3D Graphics Programming with QuickDraw 3D 1.5.4
Glossary
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A
-
accelerator
-
See
graphics accelerator.
-
adjoint
-
The transpose of a matrix in which each element has been replaced by its cofactor.
-
adjoint matrix
-
See
adjoint.
-
affine matrix
-
A matrix that specifies an affine transform.
-
affine transform
-
Any arbitrary concatenation of scale, translate, and rotate transforms. An affine transform preserves parallel lines in the objects transformed.
-
aliasing
-
The jagged edges (or staircasing) that result from drawing an image on a raster device such as a computer screen. Compare
antialiasing.
-
alpha channel
-
A color component in some color spaces whose value represents the opacity of the color defined in the other components. Compare
ARGB color structure.
-
ambient coefficient
-
A measure of an object's level of reflection of ambient light.
-
ambient light
-
An amount of light of a specific color that is added to the illumination of all surfaces in a model.
-
ambient reflection coefficient
-
See
ambient coefficient.
-
antialiasing
-
The smoothing of jagged edges on a displayed shape by modifying the transparencies of individual pixels along the shape's edge. Compare
aliasing.
-
antialiasing quality structure
-
A data structure that specifies data for the antialiasing quality. Defined by the
TQ3AntialiasingQuality
data type.
-
API
-
See
application programming interface.
-
application coordinate system
-
See
world coordinate system.
-
application space
-
See
world coordinate system.
-
application programming
-
i
The total set of constants, data structures, routines, and other programming elements that allow developers to use some part of the system software.
-
area
-
A rectangular section of a plane. Defined by the
TQ3Area
data type.
-
ARGB color space
-
A color space whose components measure the intensity of red, green, and blue, together with the opacity (or alpha component) of the color thus defined.
-
ARGB color structure
-
A data structure that contains information about a color and its opacity. Defined by the
TQ3ColorARGB
data type.
-
artifact
-
Any oddity or unwanted feature of a rendered image. Compare
aliasing.
-
aspect ratio
-
The ratio of the width of an image or other rectangular area to its height.
-
aspect ratio camera
-
A type of perspective camera defined in terms of a viewing angle and a horizontal-to-vertical aspect ratio.
-
aspect ratio camera data structure
-
A data structure that contains basic information about an aspect ratio camera. Defined by the
TQ3ViewAngleAspectCameraData
data type.
-
attenuation
-
The loss of light intensity over distance.
-
attribute
-
See
attribute object.
-
attribute metahandler
-
A metahandler that defines methods for handling custom attribute data.
-
attribute object
-
A type of QuickDraw 3D object that determines some of the characteristics of a model, such as the color of objects or parts of objects in the model, the transparency of objects, and so forth. An attribute is of type
TQ3Element
. See also
ambient coefficient, diffuse color, highlight state, normal vector, shading parameterization, specular color, specular reflection exponent, standard surface parameterization, surface shader, surface tangent, transparency color.
-
attribute set
-
A collection of zero or more different attribute types and their associated data.
-
axis
-
See
coordinate axis.
B
-
back clipping plane
-
See
yon plane.
-
backface culling
-
Ignoring backfacing polygons during rendering. Backface culling can reduce the amount of time required to render a model. Compare
hidden surface removal.
-
backfacing polygon
-
Any polygon in a surface whose surface normal points away from a view's camera.
-
backfacing style
-
A type of QuickDraw 3D object that determines whether or not a renderer draws shapes that face away from a scene's camera.
-
background shader
-
A shader that applies an image to the yon (or far) clipping plane of a view. Compare
foreground shader.
-
badge
-
A visual element in a frame of a 3D model displayed by the 3D Viewer that distinguishes the frame from a static image.
-
base class
-
See
parent class.
-
big-endian
-
Data formatting in which each field is addressed by referring to its most significant byte. See also
little-endian.
-
binary file
-
A file object whose data is a stream of raw binary data, the type of which is indicated by object type codes. Compare
text file.
-
bitmap
-
A two-dimensional array of values, each of which represents the state of one pixel
.
Defined by the
TQ3Bitmap
data type. See also
mipmap, pixmap, storage pixmap.
-
bitmap marker
-
A type of marker that uses a bitmap to specify the image that is to be drawn on top of a rendered scene at the specified location. Defined by the
TQ3MarkerData
data type. Compare
pixmap marker.
-
bounding box
-
A rectangular box, aligned with the coordinate axes, that completely encloses an object. Defined by the
TQ3BoundingBox
data type.
-
bounding loop
-
A section of code in which all bounding box or sphere calculation takes place. A bounding loop begins with a call to the
Q3View_StartBoundingBox
(or
Q3View_StartBoundingSphere
) routine and should end when a call to
Q3View_EndBoundingBox
(or
Q3View_EndBoundingSphere
) returns some value other than
kQ3ViewStatusRetraverse
. A bounding loop is a type of submitting loop. See also
picking loop, rendering loop, writing loop.
-
bounding sphere
-
A sphere that completely encloses an object. Defined by the
TQ3BoundingSphere
data type.
-
bounding volume
-
A bounding box or a bounding sphere.
-
bounds
-
See
bounding volume.
-
box
-
A three-dimensional object defined by an origin (that is, a corner of the box) and three vectors that define the edges of the box meeting in that corner. Defined by the
TQ3BoxData
data type.
-
B-spline curve
-
A curve that passes smoothly through a series of control points.
-
B-spline polynomial
-
A parametric equation that defines a B-spline curve.
-
B-spline surface
-
A surface that passes smoothly through a series of control points.
C
-
camera
-
See
camera object.
-
camera coordinate system
-
The coordinate system defined by a view's camera. Also called the
view coordinate system
. Compare
local coordinate system
,
window coordinate system,
world coordinate system
.
-
camera data structure
-
A data structure that contains basic information about a camera. Defined by the
TQ3CameraData
data type.
-
camera location
-
The position, in the world coordinate system, of a camera. Also called the
eye point.
Compare
camera placement structure
.
-
camera object
-
A type of QuickDraw 3D object that you can use to define a point of view, a range of visible objects, and a method of projection for generating a two-dimensional image of those objects from a three-dimensional model. A camera object is an instance of the
TQ3CameraObject
class. See also
aspect ratio camera, orthographic camera, view plane camera.
-
camera placement
-
The location, orientation, and direction of a camera. See also
camera placement structure
.
-
camera placement structure
-
A data structure that contains information about the placement (that is, the location, orientation, and direction) of a camera. Defined by the
TQ3CameraPlacement
data type.
-
camera range
-
The spatial extent that lies between the hither and yon planes of a camera. See also
camera range structure.
-
camera range structure
-
A data structure that contains information about the hither and yon clipping planes for a camera. Defined by the
TQ3CameraRange
data type.
-
camera space
-
See
camera coordinate system.
-
camera vector
-
See
viewing direction.
-
camera viewpoint control
-
A control in the controller strip of a viewer object that, when held down, causes a pop-up menu to appear listing the available cameras. Compare
distance button, move button, rotate button, zoom button.
-
camera view port
-
The rectangular portion of a view plane that is to be mapped onto the area specified by the current draw context.
-
camera view port structure
-
A data structure that contains information about the view port of a camera. Defined by the
TQ3CameraViewPort
data type.
-
cap
-
See
end cap.
-
Cartesian coordinate system
-
A system of assigning planar positions to objects in terms of their distances from two mutually perpendicular lines (the
x
and
y
coordinate axes), or of assigning spatial positions to objects in terms of their distances from three mutually perpendicular lines (the
x,
y,
and
z
coordinate axes). Compare
polar coordinate system, spherical coordinate system.
-
center of projection
-
The point at which the projectors in a perspective projection intersect.
-
child class
-
A class that is immediately below some other class (the parent class) in the QuickDraw 3D class hierarchy. For example, the light class is a child class of the shape class. A child class inherits all of the methods of its parent. Also called a
subclass.
-
clamp
-
For a shader effect, to replicate the boundaries of the effect across the portion of the mapped area that lies outside the valid range 0.0 to 1.0. Compare
wrap.
-
class
-
See
QuickDraw 3D class.
-
class type
-
See
object type.
-
clipping plane
-
Either of the two planes that limit the part of a model that is rendered. See also
hither plane, yon plane.
-
closed
-
Not open. Compare
open.
-
color space
-
A specification of a particular method for representing colors. Compare
RGB color space.
-
complement
-
The set of points that lie outside a given solid object. The complement of the object
A
is represented by the function ¬
A
. Compare
intersection, union.
-
component
-
See
mesh component.
-
concave polygon
-
A polygon with at least one interior angle greater than 180. Compare
convex polygon.
-
cone
-
A three-dimensional object defined by an origin (that is, the center of the base) and three vectors that define the orientation and the major and minor radii of the cone. Defined by the
TQ3ConeData
data type.
-
conic
-
See
conic section.
