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author | Steve Langasek <vorlon@debian.org> | 2005-01-10 08:53:33 +0000 |
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committer | Bryan Newbold <bnewbold@robocracy.org> | 2017-02-20 00:05:30 -0800 |
commit | e33f9eb9cf5cc29c36ce2aa7e10cd0f37ae0cc8e (patch) | |
tree | abbf06041619e445f9d0b772b0d58132009d8234 /solid.txi | |
parent | f559c149c83da84d0b1c285f0298c84aec564af9 (diff) | |
parent | 8466d8cfa486fb30d1755c4261b781135083787b (diff) | |
download | slib-e33f9eb9cf5cc29c36ce2aa7e10cd0f37ae0cc8e.tar.gz slib-e33f9eb9cf5cc29c36ce2aa7e10cd0f37ae0cc8e.zip |
Import Debian changes 3a1-4.2debian/3a1-4.2
slib (3a1-4.2) unstable; urgency=low
* Non-maintainer upload.
* Add guile.init.local for use within the build dir, since otherwise we
have an (earlier unnoticed) circular build-dep due to a difference
between scm and guile.
slib (3a1-4.1) unstable; urgency=low
* Non-maintainer upload.
* Build-depend on guile-1.6 instead of scm, since the new version of
scm is wedged in unstable (closes: #281809).
slib (3a1-4) unstable; urgency=low
* Also check for expected creation on slibcat. (Closes: #240096)
slib (3a1-3) unstable; urgency=low
* Also check for /usr/share/guile/1.6/slib before installing for guile
1.6. (Closes: #239267)
slib (3a1-2) unstable; urgency=low
* Add format.scm back into slib until gnucash stops using it.
* Call guile-1.6 new-catalog (Closes: #238231)
slib (3a1-1) unstable; urgency=low
* New upstream release
* Remove Info section from doc-base file (Closes: #186950)
* Remove period from end of description (linda, lintian)
* html gen fixed upstream (Closes: #111778)
slib (2d4-2) unstable; urgency=low
* Fix url for upstream source (Closes: #144981)
* Fix typo in slib.texi (enquque->enqueue) (Closes: #147475)
* Add build depends.
slib (2d4-1) unstable; urgency=low
* New upstream.
slib (2d3-1) unstable; urgency=low
* New upstream.
* Remove texi2html call in debian/rules. Now done upstream. Add make
html instead.
* Changes to rules and doc-base to conform to upstream html gen
* Clean up upstream makefile to make sure it cleans up after itself.
Diffstat (limited to 'solid.txi')
-rw-r--r-- | solid.txi | 441 |
1 files changed, 441 insertions, 0 deletions
diff --git a/solid.txi b/solid.txi new file mode 100644 index 0000000..102214f --- /dev/null +++ b/solid.txi @@ -0,0 +1,441 @@ +@ifset html +<A NAME="Solid"> +@end ifset +@code{(require 'solid)} +@ifset html +</A> +@end ifset +@ftindex solids +@ftindex solid +@ftindex solid-modeling + +@noindent +@uref{http://swissnet.ai.mit.edu/~jaffer/Solid/#Example} gives an +example use of this package. + + +@defun vrml node @dots{} +Returns the VRML97 string (including header) of the concatenation +of strings @var{nodes}, @dots{}. +@end defun + +@defun vrml-append node1 node2 @dots{} +Returns the concatenation with interdigitated newlines of +strings @var{node1}, @var{node2}, @dots{}. +@end defun + +@defun vrml-to-file file node @dots{} +Writes to file named @var{file} the VRML97 string (including header) of +the concatenation of strings @var{nodes}, @dots{}. +@end defun + +@defun world:info title info @dots{} +Returns a VRML97 string setting the title of the file in which +it appears to @var{title}. Additional strings @var{info}, @dots{} are comments. +@end defun +@noindent + +VRML97 strings passed to @code{vrml} and @code{vrml-to-file} as +arguments will appear in the resulting VRML code. This string turns +off the headlight at the viewpoint: +@example +" NavigationInfo @{headlight FALSE@}" +@end example + + +@defun scene:panorama front right back left top bottom +Specifies the distant images on the inside faces of the cube +enclosing the virtual world. +@end defun + +@defun scene:sphere colors angles + + +@var{colors} is a list of color objects. Each may be of type @ref{Color +Data-Type, color}, a 24-bit sRGB integer, or a list of 3 numbers +between 0.0 and 1.0. + +@var{angles} is a list of non-increasing angles the same length as +@var{colors}. Each angle is between 90 and -90 degrees. If 90 or -90 are not +elements of @var{angles}, then the color at the zenith and nadir are taken from +the colors paired with the angles nearest them. + +@code{scene:sphere} fills horizontal bands with interpolated colors on the backgroud +sphere encasing the world. +@end defun + +@defun scene:sky-and-dirt +Returns a blue and brown backgroud sphere encasing the world. +@end defun + +@defun scene:sky-and-grass +Returns a blue and green backgroud sphere encasing the world. +@end defun + +@defun scene:sun latitude julian-day hour turbidity strength + + +@defunx scene:sun latitude julian-day hour turbidity + +@var{latitude} is the virtual place's latitude in degrees. @var{julian-day} is an integer from +0 to 366, the day of the year. @var{hour} is a real number