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1993-05-17
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3DEDIT
BETA-VERSION 0.8
IF YOU HAVE ANY QUESTIONS,SUGGESTIONS,CRITISM OR
SOMETHING ELSE YOU MIGHT WANT TO SAY ABOUT
3DEDIT, YOU MAY REACH US AT
INTERNET: ERIK-TAM@SATURN.DSV.SU.SE
MAIL: HUMAN SOFTWARE BRÖTV.42 161 39 BROMMA
SWEDEN
PLEASE LET US NOW YOUR OPINION.
A REAL MANUAL WILL BE RELEASED WITH THE NON-BETA
VERSION. THIS DOCUMENT IS REWRITTEN AND
ENLARGED ALL OF THE TIME CONTACT US FOR THE
LATEST VERSION.
-1-
CONTENTS
1.BEFORE YOU START. . . . . . . . 3
A. What do I need?. . . . . . . . 3
B. What is 3dedit?. . . . . . . . 3
2.3D-GRAPHICS A SHORT INTRODUCTION . . 3
A.What is an object made of . . . . 3
B.Points . . . . . . . . 3
C.Polygons . . . . . . . . 3
D.Hidden faces . . . . . . . 4
E.Depth Sortint . . . . . . . 4
F.What do I read to learn more? . . . 4
3.VIEWING THE BOAT A SMALL INTRODUCTION . 5
A.Starting 3dedit and loading the boat . 5
B.The screen . . . . . . . 5
B.The buttons . . . . . . . 5
C.Moving the boat . . . . . . 5
D.Rotating the boat . . . . . . 6
E.Leaving 3DEDIT . . . . . . 6
3.CREATING A BOX-A QUICK START . . . 6
A.Starting 3dedit . . . . . . 6
B.Show points . . . . . . . 6
C.The first point . . . . . . 6
D.Moving the point . . . . . . 7
E.Creating a new point . . . . . 7
F.To change an AS to another point . . 7
G.To create a polygon . . . . . 7
h.Changing the view . . . . . . 8
i.The backside of the box . . . . 8
j.Creating the rest of the cube . . . 9
5.CREATING AN OBJECT . . . . . 9
A.Creating points . . . . . . 9
B.Moving points . . . . . . . 9
C.Selecting points . . . . . . 9
D.Destroying points . . . . . . 9
E.Viewing all points . . . . . 10
F.Creating a polygon . . . . . 10
G.Selecting a color . . . . . . 10
H.Selecting a shape . . . . . . 10
I.No backface - Clockwise order . . . 11
J.Back-face polygons . . . . . 11
K.Destroying a polygon . . . . . 11
4.THE PANEL AND THE BUTTONS . . . . 7
6.LEGAL STUFF . . . . . . .
-2-
-BEFORE YOU START-
WHAT DO I NEED?
You need an 100% IBM-compatiable PC with a 286 processor or
higher with VGA-card and a mouse. Note that the VGA-card
must be truly register compatible with the orginal VGA-card
from IBM.
WHAT IS 3DEDIT?
3dedit is an application designed to make 3ddesign easy and
smooth. 3dedit uses polygon-based graphics, which means
that each object is made of colorfilled polygons. You've
probably seen it in flight simulators etc. 3dedit is a part
of the polyworld package, which is a C-library together with
tools, made to make true 3d-graphics available to the
C-programmer. A Turbo Pascal version may appear later.
3dedit creates and saves objects in a format that G3DLIB can
use. Create your own F15, Driving game etc.
3D-GRAPHICS A SHORT INTRODUCTION
If you have some knowledge about 3d-graphics, you might skip
this part. 3D graphics is in short, to manipulate a model
of a 3dimensional object, or group of objects, and view it
on a 2dimensional screen. At least, thats whats we are
concerned with. In this context we will call an model of an
3d-object just 'OBJECT'.
WHAT IS AN OBJECT MADE OF
An object in 3dedit is defined by points and polygons. Each
polygon is defined by a number of points in the object.
This is easier than it sounds, you just have to look at a
regular flight simulator to know what I mean. For an
example, a box is defined by its eigth corners(the points)
and its six sides(the polygons).