-
conic section
-
Any two-dimensional curve that is formed by the intersection of a plane with a right circular cone. The most common conic sections are ellipses, circles, parabolas, and hyperbolas. Compare
nonuniform rational B-spline (NURB).
-
connected
-
Said of a pair of mesh vertices if an unbroken path of edges exists linking one vertex to the other. Compare
mesh component.
-
constant shading
-
A method of shading surfaces in which the incident light color and intensity are calculated for a single point on a polygon and then applied to the entire polygon. Compare
Gouraud shading, Phong shading.
-
constant subdivision
-
A method of subdividing smooth curves and surfaces. In this method, the renderer subdivides a curve into some given number of polyline segments and a surface into a certain-sized mesh of polygons. Compare
screen-space subdivision, world-space subdivision.
-
constructive solid geometry (CSG)
-
A way of modeling solid objects constructed from the union, intersection, or difference of other solid objects.
-
container face
-
The face in a mesh that contains a particular contour.
-
contour
-
A list of vertices. In a mesh, a contour specifies a hole in a face. Compare
container face.
-
controller
-
See
controller object.
-
controller channel
-
Any piece of information sent from an application to an input device. Compare
controller value.
-
controller data structure
-
A data structure that contains information about a controller. Defined by the
TQ3ControllerData
data type.
-
controller object
-
A QuickDraw 3D object that represents a 3D pointing device. A controller object is an instance of the
TQ3ControllerObject
class. See also
tracker object.
-
controller state
-
See
controller state object.
-
controller state object
-
A QuickDraw 3D object that represents the current channels and other settings of a controller. A controller state object is an instance of the
TQ3ControllerStateObject
class.
-
controller strip
-
A rectangular area at the bottom of a viewer object that contains one or more controls (usually buttons). Compare
camera viewpoint control, distance button, move button, rotate button, zoom button.
-
controller value
-
Any piece of information sent from an input device to an application. Compare
controller channel.
-
control point
-
A geometric point used to control the curvature of a curve or surface. Compare
knot.
-
convex polygon
-
A polygon whose interior angles are all less than or equal to 180. Compare
concave polygon.
-
coordinate axis
-
A line in a plane or in space that helps to define the position of geometric objects. See also
x
axis,
y
axis,
z
axis.
-
coordinates
-
(1) See
coordinate system.
(2) See
tracker coordinates.
-
coordinate space
-
See
coordinate system.
-
coordinate system
-
Any system of assigning planar or spatial positions to objects. Compare
Cartesian coordinate system, polar coordinate system, spherical coordinate system.
-
corner
-
See
mesh corner.
-
cross product
-
The vector that is perpendicular to two given vectors and whose magnitude is the product of the magnitudes of those two vectors multiplied by the sine of the angle between them. The cross product of the vectors
u
and
v
is denoted
u
v
. Compare
dot product.
-
CSG
-
See
constructive solid geometry.
-
CSG equation
-
A value that encodes which CSG operations are to be performed on a model's CSG objects.
-
CSG object ID
-
A number, attached to an object as an attribute, that identifies an object for CSG operations.
-
C standard I/O library
-
See
standard I/O library.
-
C string object
-
A QuickDraw 3D object that contains a standard C string (that is, an array of characters terminated by the null character).
-
culling
-
See
backface culling.
-
custom
-
Supplied by your application, not by QuickDraw 3D.
-
custom surface parameterization
-
A parameterization of a surface supplied by your application. Compare
natural surface parameterization, standard surface parameterization.
-
cylinder
-
A three-dimensional object defined by an origin (that is, the center of the base) and three mutually perpendicular vectors that define the orientation and the major and minor radii of the cylinder. Defined by the
TQ3CylinderData
data type.
D
-
database file
-
A metafile in which all shared objects contained in the file are listed in the file's table of contents. See also
normal file, stream file.
-
database mode
-
The mode in which a database file is opened. See also
normal mode, stream mode.
-
default surface parameterization
-
See
standard surface parameterization.
-
degrees of freedom (DOF)
-
The number of dimensions that are independently specifiable by a particular input device. For example, a slider or a dial has one degree of freedom; a mouse typically has two degrees of freedom.
-
device coordinate system
-
See
window coordinate system.
-
device space
-
See
window coordinate system.
-
differential scaling
-
A scale transform in which the scaling values
d
x
,
d
y
, and
d
z
are not all identical. Compare
uniform scaling.
-
diffuse coefficient
-
A measure of an object's level of diffuse reflection.
-
diffuse color
-
The color of the light of a diffuse reflection.
-
diffuse reflection
-
The type of reflection that is characteristic of light reflected from a dull, nonshiny surface. Also called
Lambertian reflection.
Compare
specular reflection.
-
diffuse reflection coefficient
-
See
diffuse coefficient.
-
direct draw surface draw
-
c
A data structure that contains information about a direct draw surface draw context. Defined by the
TQ3DDSurfaceDrawContextData
data type.
-
directional light
-
A light source that emits parallel rays of light in a specific direction.
-
directional light data structure
-
A data structure that contains information about a directional light. Defined by the
TQ3DirectionalLightData
data type.
-
dirty state
-
A Boolean value that indicates whether an unknown object is preserved in its original state (
kQ3False
) or should be updated when written back to the file object from which it was originally read (
kQ3True
).
-
disk
-
A two-dimensional surface defined by an origin (that is, the center of the disk) and two vectors that define the major and minor radii of the disk. Defined by the
TQ3DiskData
data type.
-
display group
-
A type of group that contains drawable objects. See also
ordered display group, proxy display group.
-
distance button
-
A button in the controller strip of a viewer object that, when clicked, puts the cursor into trucking mode. Subsequent dragging up or down in the picture area causes the object to move farther away or closer. Compare
camera viewpoint control, move button, rotate button, zoom button.
-
DOF
-
See
degrees of freedom.
-
dot product
-
The floating-point number obtained by multiplying corresponding scalar components of two vectors and then adding together all those products. The dot product of the vectors
u
and
v
is denoted
u
v
. Compare
cross product.
-
drawable flag
-
A group state flag that determines whether a group is to be drawn when it is passed to a view for rendering or picking. Compare
inline flag, picking flag.
-
draw context
-
See
draw context object.
-
draw context coordinate system
-
See
window coordinate system.
-
draw context data structure
-
A data structure that contains basic information about a draw context. Defined by the
TQ3DrawContextData
data type.
-
draw context object
-
A QuickDraw 3D object that maintains information specific to a particular window system or drawing destination. A draw context object is an instance of the
TQ3DrawContextObject
class. See also
Macintosh draw context, pixmap draw context, Windows draw context, X draw context.
-
draw context space
-
See
window coordinate system.
-
drawing completion
-
c
An application-defined function that is called whenever the 3D Viewer has finished drawing any part of a viewer object.
-
drawing destination
-
The window or other output destination for a rendered model.
E
-
edge
-
A straight line that connects two vertices. See also
mesh edge.
-
edge tolerance
-
A measure of how close a point must be to a line for a hit to occur. Compare
vertex tolerance.
-
edit index
-
A long integer associated with a shared object that changes each time the object is edited
.
-
element
-
See
element object.
-
element object
-
Any QuickDraw 3D object that can be part of a set. An element object is an instance of the
TQ3ElementObject
class.
-
elevation projection
-
A type of orthographic projection in which the view plane is perpendicular to one of the principal axes of the object being projected. See also
front elevation projection, side elevation projection, top elevation projection.
Compare
isometric projection.
-
ellipse
-
A two-dimensional curve defined by an origin (that is, the center of the ellipse) and two perpendicular vectors that define the major and minor radii of the ellipse. Defined by the
TQ3EllipseData
data type.
-
ellipsoid
-
A three-dimensional object defined by an origin (that is, the center of the ellipsoid) and three mutually perpendicular vectors that define the orientation and the major and minor radii of the ellipsoid. Defined by the
TQ3EllipsoidData
data type.
-
end cap
-
The delimiting boundary of some QuickDraw 3D geometric objects (for instance, the oval top or bottom of a cylinder). Compare
interior cap.
-
error
-
A nonrecoverable condition that causes the currently executing QuickDraw 3D routine to fail. See also
fatal error, notice, warning.
-
Error Manager
-
The part of QuickDraw 3D that you can use to handle any errors or other exceptional conditions that occur during the execution of QuickDraw 3D routines.
-
even-odd rule
-
A method of determining which planar areas defined by an arbitrary list of vertices are inside a polygon. To determine whether a particular bounded region is inside or outside a polygon, shoot a ray from any point in that region in any direction that does not intersect any vertex. If the ray cuts an odd number of edges, that region is inside the polygon; if the ray cuts an even number of edges, that region is outside the polygon.
-
eye point
-
See
camera location.
F
-
face
-
A closed figure that forms part of the surface of an object. Usually faces are planar, but mesh faces do not need to be planar. See also
mesh face.