from 0 to 24 for +the time of day; 12 is noon. @var{turbidity} is the degree of fogginess described +in @xref{Daylight, turbidity}. + +@code{scene:sun} returns a bright yellow, distant sphere where the sun would be at +@var{hour} on @var{julian-day} at @var{latitude}. If @var{strength} is positive, included is a light source of @var{strength} +(default 1). +@end defun + +@defun scene:overcast latitude julian-day hour turbidity strength + + +@defunx scene:overcast latitude julian-day hour turbidity + +@var{latitude} is the virtual place's latitude in degrees. @var{julian-day} is an integer from +0 to 366, the day of the year. @var{hour} is a real number from 0 to 24 for +the time of day; 12 is noon. @var{turbidity} is the degree of cloudiness described +in @xref{Daylight, turbidity}. + +@code{scene:overcast} returns an overcast sky as it might look at @var{hour} on @var{julian-day} at @var{latitude}. If @var{strength} +is positive, included is an ambient light source of @var{strength} (default 1). +@end defun +@noindent +Viewpoints are objects in the virtual world, and can be transformed +individually or with solid objects. + + +@defun scene:viewpoint name distance compass pitch + + +@defunx scene:viewpoint name distance compass +Returns a viewpoint named @var{name} facing the origin and placed @var{distance} from it. +@var{compass} is a number from 0 to 360 giving the compass heading. @var{pitch} is a +number from -90 to 90, defaulting to 0, specifying the angle from the +horizontal. +@end defun + +@defun scene:viewpoints proximity +Returns 6 viewpoints, one at the center of each face of a cube +with sides 2 * @var{proximity}, centered on the origin. +@end defun +@subheading Light Sources + +@noindent +In VRML97, lights shine only on objects within the same children node +and descendants of that node. Although it would have been convenient +to let light direction be rotated by @code{solid:rotation}, this +restricts a rotated light's visibility to objects rotated with it. + +@noindent +To workaround this limitation, these directional light source +procedures accept either Cartesian or spherical coordinates for +direction. A spherical coordinate is a list @code{(@var{theta} +@var{azimuth})}; where @var{theta} is the angle in degrees from the +zenith, and @var{azimuth} is the angle in degrees due west of south. + +@noindent +It is sometimes useful for light sources to be brighter than @samp{1}. +When @var{intensity} arguments are greater than 1, these functions +gang multiple sources to reach the desired strength. + + +@defun light:ambient color intensity + + +@defunx light:ambient color +Ambient light shines on all surfaces with which it is grouped. + +@var{color} is a an object of type @ref{Color Data-Type, color}, a 24-bit sRGB +integer, or a list of 3 numbers between 0.0 and 1.0. If @var{color} is #f, +then the default color will be used. @var{intensity} is a real non-negative number +defaulting to @samp{1}. + +@code{light:ambient} returns a light source or sources of @var{color} with total strength of @var{intensity} +(or 1 if omitted). +@end defun + +@defun light:directional color direction intensity + + +@defunx light:directional color direction + +@defunx light:directional color +Directional light shines parallel rays with uniform intensity on all +objects with which it is grouped. + +@var{color} is a an object of type @ref{Color Data-Type, color}, a 24-bit sRGB +integer, or a list of 3 numbers between 0.0 and 1.0. If @var{color} is #f, +then the default color will be used. + +@var{direction} must be a list or vector of 2 or 3 numbers specifying the direction +to this light. If @var{direction} has 2 numbers, then these numbers are the angle +from zenith and the azimuth in degrees; if @var{direction} has 3 numbers, then +these are taken as a Cartesian vector specifying the direction to the +light source. The default direction is upwards; thus its light will +shine down. + +@var{intensity} is a real non-negative number defaulting to @samp{1}. + +@code{light:directional} returns a light source or sources of @var{color} with total strength of @var{intensity}, +shining from @var{direction}. +@end defun + +@defun light:beam attenuation radius aperture peak + + +@defunx light:beam attenuation radius aperture + +@defunx light:beam attenuation radius + +@defunx light:beam attenuation + +@var{attenuation} is a list or vector of three nonnegative real numbers specifying +the reduction of intensity, the reduction of intensity with distance, +and the reduction of intensity as the square of distance. @var{radius} is the +distance beyond which the light does not shine. @var{radius} defaults to +@samp{100}. + +@var{aperture} is a real number between 0 and 180, the angle centered on the +light's axis through which it sheds some light. @var{peak} is a