POINTS
A point is located in the 3dspace by its coordinates along
the three axis, X-Y-Z. The Z-axis is the axis thats goes
'into' the screen. In 3dedit, you never have to be concerd
with the actual coordinates of a point.
POLYGONS
The polygons are defined by points. In 3dedit you use 2
types of polyons, triangles and quadron(with 4 corners). A
-3-
face of an object can be made up of many polygons.
HIDDEN FACES
When you view an 3demonsional object, all faces are never
seen at the same time. If you take an box, you can at most
see three faces of it at one time. This is quite important
in 3d-graphics, because the computer has to know when to
show a face or not. 3dedit uses a techinque called backface
culling to evaluate which polygons to show and which to
hide. To let 3dedit know this, certain steps must be taken
when you create an polygon.
DEPTH SORTING
Since the polygons in an object often overlap each other
when the object is displayed, the polygons have to be sorted
in order according to the distance from the viewer, before
they are drawn. After that, they are drawn in reverse
order, beginning with the ones that's most far from the
viewer. This is called the painters algoritm. The trouble
is that you must choose a point to use as the basis of the
sorting. In 3d3dit you have 3 different sort-modes that you
have to decide which to use for each polygon. This may
sound a bit complicated but trying the different modes
should make you get it.
WHERE DO I LEARN MORE ?
The above introduction certainly didn't make you understand
3d-graphics. But hopefully, it'll make it easier to use
3dedit. If you want to learn more about 3d-graphics there
are serveral sources. You can try:
Michael Abrash articles in Doctor Dobbs Journal 91-93
Computer Graphics by Hearn&Baker
-4-
-VIEWING THE BOAT A VERY SMALL INTRODUTION-
To get you going, lets start with just loading and viewing
an object. The object is named boat.3d and a file with that
name should be included in the same directory as 3dedit. To
start 3dedit, and load the boat.3d file, type 3d boat.3d.
The sceen should go black for some seconds and then you
should be able to see the boat at the middle at the screen.
The boat is viewed from what the program thinks is the front
side. Actually it is the right side of the boat, but the
boat was designed from the right side.
THE SCREEN
The screen is divided in two parts. At the top, it is
black, and it's here were you can see the object that you
are currently working on. This part of the screen is called
the 'VIEW-SPACE'. Below it you can se what we have choosen
to call the 'PANEL'. THE BUTTONS As you can see this is
covered with buttons. You press a button by moving the
mouse-cursor to it and pressing the mousebutton. Most
buttons are only activated by pressing the left
mouse-button, but some also use the right mouse-button. On
thoose buttons, different actions are made by the different
mouse-buttons. For an example, the move-buttons uses both
mouse-buttons. If you press the x-move-button with the left
mouse-button, the object are moved at the right, viewed from
the front, and if you press the right one, the object are
moved to the left.
MOVING THE BOAT
Now, lets move the boat on the screen. First of all you
have to make sure that the move-object-mode is enabled.
This is controlled by a button at the left of the panel,
right from the Z-buttons. When you start, this button
should be marked with an wire-frame box. This indicates
that the move-object-mode is enabled. Try clicking on the
button. Now the move-object-mode is disabled and the button
should just be marked with a dot. Now click on the button
again. The move-object-mode is enabled and the object is
ready to be moved. Now you should use the move-buttons to
move the object. Thoose are located to the left of the
panel, with X,Y or Z below it. By using the button over the
X, the object is moved along the X-axis, using the button
over the Y, the object is moved along the Y-axis etc. Now,
click on the move-button X with the left mouse-button. The
boat moves to the right. Use the right and it moves to the
left. Use the move-button Z, and it moves away from you.
Play around with it for a while.
-5-
ROTATING THE BOAT
Now it is time to rotate the object. Under the
move-buttons, you find the rotate-buttons. With these you
rotate your object. Try pressing the rotate-button Y and
see that boat rotate around the Y-axis. Try the other keys.
LEAVING THE BOAT
When you are ready to leave 3DEDIT, you just press ESC. The
screen should fade to black and yous should be back at the
DOS-prompt or whereever you started 3dedit from.