-
face attribute
-
An attribute that defines a characteristic of a polygonal object.
-
face index
-
In a mesh, a unique integer (between 0 the total number of faces in the mesh minus 1) associated with a face. Compare
vertex index.
-
facet
-
See
face.
-
faceted shading
-
See
constant shading.
-
fall-off value
-
A measure of the attenuation of a spot light's intensity from the edge of the hot angle to the edge of the outer angle. See also
hot angle, outer angle
.
-
fan
-
A strip in which all the triangles share a common vertex.
-
far plane
-
See
yon plane.
-
fatal error
-
An error whose effects persist even after the call that caused it has ended.
-
field of view
-
The horizontal or vertical angular expanse visible through a camera. See also
aspect ratio camera.
-
file
-
See
file object.
-
file idle method
-
A callback routine that is called during lengthy file operations. Compare
view idle method.
-
file mode
-
A set of flags that determine which operations can be performed on a piece of storage.
-
file mode flag
-
A value used to construct a file mode.
-
file object
-
A type of QuickDraw 3D object that you can use to access disk- or memory-based data stored in a container. A file object is an instance of the
TQ3FileObject
class. See also
storage object.
-
file status value
-
A value returned by the
Q3File_EndWrite
function that indicates whether QuickDraw 3D has finished writing the model to a file object.
-
fill style
-
A type of QuickDraw 3D object that determines whether an object is drawn as a solid filled object or is decomposed into its components (namely, into a set of edges or points).
-
flat shading
-
See
constant shading.
-
foreground shader
-
A shader that applies an image to the hither (or near) clipping plane of a view. Compare
background shader.
-
frame
-
See
viewer pane.
-
front clipping plane
-
See
hither plane.
-
front elevation projection
-
A type of elevation projection in which the view plane is parallel to the front of the object being projected.
-
frustum
-
A solid figure created by cutting a cone or pyramid with two parallel planes. Compare
view frustum.
-
frustum coordinate system
-
See
camera coordinate system.
-
frustum space
-
See
camera coordinate system.
-
frustum-to-window transform
-
A transform that defines the relationship between a frustum coordinate system and a window coordinate system. Compare
local-to-world transform,
world-to-frustum transform
.
G
-
general polygon
-
A closed plane figure defined by one or more lists of vertices (that is, defined by one or more contours). Defined by the
TQ3GeneralPolygonData
data type. See also
simple polygon
.
-
generic renderer
-
A renderer that you can use solely to collect state information. The generic renderer does not draw any image.
-
geometric object
-
A type of QuickDraw 3D object that describes a particular kind of drawable shape, such as a triangle or a box. A geometric object is an instance of the
TQ3GeometryObject
class. See also
box, cone, cylinder, disk, ellipse, ellipsoid, general polygon, line, marker, mesh, NURB curve, NURB patch, point, polygon, polyhedron, polyline, torus, triangle, trigrid, trimesh.
-
geometric primitive
-
Any of the basic geometric objects defined by QuickDraw 3D.
-
geometry
-
See
geometric object.
-
geometry attribute
-
An attribute that defines a characteristic of a nonpolygonal geometric object.
-
global coordinate system
-
See
world coordinate system.
-
global space
-
See
world coordinate system.
-
Gouraud shading
-
A method of shading surfaces in which the incident light color and intensity are calculated for each vertex of a polygon and then interpolated linearly across the entire polygon. Compare
constant shading, Phong shading.
-
graphics accelerator
-
Any hardware device used by QuickDraw 3D to accelerate rendering.
-
group
-
See
group object.
-
group object
-
A type of QuickDraw 3D object that you can use to collect objects together into hierarchical models. A group object is an instance of the
TQ3GroupObject
class.
-
group position
-
A pointer to a data structure maintained internally by QuickDraw 3D that indicates the position of a group element in the group.
-
group state flag
-
A value that indicates the state of some characteristic of a group.
-
group state value
-
A set of group state flags that determine how a group is traversed during rendering or picking, or during computation of its bounding box or sphere.
H
-
handle storage object
-
A storage object that represents a handle to a dynamically allocated block of RAM.
-
head
-
The hot spot of a 3D cursor. Compare
tail.
-
hidden line removal
-
The process of removing any lines in a model that are hidden by opaque surfaces of objects.
-
hidden surface removal
-
The process of removing any surfaces in a model that are hidden by opaque surfaces of objects. Compare
backface culling.
-
hierarchy
-
See
QuickDraw 3D class hierarchy
.
-
highlight state
-
An attribute having data of type
TQ3Boolean
that determines whether a highlight style overrides the material attributes of an object (
kQ3True
) or not.
-
highlight style
-
A type of QuickDraw 3D object that determines the material attributes of a geometric object (or a group of geometric objects) that override the normal attributes of the object (or group of objects).
-
high-order bit
-
See
most significant bit.
-
hit
-
An object in a model that is close enough to the pick geometry. See also
hit list.
-
hit data structure
-
A data structure that contains information about a hit. Defined by the
TQ3HitData
data type.
-
hither plane
-
The clipping plane closest to the camera.
-
hit information mask
-
A value that indicates the type of information you want returned for the items in a hit list.
-
hit list
-
A list of all objects in a model that are close to the pick geometry.
-
hit list sorting value
-
A value that determines the kind of sorting that is to be done on a hit list.
-
hit path structure
-
A data structure that contains information about the path through a model hierarchy to a specific picked object. Defined by the
TQ3HitPath
data type.
-
hit testing
-
See
picking.
-
hot angle
-
The half-angle (specified in radians) from the center of a spot light's cone of light within which the light remains at constant full intensity. See also
fall-off value, outer angle
.
I
-
identity matrix
-
Any
n
n
square matrix with elements
a
ij
such that
a
ij
= 1 if
i
=
j
and
a
ij
= 0 otherwise. Compare
inverse.
-
idle method
-
See
file idle method, view idle method.
-
illumination shader
-
A shader that determines the effects of the view's group of lights on the objects in a model. Compare
Lambert illumination shader, Phong illumination shader.
-
image
-
The two-dimensional product of rendering.
-
image plane structure
-
A data structure that contains information about an image plane. Defined by the
TQ3ImagePlane
data type.
-
immediate mode
-
A mode of defining and rendering a model in which the application maintains the only copy of the model data. See also
retained mode.
-
immediate object
-
An object that is rendered in immediate mode. See also
retained object.
-
indexed vertex
-
A three-dimensional vertex specified by its index into an array of three-dimensional points. Defined by the TQ3IndexedVertex3D data type. (Polyhedra are specified using indexed vertices.) See also
mesh vertex, vertex.
-
infinite light
-
See
directional light.
-
information group
-
A group that contains one or more strings (and no other types of QuickDraw 3D objects).
-
inherit
-
To have the data and methods of a parent class apply to a child class. Compare
override.
-
inheritance
-
The property of the QuickDraw 3D class hierarchy whereby a child class inherits the data and methods of its parent class.
-
initial line
-
See
polar axis.
-
inline
-
A method of executing groups that does not push and pop the graphics state stack before and after it is executed.
-
inline flag
-
A group state flag that determines whether or not a group should be executed inline. Compare
drawable flag, picking flag.
-
inner product
-
See
dot product
.
-
input/output (I/O)
-
The parts of a computer system that transfer data to or from peripheral devices.
-
instantiable class
-
A class of which instances can be created. All leaf classes are instantiable, and many parent classes are instantiable as well. (For example, both the class
TQ3AttributeSet
and its parent class
TQ3SetObject
are instantiable.)
-
interacting
-
The process of selecting and manipulating objects in a model.
-
interactive renderer
-
A renderer that uses a fast and accurate algorithm for drawing solid, shaded surfaces. See also
wireframe renderer
.
-
interior cap
-
The delimiting boundary of the cutaway section of a partial solid.
-
interpolated shading
-
See
Gouraud shading
.
-
interpolation style
-
A type of QuickDraw 3D object that determines the method of interpolation a renderer uses when applying lighting or other shading effects to a surface.
-
intersection
-
The set of points that lie inside both of two given solid objects. The intersection of the objects
A
and
B
is represented by the function
A
B
. Compare
complement, union.
-
inverse
-
For an
n
n
square matrix
A
with a nonzero determinant, the matrix
B
such that
AB
=
BA
=
I
, where
I
is the
n
n
identity matrix.
-
inverse matrix
-
See
inverse.
-
I/O
-
See
input/output.
-
I/O proxy display group
-
A display group that contains several representations of a single geometric object.
-
isometric projection
-
A type of orthographic projection in which the view plane is not perpendicular to any of the principal axes of the object being projected but makes equal angles with each of those axes. Compare
elevation projection.
-
iterative construction
-
Constructing a mesh by building it face-by-face, instead of filling in a data structure and constructing it from the data structure all at once.
K
-
knot
-
A point on a curve that joins two segments of the curve.
