GINO Graphics Suite - GINO v9.0    

3D Objects Introduction

GINO provides facilities to draw a set of 3D objects which (apart from the shaded polyline) are generated from facets positioned in 3D space. Such objects may be used to construct complex models according to the current viewing and modelling transformations.

Shaded Polyline:

Solid 3D primitives:

Surface primitives:

Local Axes System

All objects and surfaces (except those mentioned below) are defined in a local axes system U,V and W. For 3D primitives these are aligned along the current X,Y and Z axes, whereas for Bezier surfaces, the U axis is aligned along the major curve and the V axis is aligned along the extrusion.

All the solid object routines require a set of obligatory arguments to define their position in 3D space, together with certain dimensions (some of which default to 1.0). Alternative dimensions and orientations are specified using optional arguments for width, height, depth or radii together with local rotations about the U, V and or W axes, or as absolute or relative vectors in the local axis system.

Shaded polylines, Spline and Bezier surfaces are fully defined in 3D space by their data/control points, but the Bezier sphere and volumes of rotation can have optional local rotations.

Object Complexity

Objects of rotation and surfaces are built up from a number of quadrilateral facets in each of the U and V axes (representing the circumferential and vertical dimensions for volumes of rotation). This can be altered using optional arguments in the appropriate routines to increase or decrease the smoothness of the object as required. The exception to this is for normal volumes of rotation where the vertical complexity is determined by the number of points in the supplied outline.

Object Shading

All 3D objects are shaded according to the current lighting/shading environment with automatic generation of planar or averaged normals as required by the current shading mode (see Lighting and Shading). Objects are drawn using the current facet attributes (see Facet Attributes) and colour or material properties (see Material Properties).

Object Texture Mapping

Individual objects are assigned texture mapping coordinates in the range 0.0 to 1.0 where texture mapping has been switched on prior to the drawing of the object (see Texture Mapping). This allows the draping of complete image files over each object with ease. Where images are required to be replicated over one object or to cover several objects, it is the responsibility of the application writer to generate appropriate texture coordinates using the texture coordinate generation routines (see Texture Mapping Co-ordinates).