-CREATING A BOX-A QUICK START-
To get you going, we begin with a step-by-step lesson in the
fine art of creating a simple box and to manipulate it on
the screen. If you follow this simple quide, you should
have learned the basic functions of 3dedit at the time the
box is ready.
LETS START IT
You start 3dedit byt typing '3d box.3d'. Box.3d is the name
that we give the file where the object will be saved when we
are ready. When the program starts, you will that the upper
half of the screen is black and the part below is filled
with buttons and stuff. The upper part is where the actual
object will be seen, that part we call the 3d-space. The
part of the screen that is grey, with buttons, etc, we call
the panel. Now if you move your mouse, you will se that the
cursor changes when passes over the different parts.
SHOW POINTS
Click on the Showpoints button. Thats is the third from the
left above the CREATE-button. The point in the button
should now have changed color from red to green. This
buttons turns off/on the showpoints mode. When enabled, all
points in the object are shown, blinking white. This slows
things down a bit but make the editing of the object easier.
THE FIRST POINT
At the middle of the 3dspace you can see some dots blinking.
Or actually, it is numbers but at the moment they are
-6-
written over each other. This brings us to the active
spots. Active spots(AS) are four different points that you
use to manipulate the points in your object. At the panel
you can see the numbers 1-4 with a red lamp under each
number. When a lamp is green thats measn that the
corresponding AS is activated. That means that it is
affected by the move buttons and the create button. More of
that later.
MOVING THE POINT
Now click undet '1' at the panel to activate AS 1. The lamp
should turn green. AS 1 is now activated. Now click with
the left mouse button on the 'move-along-x' button. This is
located at the left side on the panel, and is marked with <
X >. The point on the 3dspace should move left. Pressing
the right mouse button will move the point to the right.
Move the point about two inches to the left. Now push the
'move-along-y'button which is right of the 'move-x'-button.
Move the point up about two inches.
CREATING A NEW POINT
Now click on the 'CREATE'-button. Move the new point down
about four inches. Note that it is only AS 1 that goes
down, the rest of the AS stays with the old point. Now
activate AS 4. Press Create and press the x-move-button with
the left button. Note that you now have created to new
points, one for every activated AS. Move the new points,
marked by 1 and 4 to the left until they make the corners of
an rectangle together with the old buttons.
TO CHANGE AN AS TO ANOTHER POINT
Now, we have four points in 3dspace. But only 3 of them are
marked by an AS. To move AS 3 to the empty point, the one
that is just a blinking pixel, activate AS 3. Then click
near the non-marked point at the 3dspace. Now AS 3 should
have moved to that point and the numbers 1-4 should be
forming a rectangle in clockwise order.
TO CREATE A POLYGON
Now that we have four points, we could create a rectangle.
To do this, you must first change the create-mode. To do
this you click with the left mousebutton on icon most to the
left above the create-button. This should now change from a
point to a triangle. Click on it again and it changes to a
rectangle. Now you must choose which color the rectangle
should have. Between the panel and the 3dspace you can se a
line of different colors. Click at one of the colors and
you have now choosen that color to work with. As you
-7-
probably see, only a part of all the colors available are
shown on the screen. To see more colors, you click at one
of the arrows at the leftside or the right side of the
screen. When you have choosen the color you want to work
with, you can now click on the create button. The rectangle
should now be visible in all its glory.
CHANGING THE VIEW
At the right of the panel you can see the seven
view-buttons. They're named as X-Y 1, X-Y 1, Y-Z 1 osv.
With theese buttons you change the way you look at your
object. With X-Y 1 you watch you object from the front,
with X-Y 2 you watch it from the back, Y-Z 1 from the above
etc. At the bottom you find the free button. With this
button you change to free-view, which means that the object
can be rotated to any choosen view. The other views are not
affected by rotation. You should avoid to rotate the object
in thoose views, as it can lead to some problems. Now,
change the view to Y-Z 1. You are now viewing the object
from the above. Note that you cant see you polygon. Try to
view it from the backside. As you are watching the backside
of the polygon, the polygon shouldnt be visible. View from
the above again. Now make sure that all the AS are
activated(that all lamps under the numbers 1-4 are green).