-
knot vector
-
An array of numbers that defines a curve's knots.
L
-
Lambertian reflection
-
See
diffuse reflection.
-
Lambert illumination
-
A method of calculating the illumination of a point on a surface based on diffuse reflection. Compare
null illumination, Phong illumination.
-
Lambert illumination shader
-
An illumination shader that implements a Lambert illumination model. Compare
null illumination shader, Phong illumination shader.
-
leaf class
-
A class that has no children.
-
leaf object
-
An instance of a leaf class.
-
leaf type
-
The object type of a leaf object.
-
least significant bit (LSB)
-
The bit contributing the least value in a string of bits. Same as
low-order bit.
Compare
most significant bit.
-
left-handed coordinate system
-
A coordinate system that obeys the left-hand rule. In a left-handed coordinate system, positive rotations of an axis are clockwise. Compare
right-handed coordinate system.
-
left-hand rule
-
A method of determining the direction of the positive
z
axis (and thereby the front of a planar surface). According to the left-hand rule, if the thumb of the left hand points in the direction of the positive
x
axis and the index finger points in the direction of the positive
y
axis, then the middle finger points in the direction of the positive
z
axis. Compare
right-hand rule.
-
light
-
See
light object.
-
light attenuation
-
See
attenuation.
-
light data structure
-
A data structure that contains basic information about a light. Defined by the
TQ3LightData
data type.
-
light fall-off
-
See
fall-off value.
-
light group
-
A group that contains one or more lights (and no other types of QuickDraw 3D objects).
-
light object
-
A type of QuickDraw 3D object that you can use to illuminate the surfaces in a model. A light object is an instance of the
TQ3LightObject
class. See also
ambient light, directional light, point light, spot light.
-
line
-
A straight segment in three-dimensional space defined by its two endpoints, with an optional set of attributes. Defined by the
TQ3LineData
data type.
-
line of projection
-
See
projector.
-
little-endian
-
Data formatting in which each field is addressed by referring to its least significant byte. See also
big-endian.
-
local coordinate system
-
The coordinate system in which an individual geometric objects is defined. Also called the
object coordinate system
or the
modeling coordinate system
. Compare
camera coordinate system
,
window coordinate system,
world coordinate system
.
-
local space
-
See
local coordinate system.
-
local-to-world transform
-
A transform that defines the relationship between an object's local coordinate system and the world coordinate system. Compare
frustum-to-window transform,
world-to-frustum transform
.
-
low-order bit
-
See
least significant bit.
-
LSB
-
See
least significant bit.
-
luminance
-
The intensity of light in a color.
M
-
Macintosh draw context
-
A draw context that is associated with a Macintosh window.
-
Macintosh draw context data
-
s
A data structure that contains information about a Macintosh draw context. Defined by the
TQ3MacDrawContextData
data type.
-
Macintosh FSSpec storage object
-
A storage object that represents the data fork of a Macintosh file using a file system specification structure (of type
FSSpec
).
-
Macintosh storage object
-
A storage object that represents the data fork of a Macintosh file using a file reference number. Compare
Macintosh FSSpec storage object.
-
mapping
-
The process of transforming one coordinate space into another.
-
marker
-
A two-dimensional object typically used to indicate the position of an object (or part of an object) in a window. See
bitmap marker, pixmap marker.
-
matrix
-
A rectangular array of numbers. QuickDraw 3D defines 3-by-3 and 4-by-4 matrices using the
TQ3Matrix3x3
and
TQ3Matrix4x4
data types.
-
matrix transform
-
Any transform specified by an affine, invertible 4-by-4 matrix.
-
memory storage object
-
A storage object that represents a dynamically allocated block of RAM. Compare
handle storage object.
-
mesh
-
A collection of vertices, faces, and edges that represent a topological polyhedron. Defined by the
TQ3Mesh
data type.
-
mesh component
-
A collection of connected vertices in a mesh. Defined by the
TQ3MeshComponent
data type.
-
mesh corner
-
A mesh face together with one of its vertices. You can associate a set of attributes with a mesh corner. The attributes in a corner override any existing attributes of the associated vertex.
-
mesh edge
-
A line that connects two mesh vertices. A mesh edge is part of one or more mesh faces. Defined by the
TQ3MeshEdge
data type.
-
mesh face
-
A closed figure that forms part of a mesh. Unlike the faces of other geometric objects, mesh faces do not need to be planar. Defined by the
TQ3MeshFace
data type.
-
mesh iterator structure
-
A data structure used by QuickDraw 3D to maintain information when iterating through parts of a mesh. Defined by the
TQ3MeshIterator
data type.
-
mesh part
-
See
mesh part object.
-
mesh part object
-
A distinguishable part of a mesh. A mesh part object is an instance of the
TQ3MeshPartObject
class. See also
mesh edge part object, mesh face part object, mesh vertex part object.
-
mesh vertex
-
A vertex (that is, a three-dimensional point) that is contained in a mesh. Defined by the
TQ3MeshVertex
data type.
-
metafile
-
A file format (that is, a description of the format of a kind of file). See also
QuickDraw 3D Object Metafile.
-
metafile object
-
A basic unit contained in a file that conforms to the QuickDraw 3D Object Metafile.
-
metahandler
-
An application-defined function that QuickDraw 3D calls to build a method table for a custom object type. Compare
attribute metahandler.
-
method
-
An item of data associated with a particular object class. The data is usually a function pointer or other information used by the object class.
-
metric pick
-
See
metric pick object.
-
metric pick object
-
A pick object whose pick geometry has a pick origin.
-
mipmap
-
An array of pixel images of varying pixel depths
.
Defined by the
TQ3Mipmap
data type. See also
bitmap, pixmap, storage pixmap.
-
mipmapping
-
A method of storing texture maps in an array of pixel images of varying pixel depths. The first element in the array must be the mipmap page having the highest resolution, with a width and height that are even powers of 2. Each subsequent pixel image in the array should have a width and height that are half those of the previous image.
-
mipmap texture object
-
A texture object in which the texture is defined by a mipmap.
-
model
-
A collection of synthetic three-dimensional geometric objects and groups of geometric objects. A model represents a prototype.
-
modeling
-
The process of creating a representation of real or abstract objects.
-
modeling coordinate system
-
See
local coordinate system.
-
modeling space
-
See
local coordinate system.
-
most significant bit (MSB)
-
The bit contributing the greatest value in a string of bits. Same as
high-order bit.
Compare
least significant bit.
-
move button
-
A button in the controller strip of a viewer object that, when clicked, puts the cursor into move mode. Subsequent dragging on an object in the picture area causes the object to be moved to a new location. Compare
camera viewpoint control, distance button, rotate button, zoom button.
-
MSB
-
See
most significant bit.
N
-
natural attribute
-
An attribute that can naturally be contained in a set of attributes of a specific type.
-
natural surface parameterization
-
A parameterization of a surface that can be derived directly from the definition of the surface. Compare
custom surface parameterization, standard surface parameterization.
-
near plane
-
See
hither plane.
-
nonuniform rational
-
B
A curve defined by nonuniform parametric ratios of B-spline polynomials. NURB curves can be used to define very complex curves and surfaces, as well as very common geometric objects (for instance, the conic sections). See also
control point, knot, NURB curve, NURB patch.
-
normal
-
(a.) Perpendicular. (n.) A normal vector.
-
normal file
-
A metafile in which the specification of an object in the file never occurs more than once. In other words, a file object that contains a table of contents that lists all multiply-referenced objects in the file. See also
normal file, stream file.
-
normalized vector
-
A vector whose length is 1.
-
normal mode
-
The mode in which a normal file is opened. See also
database mode, stream mode.
-
normal vector
-
A vector that is normal (that is perpendicular) to a surface or planar object at a specific point.
-
notice
-
A condition that is less severe than a warning, and that will likely not cause problems. See also
error, warning.
-
notify function
-
See
tracker notify function.
-
null illumination
-
A method of calculating the illumination of a point on a surface that depends only on the diffuse color of the point. Compare
Lambert illumination, Phong illumination.
-
null illumination shader
-
An illumination shader that implements a null illumination model. Compare
Lambert illumination shader, Phong illumination shader.
-
NURB
-
See
nonuniform rational B-spline.
-
NURB curve
-
A three-dimensional curve represented by a NURB equation. Defined by the
TQ3NURBCurveData
data type.
-
NURB patch
-
A three-dimensional surface represented by a NURB equation. Defined by the
TQ3NURBPatchData
data type.
O
-
object
-
(1) See
QuickDraw 3D object.
(2) See
metafile object.
-
object coordinate system
-
See
local coordinate system.
-
object space
-
See
local coordinate system.
-
object type
-
The identifier of the class of which a QuickDraw 3D object is an instance. Also called the
class type.
-
oblique projection
-
A type of parallel projection in which the view plane is not perpendicular to the viewing direction. Compare
orthographic projection.
