The World Object

! 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 r, and strength st. ! For now, see the source code for more explicit documentation. There is no inverse mapping method for blobs.


\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}
! The metaballs affect each other according to a superimposed ! density distribution: !

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

There is no inverse mapping method for blobs.

boxcorner1 corner2 *************** *** 132,143 ****
\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}
Inverse mapping for arbitrary polygons is problematical. ! ! punts and equate u with the x coordinate of the point of intersection, and v with the y coordinate.

heightfieldfile — 136,147 —-
\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}
Inverse mapping for arbitrary polygons is problematical. ! ! punts and equates u with the x coordinate of the point of intersection, and v with the y coordinate.

heightfieldfile *************** *** 254,269 **** first given object minus the space where the second intersected the first.

!


Subsections