Press the move-z-button with the left button. Your four
points are moving slowly down the screen. In 'reality' they
are not moving down, but along the x-axis, but due to the
view, it seems as they are moving down.
THE BACKSIDE OF THE BOX
Change the create-mode to point, by pressing the icon above
the'CREATE'-button, until it changes to a point Now, click
on the create button. Four new points are created but you
cant see them yet, as they are located at the old points.
Now press the move-z button using your left mouse button.
As you can see theyre now wandering up at the screen. When
you think that you have made a box, click on the X-Y 2
button to view the object from the backside.Now you should
be able to create to create a new rectangle, with the four
new points. Well, you can, but you wont be able to see it.
Why is that? Because the four points need to be in
clockwise-order to the viewer, to let 3dedit now that this
is the front-side of the polygon. This is a problem. How
do you change the order of the points? Well, this is maybe
3dedits biggest problem, which will be solved in the first
real-version of this software. But for now, you'll have to
change the order of the buttons yourself. How do you do
this? Just Follow these simple steps.
1. Change the view to (X-Z 1). CLick oon the number 1
on the 3dspace. The number 1 should now not be
blinking. Click on the nearest-point-donmost to the
left. The 1 should now have change to that point.
-8-
2. Click on the number 3. Now '3' should have stoped
blinking and '1' has started blinking as the other
numbers. Click at the point where '1' was before
and now '3' would have moved over to that point.
3. Click at '1', either on the 3dspace or on the panel.
Now click on the point where '3' used to be before.
Now the numbers 1 and 3 should have changed place and
therefore the order should have turned to clockwise.
Change the view to X-Y 2. Now you can click on the
CREATE-button, after you have choosen which color that you
would want the backside of the box to have. Change the view
to free. Rotate the object using the 'rotate-y' button,
which is under the move-y-button. Yes thats nearly a cube.
CREATING THE REST OF THE CUBE
Now that every point that you need for your cube exist, you
just have to change the views and create the requiered
rectangles, after you have set up the Active Spots to the
right points and made sure that they are in clockwise order
from the side that should be visible. We know that this
isn't very easy to understand from a text. But don't be
afraid to experiment, even though we recommend you to follow
the steps for creating a box, before you start with your own
shapes. If you place a polygon for mistake, you can destroy
it with the 'DESTROY'-button. But make sure that the AS
really are located at the points that make up the polygon.
If you try to destroy a polygon that doesn't exist, the
program will crash.
-CREATING AN OBJECT-
CREATING POINTS
Every object must begin its life as points. Before you can
create any polygons, you must at least have 3 points.
Points are created when you press the CREATE-button and the
create-mode is set to points. When create-mode is set to
points, the CHANGE-CREATE-MODE button should be marked with
a point, not a rectangle or a triangle. Press the CREATE
button. Now, a point will be created for each active AS.
Example: if you want to create two points, you could make
sure that AS 1&4 are activated, that the create-mode is set
to points, and then press the CREATE button. Two new points
are now created.
MOVING POINTS
To move points, you have to make sure that the move-object
mode is disabled. This is controlled by the button right to
the move/rotate buttons Z. When you are able to move points,
the button is marked with a dot. It is only the points that
are corresponding to active AS that are affected by
movement. ECAMPLE: Now, if you want to move the first point
you created in the example above, you should make sure that
only AS 1 is activated. Move AS 1 to the correct place, and
-9-
check this from the different views. Then deactivate AS1
and activate AS 4. Move that point to the correct place.
SELECTING POINTS
If you want to operate on a point that is connected to an
active AS, you must connect it with one. To do this you
first click on the AS that you want to use. You can either
click on the panel or on the view-space. You do this not to
activate it/deactivate it, just to let 3dedit now which AS
you want to use. Note that on the view-space, the AS you
have choosen should not be blinking, but be steady. Now
click near the point(on view-space) that you want the AS
connected with and the AS should now have moved to that
point. This may sound strange but if you only could see it
in action, you'd realise how very simple this is. You can
also use the + and - keys, but this feature is not very save
and not very stable. If you have any suggestions on how we
may find an easier way to connect AS with points, please let
us now.