-
off-axis viewing
-
A method of perspective projection in which the center of the projected object on the view plane is not on the camera vector.
-
opaque
-
(1) For a data structure, not publicly defined. You must use QuickDraw 3D functions to get and set values in an opaque data structure. For an object, having data and methods that are not publicly defined. (2) For a geometric object, not allowing light to pass though.
-
open
-
Said of a storage object whenever its associated storage is in use--for example, when an application is reading data from a file object attached to the storage object.
-
order
-
For a NURB curve or patch, one more than the highest degree equation used to define the curve or patch. For example, the order of a NURB curve defined by cubic polynomial equations is 4.
-
ordered display group
-
A display group in which the objects in the group are sorted by their type.
-
orientation style
-
A type of QuickDraw 3D object that determines which side of a planar surface is considered to be the "front" side.
-
origin
-
In Cartesian coordinates, the point (0, 0) or (0, 0, 0). The coordinate axes intersect at the origin.
-
original QuickDraw
-
See
QuickDraw.
-
orthogonal
-
Perpendicular.
-
orthographic camera
-
A type of camera that uses orthographic projection.
-
orthographic camera data structure
-
A data structure that contains basic information about an orthographic camera. Defined by the
TQ3OrthographicCameraData
data type.
-
orthographic projection
-
A type of parallel projection in which the view plane is perpendicular to the viewing direction. Compare
oblique projection.
See also
elevation projection, isometric projection.
-
outer angle
-
The half-angle (specified in radians) from the center of a spot light's cone to the edge of the cone. See also
fall-off value, hot angle.
-
outer product
-
See
cross product
.
-
override
-
To define class data or methods that replace those of the parent class. Compare
inherit.
-
P
-
parallel projection
-
A method of projecting a model onto a viewing plane that uses parallel projectors. See also
oblique projection, orthographic projection.
Compare
perspective projection.
-
parameterization
-
A parametric function that picks out all points on a geometric object, such as a pixmap or a surface. Compare
surface parameterization.
-
parametric curve
-
Any curve whose points are described by one or more parametric functions. A two-dimensional parametric curve can be described by the parametric functions
x
=
x
(
t
) and
y
=
y
(
t
). A three-dimensional parametric curve is described by the parametric functions
x
=
x
(
t
),
y
=
y
(
t
), and
z
=
z
(
t
). Compare
B-spline polynomial, nonuniform rational B-spline (NURB).
-
parametric equation
-
See
parametric function.
-
parametric function
-
A function of one or more parameters (often denoted by
s
and
t
or
u
and
v
).
-
parametric point
-
A position in two- or three-dimensional space picked out by a parametric function. Defined by the
TQ3Param2D
and
TQ3Param3D
data types. Compare
point, point object, rational point.
-
parent class
-
The class (if any) of which a given class is a subclass. In other words, a class' parent class is the class immediately above that class in the QuickDraw 3D class hierarchy. For example, the shape class is the parent class of the light class. Also called a
base class
or a
superclass.
-
partial solid
-
A solid object whose
uMin
field is greater than 0.0 or whose
uMax
field is less than 1.0.
-
patch
-
A portion of a surface defined by a set of points. Compare
NURB patch.
-
perspective foreshortening
-
A feature of perspective projections wherein the size of a projected object varies inversely with the distance of the object from the center of projection.
-
perspective projection
-
A method of projecting a model onto a viewing plane that uses nonparallel projectors. Compare
parallel projection.
-
Phong illumination
-
A method of calculating the illumination of a point on a surface based on both diffuse reflection and specular reflection. Compare
Lambert illumination, null illumination.
-
Phong illumination shader
-
An illumination shader that implements a Phong illumination model. Compare
Lambert illumination shader, null illumination shader.
-
Phong shading
-
A method of shading surfaces in which the incident light color and intensity are calculated for a series of points along each edge of a polygon and then interpolated across the entire polygon. Compare
constant shading, Gouraud shading.
-
pick
-
(n.) See
pick object.
(v.) To determine whether a specified object is close enough to a pick geometry for a hit to be recorded.
-
pick data structure
-
A data structure that contains basic information about a pick object. Defined by the
TQ3PickData
data type.
-
pick detail
-
See
hit information mask.
-
pick geometry
-
The geometric object used in any picking method.
-
pick hit
-
See
hit.
-
pick hit list
-
See
hit list.
-
picking
-
The process of identifying the objects in a view that are close to a specified geometric object.
-
picking flag
-
A binary flag in a group state value that determines whether a group is eligible for picking. Compare
drawable flag, inline flag.
-
picking ID
-
An arbitrary 32-bit value that you can use to determine which object was selected by a pick operation.
-
picking ID style
-
A type of style object that determines the picking ID of an object or group of objects in a model.
-
picking loop
-
A section of code in which all picking takes place. A picking loop begins with a call to the
Q3View_StartPicking
routine and should end when a call to
Q3View_EndPicking
returns some value other than
kQ3ViewStatusRetraverse
. A picking loop is a type of submitting loop. See also
bounding loop, rendering loop, writing loop.
-
picking parts style
-
A type of QuickDraw 3D object that determines which parts of a geometric object (for instance, a mesh) are eligible for inclusion in a hit list.
-
pick object
-
A QuickDraw 3D object that is used to select geometric objects in a model that are close to a specified geometric object. A pick object is an instance of the
TQ3PickObject
class.
-
pick origin
-
A point in space that determines the origin of sorting hits. Compare
metric pick object.
-
pick parts mask
-
A value that indicates the kinds of objects placed in a hit list.
-
picture area
-
The portion of a window occupied by a viewer object that contains the displayed image.
-
pixel image
-
See
pixmap
-
pixel map
-
See
pixmap
-
pixmap
-
A two-dimensional array of values, each of which represents the color of one pixel
.
Defined by the
TQ3Pixmap
data type. See also
bitmap, mipmap, storage pixmap.
-
pixmap draw context
-
A draw context that is associated with a pixmap.
-
pixmap draw context data structure
-
A data structure that contains information about a pixmap draw context. Defined by the
TQ3PixmapDrawContextData
data type.
-
pixmap marker
-
A type of marker that uses a pixmap to specify the image that is to be drawn on top of a rendered scene at the specified location. Defined by the
TQ3PixmapMarkerData
data type. Compare
bitmap marker.
-
pixmap texture object
-
A texture object in which the texture is defined by a pixmap.
-
planar
-
Contained completely in two dimensions (as, for example, a circle). See also
spatial.
-
plane constant
-
The value
d
in the plane equation
ax
+
by
+
cz
+
d
= 0.
-
plan elevation projection
-
See
top elevation projection.
-
plane equation
-
An equation that defines a plane. A plane equation can always be reduced to the form
ax
+
by
+
cz
+
d
= 0. Defined by the
TQ3PlaneEquation
data type.
-
point
-
A dimensionless position in two- or three-dimensional space. Defined by the
TQ3Point2D
and
TQ3Point3D
data types. Compare
parametric point, point object, rational point.
-
point light
-
A light source that emits rays of light in all directions from a specific location.
-
point light data structure
-
A data structure that contains information about a point light. Defined by the
TQ3PointLightData
data type.
-
point object
-
A dimensionless position in three-dimensional space, with an optional set of attributes. Defined by the
TQ3PointData
data type.
-
point of interest
-
The point in world space at which a camera is aimed. The point of interest and the camera location determine the viewing direction.
-
point pick object
-
See
window-point pick object.
-
polar coordinate system
-
A system of assigning planar positions to objects in terms of their distances (
r
) from a point (the polar origin, or pole) along a ray that forms a given angle () with a coordinate line (the polar axis). The polar origin has the polar coordinates (0, ), for any angle . Compare
Cartesian coordinate system, spherical coordinate system.
-
polar axis
-
A fixed ray that radiates from the polar origin, in terms of which polar coordinates are determined. Also called the
initial line
.
-
polar origin
-
The point in a plane from which the polar axis radiates. Also called the
pole
.
-
polar point
-
A point in a plane described using polar coordinates.
-
pole
-
See
polar origin.
-
polygon
-
A closed plane figure. See
general polygon, simple polygon.
-
polygon mesh
-
A mesh whose faces are composed of polygons.
-
polyhedral primitive
-
A three-dimensional surface composed of polygonal faces that share edges and vertices with other faces. See
mesh, polyhedron, trigrid, trimesh.
-
polyhedron
-
(1) A polyhedral primitive whose faces are triangular. Defined by the
TQ3PolyhedronData
data type. (2) Any polyhedral primitive.
-
polyhedron data structure
-
A data structure that contains information about a polyhedron. Defined by the
TQ3PolyhedronData
data type.
-
polyhedron edge data structure
-
A data structure that contains information about an edge in a polyhedron. Defined by the
TQ3PolyhedronEdgeData
data type.
