Computer Science


threedkit(7)           Svgalib User Manual           threedkit(7)

NAME
       threedkit - a set of functions for 3D support.

DESCRIPTION
       The  3dkit consists mainly of the following triangle func-
       tions gl_striangle(3),  gl_swtriangle(3),  gl_triangle(3),
       gl_trigetcolorlookup(3),          gl_trisetcolorlookup(3),
       gl_trisetdrawpoint(3), gl_wtriangle(3).

       Beware, these functions are  not  a  direct  part  of  the
       svgalib  library.  Instead their source is part of svgalib
       and can be found in the  threeDkit/  subdirectory  of  the
       original   svgalib   distribution.   However,  it  is  not
       installed in the system by default,  s.t.  it  is  unclear
       where  you  can  find  it if your svgalib was installed by
       some linux distribution.

       In case of any such problem, simply get an svgalib distri-
       bution  from  the  net. You even don't need to install it.
       Just make in the threeDkit/ subdirectory. As of this writ-
       ing,  svgalib-1.2.12.tar.gz  is the latest version and can
       be   retrieved   by   ftp    from    sunsite.unc.edu    at
       /pub/Linux/libs/graphics     and     tsx-11.mit.edu     at
       /pub/linux/sources/libs which will most probably  be  mir-
       rored by a site close to you.

       The functions are defined in the tri.o and triangl.o files
       (or their resp. sources) which you must link to your  pro-
       gram.

EXPLANATION ON 3DKIT.C
       This is main engine for 3D rendering.

       Program flow:

       1.     The  function  called  from  outside  of 3dkit.c is
              TD_drawsolid.  This first calculates  the  rotation
              matrix  from  the camera rotation angles (see below
              for more details).  It then  allocates  memory  for
              the temporary array for holding temporary coords in
              subsequently called functions.  It also  sorts  the
              surfaces from furthest to closest; according to the
              distance of the centre grid-point of  each  surface
              from the camera.

              It also establishes whether ROTATE_OBJECT option is
              on and zero's the camera position if so --- this is
              for displaying the object at the screen centre like
              in a 3D CAD package, as apposed to virtual  reality
              where  the  object  can  be anywhere and the actual
              camera position can move.

              In the case of ROTATE_OBJECT being on, although the
              camera  position  is  zero, some distance has to be
              placed between the camera and the object  (or  else
              it  would  appear  to  be  infinitely  large on the
              screen). This is  done  using  the  variable  s_cam
              which  is  initialized  to distance which is set by
              the calling application.   It  then  loops  through
              each  surface  (ordering  them in the way they were
              just sorted --- i.e. according to sortarray  index-
              ing)  and  calls  one  of  five graphic routines to
              write the 3D surface to the hardware.

       2.     Assume that TD_drawsolid  then  calls  TD_drawmesh.
              Here,  each  surface  grid point is first TD_trans-
              late'd into a 2D screen point  and  stored  in  the
              temp  array.  There  are obviously w(idth)*h(eight)
              points in the grid.

              Following, each line from  the  2D  temp  array  is
              drawn on the screen.  To draw the surface, the cor-
              ner wishbone (two lines) from each grid  square  is
              drawn  while  advancing  across and the down. After
              completing the scan, the furthest two edges of  the
              surface must then be filled in, vis.:
               _ _ _ _ _ _
              |_|_|_|_|_|_
              |_|_|_|_|_|_
              |_|_|_|_|_|_
              |_|_|_|_|_|_
              |_|_|_|_|_|_
              | | | | | |

              To  understand  the object rotation, a knowledge of
              matrix multiplication is required. I once derived a
              camera  rotation  before  I learned matrix computa-
              tion. It amounted to the same thing, but was unnec-
              essarily complicated to optimise.

       3.     TD_translate  called  from TD_drawmesh (and others)
              converts from the 3D grid point coordinate  to  the
              2D  screen  coordinate  using: (a) the three camera
              position coordinates, (or the  single  camera  dis-
              tance  value,  s_cam, if ROTATE_OBJECT is set), and
              (b) the three camera rotation angles. However,  the
              three camera rotation angles have already been con-
              verted into a rotation  matrix  when  TD_calc_rota-
              tion_matrix was called by TD_draw_solid.

