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Inside Macintosh: 3D Graphics Programming With QuickDraw 3D /


Chapter 4 - Geometric Objects

This chapter describes the QuickDraw 3D geometric objects and the functions you can use to manipulate them. Geometric objects form the basis of any three-dimensional model, so you need to know how to define (and perhaps also create and dispose of) geometric objects to render any image. QuickDraw 3D provides a rich set of geometric primitive objects, which you can group, copy, illuminate, texture, or otherwise modify as desired.

To use this chapter, you should already be familiar with the QuickDraw 3D class hierarchy, described in the chapter "QuickDraw 3D Objects." earlier in this book.

This chapter begins by describing the QuickDraw 3D geometric primitives. Then it shows how to create and manipulate instances of those primitives. The section "Geometric Objects Reference," beginning on page 4-23 provides a complete description of the geometric primitives and the routines you can use to create and manipulate them.

This chapter also provides definitions of the fundamental mathematical objects (points, vectors, matrices, quaternions, and so forth) that are used in defining QuickDraw 3D geometric objects. For routines that you can use to manipulate those basic mathematical objects, see the chapter "QuickDraw 3D Mathematical Utilities." For routines that you can use to group geometric primitive objects into groups or collections, see the chapter "Group Objects" later in this book.


Chapter Contents
About Geometric Objects
Attributes of Geometric Objects
Meshes
NURB Curves and Patches
Surface Parameterizations
Using Geometric Objects
Creating and Deleting Geometric Objects
Creating a Mesh
Traversing a Mesh
Geometric Objects Reference
Data Structures
Points
Rational Points
Polar and Spherical Points
Vectors
Quaternions
Rays
Parametric Points
Tangents
Vertices
Matrices
Bitmaps and Pixel Maps
Areas and Plane Equations
Point Objects
Lines
Polylines
Triangles
Simple Polygons
General Polygons
Boxes
Trigrids
Meshes
NURB Curves
NURB Patches
Markers
Geometric Objects Routines
Managing Geometric Objects
Creating and Editing Points
Creating and Editing Lines
Creating and Editing Polylines
Creating and Editing Triangles
Creating and Editing Simple Polygons
Creating and Editing General Polygons
Creating and Editing Boxes
Creating and Editing Trigrids
Creating and Editing Meshes
Traversing Mesh Components, Vertices, Faces, and Edges
Creating and Editing NURB Curves
Creating and Editing NURB Patches
Creating and Editing Markers
Managing Bitmaps
Summary of Geometric Objects
C Summary
Constants
Data Types
Points
Rational Points
Polar and Spherical Points
Vectors
Quaternions
Rays
Parametric Points
Tangents
Vertices
Matrices
Bitmaps and Pixel Maps
Areas and Plane Equations
Point Objects
Lines
Polylines
Triangles
Simple Polygons
General Polygons
Boxes
Trigrids
Meshes
NURB Curves
NURB Patches
Markers
Geometric Objects Routines
Managing Geometric Objects
Creating and Editing Points
Creating and Editing Lines
Creating and Editing Polylines
Creating and Editing Triangles
Creating and Editing Simple Polygons
Creating and Editing General Polygons
Creating and Editing Boxes
Creating and Editing Trigrids
Creating and Editing Meshes
Traversing Mesh Components, Vertices, Faces, and Edges
Creating and Editing NURB Curves
Creating and Editing NURB Patches
Creating and Editing Markers
Managing Bitmaps
Errors, Warnings, and Notices

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© Apple Computer, Inc.
11 JUL 1996




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