-
polyhedron triangle data structure
-
A data structure that contains information about a triangle (that is, a face) in a polyhedron. Defined by the
TQ3PolyhedronTriangleData
data type.
-
polyline
-
A collection of
n
lines defined by the
n
+1 points that define the endpoints of each line segment. Defined by the
TQ3PolyLineData
data type.
-
postmultiplied
-
A term that describes the order in which matrices are multiplied. Matrix [A] is postmultiplied by matrix [B] if matrix [A] is replaced by [A] [B]. Compare
premultiplied.
-
premultiplied
-
A term that describes the order in which matrices are multiplied. Matrix [A] is premultiplied by matrix [B] if matrix [A] is replaced by [B] [A]. Compare
postmultiplied.
-
primitive
-
See
geometric primitive.
-
private
-
See
opaque.
-
projection
-
(1) A method of mapping three-dimensional objects into two dimensions. See also
parallel projection, perspective projection.
Compare
camera object.
(2) The image on the view plane that results from mapping three-dimensional objects into two dimensions.
-
projection plane
-
See
view plane.
-
projective transform
-
See
frustum-to-window transform.
-
projector
-
A ray that intersects both a point on an object in a model and the view plane, thereby projecting the object in the model onto the view plane.
-
prototype
-
The object (or collection of objects) represented in a model. Compare
model, synthetic.
-
prototypical
-
Of or pertaining to a prototype. Compare
model, synthetic.
-
proxy display group
-
See
I/O proxy display group.
Q
-
QuickDraw
-
A collection of system software routines on Macintosh computers that perform two-dimensional drawing on the user's screen.
-
QuickDraw 3D
-
A graphics library developed by Apple Computer, Inc., that you can use to create, configure, render, and interact with models of three-dimensional objects. You can also use QuickDraw 3D to read and write 3D data.
R
-
radius vector
-
The ray that radiates from the polar origin and that forms a given angle with the polar axis (or two given angles with the
x
and
z
axes). A polar or spherical point lies at a given distance along the radius vector. See also
polar coordinate system, spherical coordinate system.
-
rasterization
-
The process of determining values for the pixels in a rendered image. Also called
scan conversion
.
-
rational point
-
A dimensionless position in two- or three-dimensional space together with a floating-point weight. Defined by the
TQ3RationalPoint3D
and
TQ3RationalPoint4D
data types. Compare
point.
-
ray
-
A point of origin and a direction. Defined by the
TQ3Ray3D
data type.
-
real
-
See
prototypical.
-
rectangle pick object
-
See
window-rectangle pick object.
-
reference count
-
The number of times a shared object is being accessed.
-
render
-
To create an image (on the screen or some other medium) of a model.
-
renderer
-
See
renderer object.
-
renderer feature flags
-
A set of flags that encode information about a specific renderer.
-
renderer object
-
A QuickDraw 3D object that you can use to render a model--that is, to create an image from a view and a model. A renderer object is an instance of the
TQ3RendererObject
class.
-
rendering
-
The process of creating an image (on the screen or some other medium) of a model. See also
rasterization.
-
rendering loop
-
A section of code in which all rendering takes place. A rendering loop begins with a call to the
Q3View_StartRendering
routine and should end when a call to
Q3View_EndRendering
returns some value other than
kQ3ViewStatusRetraverse
. A rendering loop is a type of submitting loop. See also
bounding loop, picking loop, writing loop.
-
retained mode
-
A mode of defining and rendering a model in which the graphics library (for instance, QuickDraw 3D) maintains a copy of the model. See also
immediate mode.
-
retained object
-
An object that is defined and rendered in retained mode. See also
immediate object.
-
RGB color space
-
A color space whose three components measure the intensity of red, green, and blue.
-
RGB color structure
-
A data structure that contains information about a color. Defined by the
TQ3ColorRGB
data type.
-
right-handed coordinate system
-
A coordinate system that obeys the right-hand rule. In a right-handed coordinate system, positive rotations of an axis are counterclockwise. Compare
left-handed coordinate system.
-
right-hand rule
-
A method of determining the direction of the positive
z
axis (and thereby the front of a planar surface). According to the right-hand rule, if the thumb of the right hand points in the direction of the positive
x
axis and the index finger points in the direction of the positive
y
axis, then the middle finger points in the direction of the positive
z
axis. Compare
left-hand rule.
-
rotate
-
To reposition an object by revolving (or turning) each point of the object by the same angle around a point or axis.
-
rotate-about-axis transform
-
A type of transform that rotates an object about an arbitrary axis in space by a specified number of radians at an arbitrary point in space.
-
rotate-about-axis transform
-
d
A data structure that contains information on a rotate transform about an arbitrary axis in space at an arbitrary point in space. Defined by the
TQ3RotateAboutAxisTransformData
data type.
-
rotate-about-point transform
-
A type of transform that rotates an object about the
x
,
y
, or
z
axis by a specified number of radians at an arbitrary point in space.
-
rotate-about-point transform
-
d
A data structure that contains information on a rotate transform about an arbitrary point in space. Defined by the
TQ3RotateAboutPointTransformData
data type.
-
rotate button
-
A button in the controller strip of a viewer object that, when clicked, puts the cursor into rotate mode. Subsequent dragging of the cursor in the picture area causes the displayed object to rotate in the direction in which the cursor is dragged. Compare
camera viewpoint control, distance button, move button, zoom button.
-
rotate transform
-
A type of transform that rotates an object about the
x
,
y
, or
z
axis at the origin by a specified number of radians.
-
rotate transform data structure
-
A data structure that contains information about a rotate transform. Defined by the
TQ3RotateTransformData
data type.
-
rotation
-
A transform that causes an object to revolve around a point or an axis. Compare
rotate-about-axis transform,
rotate-about-point transform,
rotate transform.
S
-
scalar product
-
See
dot product
.
-
scale
-
To reposition and resize an object by multiplying the
x
,
y
, and
z
coordinates of each of its points by values
d
x
,
d
y
, and
d
z
. Compare
differential scaling, uniform scaling.
-
scale transform
-
A type of transform that scales an object along the
x
,
y
, and
z
axes by specified values.
-
scan conversion
-
See
rasterization.
-
scene
-
A combination of objects, lights, and draw context.
-
screen coordinate system
-
See
window coordinate system.
-
screen space
-
See
window coordinate system.
-
screen-space picking
-
The process of testing whether the projections of three-dimensional objects onto the screen intersect or are close enough to a specified two-dimensional object on the screen.
-
screen-space subdivision
-
A method of subdividing smooth curves and surfaces. In this method, the renderer subdivides a curve (or surface) into polylines (or polygons) whose sides have a maximum length of some specified number of pixels. Compare
constant subdivision, world-space subdivision.
-
serpentine
-
Said of a trigrid in which quadrilaterals are divided into triangles in an alternating fashion.
-
set
-
See
set object.
-
set object
-
A collection of zero or more elements, each of which has both an element type and some associated element data. A set object is an instance of the
TQ3SetObject
class.
-
shader
-
See
shader object.
-
shader object
-
A type of QuickDraw 3D object that you can use to manipulate visual effects that depend on the illumination provided by a view's group of lights, the color and other material properties (such as the reflectance and texture) of surfaces in a model, and the position and orientation of the lights and objects in a model. A shader object is an instance of the
TQ3ShaderObject
class.
-
shading parameterization
-
A surface
uv
parameterization used when shading a surface.
-
shadow-receiving style
-
A type of QuickDraw 3D object that determines whether or not objects in a model receive shadows when obscured by other objects in the model.
-
shape
-
See
shape object.
-
shape hint
-
A data item associated with a general polygon that that specifies the shape of the general polygon.
-
shape object
-
A type of QuickDraw 3D object that affects how and where a renderer renders an object in a view. A shape object is an instance of the
TQ3ShapeObject
class.
-
shape part
-
See
shape part object.
-
shape part object
-
A distinguishable part of a shape object. A shape part object is an instance of the
TQ3ShapePartObject
class. See also
mesh part object.
-
shared object
-
A QuickDraw 3D object that may be referenced by many objects or the application at the same time. A shared object is an instance of the
TQ3SharedObject
class.
-
side elevation projection
-
A type of elevation projection in which the view plane is parallel to a side of the object being projected.
-
simple polygon
-
A closed plane figure defined by a list of vertices (that is, defined by a single contour). Defined by the
TQ3PolygonData
data type. See also
general polygon
.
-
smooth shading
-
See
Gouraud shading, Phong shading
.
-
space
-
(1) See
coordinate system.
(2) The two- or three-dimensional extent defined by a coordinate system.
-
spatial
-
Contained completely in three dimensions (as, for example, a box). See also
planar.
-
specular coefficient
-
A measure of an object's level of specular reflection.
-
specular color
-
The color of the light of a specular reflection.
-
specular control
-
See
specular reflection exponent.
-
specular exponent
-
See
specular reflection exponent.
-
specular highlight
-
A bright area on an object's surface caused by specular reflection.
