: 2.38ex; vertical-align: 176.40ex; " SRC="img3.png" ALT="
\begin{defprim}{box}{\evec{corner1} \evec{corner2}}
--- 67,77 ----
group of one...
...y
its position \evec{p}, radius {\em r}, and strength {\em st}.
\end{defprim}
"> <BR> ! The metaballs affect each other according to a superimposed ! density distribution: ! <P><!– MATH

!F(x, y, z) = $\displaystyle \sum_{{i=0}}^{n}$bie-di - T = 0!

–> </P> <DIV ALIGN="CENTER"> !<I>F</I>(<I>x</I>, <I>y</I>, <I>z</I>) = <IMG STYLE="height: 2.17ex; vertical-align: 174.16ex; " SRC="img4.png" ALT=" $\displaystyle \sum_{{{i=0}}}^{{n}}$"><I>b</I><SUB>i</SUB><I>e</I><SUP>-d<SUB>i</SUB></SUP> - <I>T</I> = 0! </DIV><P></P> There is no inverse mapping method for blobs.

<P> boxcorner1 corner2 *************** *** 132,143 **** <BR> <IMG STYLE="height: 6.50ex; vertical-align: 172.01ex; " SRC="img5.png" ALT="
\begin{defprim}{poly}{\evec{p1} \evec{p2} \evec{p3} [\evec{p4} \ldots ]}
Create....
.....er of
vertices in a polygon is limited only by available memory.
\end{defprim}
"> <BR> Inverse mapping for arbitrary polygons is problematical. ! ! punts and equate <I>u</I> with the <I>x</I> coordinate of the point of intersection, and <I>v</I> with the <I>y</I> coordinate.

<P> heightfield<EM>file</EM> &mdash; 136,147 &mdash;- <BR> <IMG STYLE="height: 2.38ex; vertical-align: 176.27ex; " SRC="img6.png" ALT="
\begin{defprim}{poly}{\evec{p1} \evec{p2} \evec{p3} [\evec{p4} \ldots ]}
Create....
.....er of
vertices in a polygon is limited only by available memory.
\end{defprim}
"> <BR> Inverse mapping for arbitrary polygons is problematical. ! ! punts and equates <I>u</I> with the <I>x</I> coordinate of the point of intersection, and <I>v</I> with the <I>y</I> coordinate.

<P> heightfield<EM>file</EM> *************** *** 254,269 **** first given object minus the space where the second intersected the first.

<P> ! <BR><HR> <!–Table of Child-Links–> <A ID="CHILD_LINKS"><STRONG>Subsections</STRONG></A>

<UL> <LI><A NAME="tex2html49" HREF="node13_ct.html" TARGET="contents"><SMALL>CSG in Rayshade</SMALL></A> <LI><A NAME="tex2html50" HREF="node14_mn.html" TARGET="main"><SMALL>CSG in </SMALL></A> <LI><A NAME="tex2html51" HREF="node15_mn.html" TARGET="main"><SMALL>Potential CSG Problems</SMALL></A> <LI><A NAME="tex2html52" HREF="node16_mn.html" TARGET="main"><SMALL>Potential CSG Problems</SMALL></A> </UL> <!–End of Table of Child-Links–>

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