home *** CD-ROM | disk | FTP | other *** search
- %
- #EF
- #T15,1,Chapter 4 Animation Pg. 9
- #HS,1,4,80,25,11,1
- #C4,R5
- ~Y~I
- ~W~IMoving The World~Y~I
-
- When writing 3D simulations, the ~R~Iworld~Y~I that the simulation moves in is
- defined as sets of points in |3D space|. Each object in the world is composed
- of ~C~Icollections of individual shapes~Y~I. Every shape is defined by its corners
- or ~M~Ivertices.~Y~I
-
- #WN
- #C4,R13
- The object in Figure 4.3 on the next screen is a good example. The book in
- the figure is defined in 3D coordinates as a collection of six rectangles,
- each rectangle making up one surface of the book. To define the book in
- 3-space, we have defined the eight vertices ~S(0,0,0) (0,0,5) (10,0,0)
- (10,0,5) (0,20,0) (0,20,5) (10,20,0) (10,20,5).~s
-
- #WN
- #Uarc4_4.exe
- %
- #EF
- #T15,1,Chapter 4 Animation Pg. 10
- #HS,1,4,80,25,11,1
- #C4,R5
- ~Y~I
- The book can be moved (~M~Itranslated~Y~I), turned (~R~Irotated~Y~I), or ~C~Iscaled ~Y~Ijust by
- ~Kshifting the vertices around. If we want to look at the book from a
- different angle, what we actually do is to ~W~Imove the book, not ourselves.~Y~I~k
-
- #WN
- An entire landscape can be simulated in the same manner. Each mountain,
- valley, car, or building in the landscape is a collection of arbitrary
- shapes called ~W~Ipolygons~Y~I. Each polygon is a surface composed of a
- collection of points that define its vertices. The polygons are grouped
- together into a single object, called a ~W~Isegment~Y~I. The book in Figure 4.3
- demonstrated this. Each surface of the book is a polygon. All of the
- polygons together make up a single segment. The segment itself represents
- an object.
-
- #WN
- In a landscape, all of the polygons that make up the ground would be part
- of the same segment. Each mountain would be a segment with possibly hundreds
- of polygons in it. A car would also be a segment.
-
- #WN
- #QQ,R,2
- A polygon is a group of ------ in
- 3D space.
- A polygon is a group of points.
- points,point,vertex,vertices
- #WP
- %
- #EF
- #T15,1,Chapter 4 Animation Pg. 11
- #HS,1,4,80,25,11,1
- #C4,R5
- ~Y~I
- It's also possible to put ~C~Isegments in segments~Y~I. In high-powered programs it
- is often necessary. All of the polygons of a car door could be put into a
- single segment. The segment that makes up the door could then be included in
- the segment that makes up the car, along with the other polygons and
- segments that the car is composed of. In this way, we can build objects that
- are extremely complicated.
-
- #WN
- As ~G~Iwe move ~Y~Ithrough a landscape, ~G~Iour point of view ~G~Irelative to the landscape
- ~G~Ichanges~Y~I. In other words, a scene looks different if we look at it from
- different spots or different angles. In the real world, you and I move
- through the landscape. In computerized simulations, ~R~Iwe move the landscape
- to accommodate us~Y~I. ~W~I~FThe world literally revolves around us.~Y~I~N
-
- #WN
- If the world is moved fast enough, it appears to the viewer as if he/she is
- moving through the scene. This is exactly how flight simulator programs
- work.
-
- #WN
- With this overview of animation, we're almost ready to begin writing games.
-
- #WP
- #X