DESTROYING POINTS
At this moment, every point you create is here to stay. In
the shareware-version, this feature will exist.
VIEWING ALL POINTS
By pressing the SEE-POINTS button, you can choose between
seeing all the points that the object is made of and not to.
When working with the object, seeing the points will make
your work somewhat easier. However, this may slow the
program down a bit.
CREATING A POLYGON.
When you are going to create a polygon, you must first have
at least 3 points on the screen. The polygon will be
created with its corners at the points that are connected
with the AS (1-4 for a rectangle and 1-3 for a triangle).
SELECTING A COLOR
At the top of the panel you can se the colors you can choose
from. To choose a color, just click on that color. Since
all colors can't be viewed at the screen at the same time,
you sometimes have to click on the arrows to the left or the
right from the colors. This moves you through the existing
palette.
SELECTING A SHAPE
Currently there are two different shapes to choose from,
TRIANGLES or RECTANGLES. You choose betweend the different
shapes by clicking on the CHANGE-CREATE-MODE button. The
button changes between a point, a triangle and a rectangle,
for the different modes and shapes. Note that rectangles
are not exactly rectangles, but more four-sided polygons,
since the corners aren't dependent of each other. There is
a very big difference between triangles and 'rectangles'.
Since a polygon really is a two-dimensional thing, every
point in the polygon must lie on a plane i three dimensions.
-10-
This is no problem with triangles, since a plane can be
defined with just three points, and however the corners in
the triangle is located, the triangle is always an
twodimensional plane. However, with an four-sided polyon,
the corners can be defined so that the polygon is no longer
2dimensional but 3dimensional. This means that from som e
angles, the polygon might behave strange, will not be seen
etc. This problem is easily solved with splitting the
rectangle into two triangles. If this doesn't make sense to
you, don't worry. You'll understand what I mean when the
problem occur.
NO BACKFACE-CLOCKWISE ORDER
When you create a polygon, the AS that define the polygon,
must be in clockwise order from the viewer. Why is that?
Well, thats needed because 3dedit and the 3dengine on which
the program is built must now which side is fron and which
side is back. Most faces (or polygons) in an object has
only one side that its visible. If you think of a solid
box, each rectangle that the box is 'made' of has only one
side that's visible. EXAMPLE: If you have created three
points
1 2
3 2 1 3
would be visible from the viewer but
1 3 1
2 2 3
would not be visible.
You'll probably get it.
BACK-FACE POLYGONS
To create polygons that has a backface, in other words, like
a sail or a wing, a polygon thats always visible, despite
angle, you should turn the BACK-FACE-MODE on. This is done
by pressing the BACK-FACE-MODE button.
DESTROYING A POLYGON
Just click on the DESTRYO-button and make sure that the
CREATE-MODE is set to the shape you're about to destroy.
The AS should be located at the points that define the
polygon. Sometimes you have created more than one polygon
at the same points. Then the polygon that was first created
is destroyed first.
-11-
-THE PANEL AND THE BUTTONS-
+---------------------------------------------------------+
|<-22 (COLORS) 23 ->|
|---------------------------------------------------------|
|+---+ +---+ +---+ +--++--++--++--++-----+--++--++--+|
|| | | | | | |9 ||10||11||12||REFLECT ||15||16||
|| 1 | | 2 | | 3 | +--++--++--++--++--------++--++--+|
|+---+ +---+ +---+ +-----------+ +--++--+|
| X Y Z | CREATE 13 | |17||18||
| +-----------+ +--++--+|
|+---+ +---+ +---+ +--+ +-----------++--------++--++--+|
|| | | | | | |7 | |DESTROY 14 ||SMOOTH ||19||20||
|| 4 | | 5 | | 6 | | | +-----------++--------++--++--+|
|+---+ +---+ +---+ +--+ +------+|
| |Free21||
| +------+|
+---------------------------------------------------------+
1. Move-button X. This button moves the active AS along the
x-axis. Use both mouse buttons.
2. Move-button Y. This button moves the active AS along the
y-axis. Use both mouse buttons.