-
specular reflection
-
The type of reflection that is characteristic of light reflected from a shiny surface. Compare
diffuse reflection.
-
specular reflection coefficient
-
See
specular coefficient.
-
specular reflection exponent
-
A value that determines how quickly the specular reflection diminishes as the viewing direction moves away from the direction of reflection.
-
spherical coordinate system
-
A system of assigning spatial positions to objects in terms of their distances from the origin () along a ray that forms a given angle () with the
x
axis and another angle () with the
z
axis. Compare
Cartesian coordinate system, polar coordinate system.
-
spherical point
-
A point in space described using spherical coordinates.
-
spot light
-
A light source that emits a circular cone of light in a specific direction from a specific location. See also
fall-off value, hot angle, outer angle
.
-
spot light data structure
-
A data structure that contains information about a spot light. Defined by the
TQ3SpotLightData
data type.
-
standard I/O library
-
A collection of functions that provide character I/O and file manipulation services for C programs. Compare
UNIX storage object.
-
standard surface parameterization
-
A parametric function that maps the unit square to an object's surface. Compare
custom surface parameterization, natural surface parameterization.
-
storage object
-
A QuickDraw 3D object that represents any piece of storage in a computer (for example, a file on disk, an area of memory, or some data on the Clipboard). A storage object is an instance of the
TQ3StorageObject
class.
-
storage pixmap
-
A two-dimensional array of values contained in a storage object, each of which represents the color of one pixel
.
Defined by the
TQ3StoragePixmap
data type. See also
bitmap, mipmap, pixmap.
-
stream file
-
A metafile that contains no internal references. In other words, a file object that does not contain a table of contents and in which any references to objects are simply copies of the objects themselves. See also
normal file, stream file.
-
stream mode
-
The mode in which a stream file is opened. See also
database mode, normal mode.
-
string
-
See
string object.
-
string object
-
A QuickDraw 3D object that contains a sequence of characters. A string object is an instance of the
TQ3StringObject
class. See also
C string object.
-
strip
-
A surface composed of triangles that are ordered sequentially (that is, each triangle has one edge in common with the previous neighboring triangle, a second edge in common with the next neighboring triangle, and the remaining edge in common with no other triangle). See also
fan.
-
style
-
See
style object.
-
style object
-
A type of QuickDraw 3D object that determines some of the basic characteristics of the renderer used to render the curves and surfaces in a scene. A style object is an instance of the
TQ3StyleObject
class.
-
subclass
-
See
child class.
-
subdivision method
-
A method of subdividing smooth curves and surfaces. See
constant subdivision, screen-space subdivision, world-space subdivision.
-
subdivision method specifier
-
An indicator of the number of parts into which a smooth curve or surface is to be subdivided.
-
subdivision style
-
A type of QuickDraw 3D object that determines how a renderer decomposes smooth curves and surfaces into polylines and polygonal meshes for display purposes.
-
subdivision style data structure
-
A data structure that contains information about the type of subdivision of curves and surfaces used by a renderer. Defined by the
TQ3SubdivisionStyleData
data type.
-
submit
-
To make an object (or group of objects) eligible for drawing, picking, writing, or bounding box or sphere calculation. Compare
submitting loop.
-
submitting loop
-
A section of code in which all submitting takes place. Compare
bounding loop, picking loop, rendering loop, writing loop.
-
superclass
-
See
parent class.
-
surface-based shader
-
A shader that affects the surfaces of geometric objects based on their material properties, position, and orientation (and other factors). Compare
view-based shader.
-
surface parameterization
-
A parametric function that picks out all points on a surface. See also
custom surface parameterization, natural surface parameterization, standard surface parameterization.
-
surface normal
-
See
normal vector.
-
surface shader
-
A shader that is applied when calculating the appearance of a surface. Compare
texture shader.
-
surface tangent
-
A pair of vectors that indicate the directions of changing
u
and
v
parameters on a surface. Defined by the
TQ3Tangent2D
data type.
-
surrounding light
-
See
ambient light.
-
synthetic
-
Not real, as for example the objects in a model. Compare
prototypical.
-
synthetic camera
-
See
camera object.
T
-
tail
-
The part of a 3D cursor at the point (1, 0, 0) in the local coordinates of the cursor. Compare
head.
-
tangent
-
A line or plane that intersects a curve or surface at a single point. Compare
surface tangent.
-
tessellate
-
To decompose a curve or surface into polygonal faces.
-
text file
-
A file object whose data is a stream of ASCII characters with meaningful labels for each type of object contained in the file. Compare
binary file.
-
texture
-
See
texture object.
-
texture mapping
-
A technique wherein a predefined image (the texture) is mapped onto the surface of an object in a model.
-
texture object
-
A type of QuickDraw 3D object used to perform texture mapping. Compare
mipmap texture object, pixmap texture object.
-
texture parameterization
-
A parametric function that maps the unit square to a texture.
-
texture shader
-
A type of surface shader that applies textures to surfaces.
-
3D
-
Three-dimensional. See also
spatial.
-
3DMF
-
See
QuickDraw 3D Object Metafile.
-
3D pointing device
-
Any physical device capable of controlling movements or specifying positions in three-dimensional space.
-
3D Viewer
-
A shared library that you can use to display 3D objects and other data in a window and to allow users limited interaction with those objects. See also
viewer object.
-
tolerance
-
See
edge tolerance, vertex tolerance.
-
top elevation projection
-
A type of elevation projection in which the view plane is parallel to the top of the object being projected. Also called
plan elevation projection.
-
topological modification
-
The process of adding and deleting vertices, faces, edges, and other components in a geometric object, such as a mesh.
-
torus
-
A three-dimensional object formed by the rotation of an ellipse about an axis in the plane of the ellipse that does not cut the ellipse. Defined by the
TQ3TorusData
data type.
-
tracker
-
See
tracker object.
-
tracker coordinates
-
The current settings (that is, position and orientation) of a tracker.
-
tracker notify function
-
A function that is called whenever the coordinates of a tracker change by more than a specified amount.
-
tracker object
-
A QuickDraw 3D object that represents the position and orientation of a single element in your application's user interface. A tracker object is an instance of the
TQ3TrackerObject
class. See also
controller object.
-
tracker serial number
-
A unique number that changes every time the coordinates of a tracker are updated by a controller.
-
tracker threshold
-
The amount by which a tracker's coordinates must change for the tracker notify function to be called.
-
transform
-
See
transform object.
-
transform object
-
A type of QuickDraw 3D object that you can use to modify or transform the appearance or behavior of a QuickDraw 3D object. A transform object is an instance of the
TQ3TransformObject
class.
-
translate
-
To reposition an object by adding values
d
x
,
d
y
, and
d
z
to the
x
,
y
, and
z
coordinates of each of its points.
-
translate transform
-
A type of transform that translates an object along the
x
,
y
, and
z
axes by specified values.
-
transparency
-
The ability of an object to allow light to pass through it.
-
transparency color
-
A color of type
TQ3ColorRGB
that determines the amount of light that can pass through a surface. The color (0, 0, 0) indicates complete transparency, and (1, 1, 1) indicates complete opacity.
-
transpose
-
(n.) For an
m
n
matrix with elements
a
ij
, the
n
m
matrix with elements
b
ij
such that
b
ij
=
a
ji
. (v.) To form the transpose of a given matrix.
-
transpose matrix
-
See
transpose.
-
triangle
-
A closed plane figure defined by three edges. Defined by the
TQ3TriangleData
data type.
-
triangular mesh
-
See
trimesh.
-
trigrid
-
A grid composed of triangular facets. Defined by the
TQ3TriGridData
data type.
-
trimesh
-
A collection of vertices, edges, and faces in which all faces are triangular. (In other words, a trimesh is simply a mesh composed entirely of triangles.) Defined by the
TQ3TriMeshData
data type.
-
trimesh attributes data structure
-
A data structure that contains information about the attributes of a trimesh vertex, edge, or face. Defined by the
TQ3TriMeshAttributeData
data type.
-
trimesh data structure
-
A data structure that contains information about a trimesh. Defined by the
TQ3TriMeshData
data type.
-
trimesh edge data structure
-
A data structure that contains information about an edge in a trimesh. Defined by the
TQ3TriMeshEdgeData
data type.
-
trimesh triangle data structure
-
A data structure that contains information about a triangle (that is, a face) in a trimesh. Defined by the
TQ3TriMeshTriangleData
data type.
-
2D
-
Two-dimensional. See also
planar.
-
type
-
See
object type.
U
-
under-color shader
-
A shader associated with some other shader that supplies an under color for surfaces shaded by that shader.
-
uniform scaling
-
A scale transform in which the scaling values
d
x
,
d
y
, and
d
z
are all identical. Compare
differential scaling.
-
union
-
The set of points that lie inside either of two given solid objects. The union of the objects
A
and
B
is represented by the function
A
B
. Compare
complement, intersection.