real number +between 0 and 90, the angle of greatest illumination. +@end defun + +@defun light:point location color intensity beam + + +@defunx light:point location color intensity + +@defunx light:point location color + +@defunx light:point location + +Point light radiates from @var{location}, intensity decreasing with distance, +towards all objects with which it is grouped. + +@var{color} is a an object of type @ref{Color Data-Type, color}, a 24-bit sRGB +integer, or a list of 3 numbers between 0.0 and 1.0. If @var{color} is #f, +then the default color will be used. @var{intensity} is a real non-negative number +defaulting to @samp{1}. @var{beam} is a structure returned by +@code{light:beam} or #f. + +@code{light:point} returns a light source or sources at @var{location} of @var{color} with total strength +@var{intensity} and @var{beam} properties. Note that the pointlight itself is not visible. +To make it so, place an object with emissive appearance at @var{location}. +@end defun + +@defun light:spot location direction color intensity beam + + +@defunx light:spot location direction color intensity + +@defunx light:spot location direction color + +@defunx light:spot location direction + +@defunx light:spot location + +Spot light radiates from @var{location} towards @var{direction}, intensity decreasing with +distance, illuminating objects with which it is grouped. + +@var{direction} must be a list or vector of 2 or 3 numbers specifying the direction +to this light. If @var{direction} has 2 numbers, then these numbers are the angle +from zenith and the azimuth in degrees; if @var{direction} has 3 numbers, then +these are taken as a Cartesian vector specifying the direction to the +light source. The default direction is upwards; thus its light will +shine down. + +@var{color} is a an object of type @ref{Color Data-Type, color}, a 24-bit sRGB +integer, or a list of 3 numbers between 0.0 and 1.0. If @var{color} is #f, +then the default color will be used. + +@var{intensity} is a real non-negative number defaulting to @samp{1}. + +@code{light:spot} returns a light source or sources at @var{location} of @var{direction} with total strength +@var{color}. Note that the spotlight itself is not visible. To make it so, +place an object with emissive appearance at @var{location}. +@end defun +@subheading Object Primitives + + +@defun solid:box geometry appearance + + +@defunx solid:box geometry +@var{geometry} must be a number or a list or vector of three numbers. If @var{geometry} is a +number, the @code{solid:box} returns a cube with sides of length @var{geometry} centered on the +origin. Otherwise, @code{solid:box} returns a rectangular box with dimensions @var{geometry} +centered on the origin. @var{appearance} determines the surface properties of the +returned object. +@end defun + +@defun solid:cylinder radius height appearance + + +@defunx solid:cylinder radius height +Returns a right cylinder with dimensions @var{radius} and @code{(abs @var{height})} +centered on the origin. If @var{height} is positive, then the cylinder ends +will be capped. @var{appearance} determines the surface properties of the returned +object. +@end defun + +@defun solid:disk radius thickness appearance + + +@defunx solid:disk radius thickness +@var{thickness} must be a positive real number. @code{solid:disk} returns a circular disk +with dimensions @var{radius} and @var{thickness} centered on the origin. @var{appearance} determines the +surface properties of the returned object. +@end defun + +@defun solid:cone radius height appearance + + +@defunx solid:cone radius height +Returns an isosceles cone with dimensions @var{radius} and @var{height} centered on +the origin. @var{appearance} determines the surface properties of the returned +object. +@end defun + +@defun solid:pyramid side height appearance + + +@defunx solid:pyramid side height +Returns an isosceles pyramid with dimensions @var{side} and @var{height} centered on +the origin. @var{appearance} determines the surface properties of the returned +object. +@end defun + +@defun solid:sphere radius appearance + + +@defunx solid:sphere radius +Returns a sphere of radius @var{radius} centered on the origin. @var{appearance} determines +the surface properties of the returned object. +@end defun + +@defun solid:ellipsoid geometry appearance + + +@defunx solid:ellipsoid geometry +@var{geometry} must be a number or a list or vector of three numbers. If @var{geometry} is a +number, the @code{solid:ellipsoid} returns a sphere of diameter @var{geometry} centered on the origin. +Otherwise, @code{solid:ellipsoid} returns an ellipsoid with diameters @var{geometry} centered on the +origin. @var{appearance} determines the surface properties of the returned object. +@end defun + +@defun solid:basrelief width height depth colorray