3. Move-button Z. This button moves the active AS along the
z-axis. Use both mouse buttons.
4. Rotate-button X. This button rotates the object about
the x-axis. Use this button only in FREE-VIEW-MODE.
Use Both mouse-buttons.
5. Rotate-button Y. This button rotates the object about
the y-axis. Use this button only in FREE-VIEW-MODE.
Use Both mouse-buttons.
6. Rotate-button Z. This button rotates the object about
the z-axis. Use this button only in FREE-VIEW-MODE.
Use Both mouse-buttons.
7. Change to object-move-mode/AS-move-mode. In
object-move-mode, the move-buttons makes the whole
-12-
object move instead of just the active AS. In
AS-move-mode,just the active AS moves. When the
object-move mode is enabled, the button has a 3dbox
shape in it, else it is just a dot.
9. CHANGE SORTMODE. When an object is displayed, all
visible polygons are sorted on the distance from the
viewer. There are three different distances,
nearest-distance, farthest distance and average
distance. For each polygon created you must have
selected an appropireate sort-mode. If you have choosen
the wrong sort-mode, the object may look strange in some
angles.
10. BACK-FACE MODE. Often a polygon has a side thats
always invisible. By changing the backface-mode, you
can select between polygons thats always visible and
polygons with just one visible side. A side of a cube
is a typical polygon with just one visible side, but for
an example a sail would have to visible sides.
11. SEE POINTS.Switch between seeing every point that an
object is made of, and not to see them. Have the points
seen make design a lot easier.
12. Create-mode. By clicking this icon, you can change
what to create with the 'CREATE'-button and what to
destroy with the 'DESTROY'-button. You can change
between points, triangles and rectangles ( not exactly
rectangles, but a foursided polygon anyhow). Points
can't be destroyed at this time.
13. Create-button. With this button you create a new
point/ triangle/ rectangle depending on which
create-mode you have selected. Note that when you
create points, a new point will be created for each AS
thats activated.
15. View X-Y 1. Watch the object from the front.
16. View X-Y 2. Watch the object from the behind.
17. View X-Z 1. Watch the object from the above.
18. View X-Z 2. Watch the object from the below.
19. View Y-Z 1. Watch the object from the left side.
20. View Y-Z 2. Watch the object from the right side.
21. View free. Free-view where you can rotate the object
into any angle.
22. Change next page of colors.
23. Click in this area to select a color.
-13-
KEYS
ESC Quit
Nump.1 Rotate object about Z-axis
Nump 3 Rotate object about Z-axis
Nump.4 Rotate object about Y-axis
Nump 6 Rotate object about Y-axis
Nump.7 Rotate object about X-axis
Nump 9 Rotate object about X-axis
Nump.1+CNTRL Move object along Z-axis
Nump 3+CNTRL Move object along Z-axis
Nump.4+CNTRL Move object along Y-axis
Nump 6+CNTRL Move object along Y-axis
Nump.7+CNTRL Move object along X-axis
Nump 9+CNTRL Move object along X-axis
LEGAL STUFF
SOFTWARE LICENSE
3DEDIT Copyright 1993 HUMAN SOFTWARE Inc. All Rights
Reserved
You are free to use, copy and distribute 3DEDIT only for
NONCOMMERCIAL use if:
No fee is charged for use, copying or distribution.
It is not modified in any way.
Clubs and user groups may charge a nominal fee not to exceed (£3.00$)
for expenses and handling while distributing 3DEDIT
-14-
HUMAN SOFTWARE hereby disclaims all warranties relating to
this software, whether express or implied, including without
limitation any implied warranties of merchantability or
fitness for a particular purpose. HUMAN SOFTWARE will not
be liable for any special, incidental, consequential,
indirect or similar damages due to loss of data or any other
reason, even if HUMAN SOFTWARE or an agent of 3DEDIT has
been advised of the possibility of such damages. In no
event shall HUMAN SOFTWARE's liability for any damages ever
exceed the price paid for the license to use software,
regardless of the form of the claim. The person using the
software bears all risk as to the quality and performance of
the software.
-15-