              To  convert  from  a  3D  coordinate to a 2D screen
              coordinate, the camera position (or more correctly,
              the  position  of  the object from the camera) must
              first be added to each of the 3D grid  coordinates.
              If the user has chosen to use 32 bit values for the
              discription of the  surface,  then  these  must  be
              right  shifted to the same size as the 16 bit case.

              x, y and z now hold the 3D position of  the  object
              relative  to  the camera centre (or in these terms,
              the  centre  of  the  video  screen  RIGHT  ON  the
              screen).  The vector [x y z] must now be multiplied
              by the rotation matrix. The xt value must also have
              the camera distance, s_cam, added to it in case the
              ROTATE_CAMERA is set (in which  case  x_cam,  y_cam
              and  z_cam  (the  camera position) will be zero and
              instead s_cam will have a value to provide the nec-
              essary object-camera distance). A test is also made
              as to whether this value is zero  or  negative.  In
              the  case, the point is too close to the camera, or
              behind the camera, and must not be drawn.

              After the multiplication, the resulting vector  [xt
              yt  zt] has been rotated to be aligned with screen.
              The vector  is  now  adjusted  for  perspective  by
              dividing  the yt and zt values (horizontal and ver-
              tical respectively)  by  the  xt  value  (into  the
              screen).  Division  is done by muldiv64 because the
              intermediate  product  is  larger  than  32   bits.
              xscale  and yscale are factors that scale the image
              to size.  posx and posy is just the centre  of  the
              screen, or more precisely:

              The  exact  position  of the pinhole camera viewing
              the object.

       4.     TD_calc_rotation_matrix calculates the nine entries
              of  the  3  by  3  matrix used in TD_translate.  In
              order that only integer  arithmetic  is  performed,
              these values are stored and used as integers. Since
              this matrix's entries are always between -1 and +1,
              they  have  to be integer left shifted to give them
              accuracy.  TD_MULCONSTANT scales them to sufficient
              bits of accuracy before they are converted to inte-
              gers.

              This also means that  results  (of  multiplications
              with  them)  have  to  be  scaled  down by the same
              amount. This scaling is inherent in the final  mul-
              tiplication  and  division  (muldiv64)  done in the
              TD_translate function, so an extra division is  not
              consumed.

              The  rotation matrix effectively rotates the vector
              by the  Eulerian  angles  alpha,  beta  and  gamma.
              These  angles  represent successive rotations about
              each of the 3D axes. You can test which  angles  do
              what  by  looking at the calling application. Their
              precise definitions  are  not  all  that  important
              since  you  can  get  the  keyboard to do the right
              thing with a little trial and error.

       Intrisics of drawing non-transparent surfaces...

       to be continued ?!

SEE ALSO
       vgagl(7), svgalib(7),  gl_striangle(3),  gl_swtriangle(3),
       gl_triangle(3),  gl_trigetcolorlookup(3),  gl_trisetcolor-
       lookup(3),     gl_trisetdrawpoint(3),     gl_wtriangle(3),
       plane(6), wrapdemo(6).

AUTHOR
       This manual page was edited by Michael Weller <eowmob@exp-
       math.uni-essen.de>. The demos, the  initial  documentation
       and  the  whole  threedkit  stuff  was  done by Paul Sheer
       <psheer@icon.co.za>.

       Paper mail:
              Paul Sheer
              P O BOX 890507
              Lyndhurst
              Johannesburg 2106
              South Africa

       Donations (by check or postal order) will  be  appreciated
       and  will  encourage further development of this software.
       However this is strictly on a voluntary basis  where  this
       software  falls  under  the  GNU  LIBRARY  GENERAL  PUBLIC
       LICENSE.

Svgalib (>= 1.2.11)         2 Aug 1997                          1

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