appearance + + +@defunx solid:basrelief width height depth appearance + +@defunx solid:basrelief width height depth +One of @var{width}, @var{height}, or @var{depth} must be a 2-dimensional array; the others must +be real numbers giving the length of the basrelief in those +dimensions. The rest of this description assumes that @var{height} is an +array of heights. + +@code{solid:basrelief} returns a @var{width} by @var{depth} basrelief solid with heights per array @var{height} with +the buttom surface centered on the origin. + +If present, @var{appearance} determines the surface properties of the returned +object. If present, @var{colorray} must be an array of objects of type +@ref{Color Data-Type, color}, 24-bit sRGB integers or lists of 3 +numbers between 0.0 and 1.0. + +If @var{colorray}'s dimensions match @var{height}, then each element of @var{colorray} paints its +corresponding vertex of @var{height}. If @var{colorray} has all dimensions one smaller +than @var{height}, then each element of @var{colorray} paints the corresponding face of +@var{height}. Other dimensions for @var{colorray} are in error. +@end defun +@subheading Surface Attributes + + +@defun solid:color diffuseColor ambientIntensity specularColor shininess emissiveColor transparency + + +@defunx solid:color diffuseColor ambientIntensity specularColor shininess emissiveColor + +@defunx solid:color diffuseColor ambientIntensity specularColor shininess + +@defunx solid:color diffuseColor ambientIntensity specularColor + +@defunx solid:color diffuseColor ambientIntensity + +@defunx solid:color diffuseColor + +Returns an @dfn{appearance}, the optical properties of the objects +@cindex appearance +with which it is associated. @var{ambientIntensity}, @var{shininess}, and @var{transparency} must be numbers between 0 +and 1. @var{diffuseColor}, @var{specularColor}, and @var{emissiveColor} are objects of type @ref{Color Data-Type, color}, +24-bit sRGB integers or lists of 3 numbers between 0.0 and 1.0. +If a color argument is omitted or #f, then the default color will be used. +@end defun + +@defun solid:texture image color scale rotation center translation + + +@defunx solid:texture image color scale rotation center + +@defunx solid:texture image color scale rotation + +@defunx solid:texture image color scale + +@defunx solid:texture image color + +@defunx solid:texture image + +Returns an @dfn{appearance}, the optical properties of the objects +@cindex appearance +with which it is associated. @var{image} is a string naming a JPEG or PNG +image resource. @var{color} is #f, a color, or the string returned by +@code{solid:color}. The rest of the optional arguments specify +2-dimensional transforms applying to the @var{image}. + +@var{scale} must be #f, a number, or list or vector of 2 numbers specifying the +scale to apply to @var{image}. @var{rotation} must be #f or the number of degrees to +rotate @var{image}. @var{center} must be #f or a list or vector of 2 numbers specifying +the center of @var{image} relative to the @var{image} dimensions. @var{translation} must be #f or a +list or vector of 2 numbers specifying the translation to apply to @var{image}. +@end defun +@subheading Aggregating Objects + + +@defun solid:center-row-of number solid spacing +Returns a row of @var{number} @var{solid} objects spaced evenly @var{spacing} apart. +@end defun + +@defun solid:center-array-of number-a number-b solid spacing-a spacing-b +Returns @var{number-b} rows, @var{spacing-b} apart, of @var{number-a} @var{solid} objects @var{spacing-a} apart. +@end defun + +@defun solid:center-pile-of number-a number-b number-c solid spacing-a spacing-b spacing-c +Returns @var{number-c} planes, @var{spacing-c} apart, of @var{number-b} rows, @var{spacing-b} apart, of @var{number-a} @var{solid} objects @var{spacing-a} apart. +@end defun + +@defun solid:arrow center + +@var{center} must be a list or vector of three numbers. Returns an upward +pointing metallic arrow centered at @var{center}. + + +@defunx solid:arrow +Returns an upward pointing metallic arrow centered at the origin. +@end defun +@subheading Spatial Transformations + + +@defun solid:translation center solid @dots{} +@var{center} must be a list or vector of three numbers. @code{solid:translation} Returns an +aggregate of @var{solids}, @dots{} with their origin moved to @var{center}. +@end defun + +@defun solid:scale scale solid @dots{} +@var{scale} must be a number or a list or vector of three numbers. @code{solid:scale} +Returns an aggregate of @var{solids}, @dots{} scaled per @var{scale}. +@end defun + +@defun solid:rotation axis angle solid @dots{} +@var{axis} must be a list or vector of three numbers. @code{solid:rotation} Returns an +aggregate of @var{solids}, @dots{} rotated @var{angle} degrees around the axis @var{axis}. +@end defun |