-
unit cube
-
A box whose three defining edges have a length of 1.
-
unit vector
-
See
normalized vector.
-
UNIX path name storage object
-
A storage object that represents a file using a path name.
-
UNIX storage object
-
A storage object that represents a file using a structure of type
FILE
(defined in the standard I/O library). Compare
UNIX path name storage object.
-
unknown object
-
A type of QuickDraw 3D object that is created when QuickDraw 3D encounters data it doesn't recognize while reading a metafile. An unknown object is an instance of the
TQ3UnknownObject
class.
-
up vector
-
A vector that indicates which direction is up. A camera has an up vector that defines its orientation. Compare
camera placement.
-
user interface view
-
See
user interface view object.
-
user interface view notify function
-
A function that is called whenever one of your user interface views needs to be redrawn.
-
user interface view object
-
A type of view that allows the user to interact (using interface elements such as a 3D cursor or widgets) with the 3D objects displayed in the view. A user interface view object is an instance of the
TQ3UIViewObject
class.
V
-
valid range
-
The range of
u
and
v
parametric values for a standard surface parameterization. For QuickDraw 3D, the valid range is the closed interval [0.0, 1.0].
-
vector
-
A pair or triple of floating-point numbers that obeys the laws of vector arithmetic. Defined by the
TQ3Vector2D
and
TQ3Vector3D
data types. Compare
cross product
,
dot product, normal.
-
vector-normal interpolation shading
-
See
Phong shading
.
-
vector product
-
See
cross product
.
-
vertex
-
A dimensionless position in three- or four-dimensional space at which two or more lines (for instance, edges) intersect, with an optional set of vertex attributes. Defined by the
TQ3Vertex3D
and
TQ3Vertex4D
data types. See also
indexed vertex, mesh vertex.
-
vertex attribute
-
An attribute that defines a characteristic of a vertex of a polygonal object.
-
vertex index
-
In a mesh, a unique integer (between 0 the total number of vertices in the mesh minus 1) associated with a vertex. Compare
face index.
-
vertex tolerance
-
A measure of how close two points must be for a hit to occur. Compare
edge tolerance.
-
view
-
See
view object.
-
view attribute
-
An attribute that defines a characteristic of a view object.
-
view-based shader
-
A shader that operates independently of the material properties or orientation of objects (in other words, that operates solely on aspects of the view, such as the camera position). Compare
surface-based shader.
-
viewing box
-
The rectangular box defined by an orthographic camera and the hither and yon clipping planes. Compare
viewing frustum.
-
view coordinate system
-
See
camera coordinate system.
-
viewer
-
See
viewer object.
-
Viewer
-
See
3D Viewer.
-
viewer badge
-
See
badge.
-
viewer controller strip
-
See
controller strip.
-
viewer flags
-
A set of bit flags that specify information about the appearance and behavior of a viewer object.
-
viewer frame
-
See
viewer pane.
-
viewer object
-
An instance of the 3D Viewer. A viewer object is of type
ViewerObject
.
-
viewer pane
-
The portion of a window occupied by a viewer object. The pane includes the picture area and the controller strip.
-
viewer state flags
-
A set of bit flags returned by the
Q3ViewerGetState
function that specify information about the current state of a viewer object.
-
view hints object
-
An object in a metafile that gives hints about how to render a scene.
-
view idle method
-
A callback routine that is called during lengthy rendering operations. Compare
file idle method.
-
view information structure
-
A data structure that contains information about a view. Defined by the
TQ3ViewInfo
data type.
-
viewing box
-
A rectangle defined by a perspective camera and the hither and yon clipping planes. Compare
viewing frustum.
-
viewing direction
-
The direction of a view's camera. Also called the
camera vector
or the
viewing vector
.
-
viewing frustum
-
A nonrectangular frustum defined by a perspective camera and the hither and yon clipping planes. Compare
viewing box.
-
viewing vector
-
See
viewing direction.
-
view mapping matrix
-
A matrix maintained by QuickDraw 3D that transforms the viewing frustum into a standard rectangular solid. The world-to-frustum transform is the product of the transforms specified by the view orientation matrix and the view mapping matrix. Compare
view orientation matrix.
-
view object
-
A type of QuickDraw 3D object used to collect state information that controls the appearance and position of objects at the time of rendering. A view object is an instance of the
TQ3ViewObject
class.
-
view orientation matrix
-
A matrix maintained by QuickDraw 3D that rotates and translates a view's camera so that it is pointing down the negative
z
axis. The world-to-frustum transform is the product of the transforms specified by the view orientation matrix and the view mapping matrix. Compare
view mapping matrix.
-
view plane
-
The plane onto which a model is projected. Also called the
projection plane.
-
view plane camera
-
A type of perspective camera defined in terms of an arbitrary view plane.
-
view plane camera data structure
-
A data structure that contains basic information about a view plane camera. Defined by the
TQ3ViewPlaneCameraData
data type.
-
view plane coordinate system
-
The two-dimensional coordinate system whose origin is the point at which the viewing direction intersects the view plane and whose positive
y
axis is parallel to the camera's up vector.
-
view port
-
See
camera view port.
-
view space
-
See
camera coordinate system.
-
view status value
-
A value returned by the
Q3View_EndRendering
function that indicates whether the renderer has finished processing the model.
-
view volume
-
The part of world space that is projected onto the view plane during rendering. See also
view box, view frustum.
-
virtual
-
See
synthetic.
-
virtual camera
-
See
camera object.
-
visual line determination
-
See
hidden line removal
.
-
visual surface determination
-
See
hidden surface removal
.
W
-
warning
-
A condition that, though less severe than an error, might cause an error if your application continues execution without handling the warning. See also
error, notice.
-
widget
-
An element of an application's 3D user interface.
-
window coordinate system
-
The coordinate system defined by a window. Also called the
screen coordinate system
or the
draw context coordinate system
. Compare
camera coordinate system
,
local coordinate system,
world coordinate system
.
-
window picking
-
See
screen-space picking.
-
window-point pick data structure
-
A data structure that contains information about a window-point pick object. Defined by the
TQ3WindowPointPickData
data type.
-
window-point pick object
-
A pick object that tests for closeness between a point in a window and the screen projections of the objects in the model.
-
window-rectangle pick data structure
-
A data structure that contains information about a window-rectangle pick object. Defined by the
TQ3WindowRectPickData
data type.
-
window-rectangle pick object
-
A pick object that tests for closeness between a rectangle in a window and the screen projections of the objects in the model.
-
Windows 32 draw context
-
A draw context that is associated with a window in a Windows computer.
-
Windows 32 draw context
-
A data structure that contains information about a Windows 32 draw context. Defined by the
TQ3Win32DCDrawContextData
data type.
-
window space
-
See
window coordinate system.
-
wireframe renderer
-
A renderer that creates line drawings of models. See also
interactive renderer
.
-
world coordinate system
-
The coordinate system that defines the locations of all geometric objects as they exist at rendering or picking time, with all applicable transforms acting on them. Also called the
global coordinate system
or the
application coordinate system
. Compare
camera coordinate system
,
local coordinate system,
window coordinate system
.
-
world space
-
See
world coordinate system.
-
world-space subdivision
-
A method of subdividing smooth curves and surfaces according to which the renderer subdivides a curve (or surface) into polylines (or polygons) whose sides have a world-space length that is at most as large as a given value. Compare
constant subdivision, screen-space subdivision.
-
world-to-frustum transform
-
A transform that defines the relationship between the world coordinate system and the frustum coordinate system. Compare
frustum-to-window transform
,
local-to-world transform
.
-
wrap
-
For a shader effect, to replicate the entire effect across the mapped area. Compare
clamp.
-
writing loop
-
A section of code in which all writing takes place. A writing loop begins with a call to the
Q3View_StartWriting
routine and should end when a call to
Q3View_EndWriting
returns some value other than
kQ3ViewStatusRetraverse
. A writing loop is a type of submitting loop. See also
bounding loop, picking loop, rendering loop.
X
-
x
axis
-
In Cartesian coordinates, the horizontal axis.
-
X color map data structure
-
A data structure that contains information about an X color map. Defined by the
TQ3XColormapData
data type.
-
X draw context
-
A draw context that is associated with a window in an X windows display.
-
X draw context data structure
-
A data structure that contains information about an X draw context. Defined by the
TQ3XDrawContextData
data type.
Y
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y
axis
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In Cartesian coordinates, the vertical axis.
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yon plane
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The clipping plane farthest away from the camera.
Z
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z
axis
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In Cartesian coordinates, the axis that represents depth.
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zoom button
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A button in the controller strip of a viewer object that, when clicked, puts the cursor into zooming mode. Subsequent dragging up or down in the picture area causes the camera's field of view to increase or decrease. Compare
camera viewpoint control, distance button, move button, rotate button.
© 1997 Apple Computer, Inc.