# ��������������������������������������������������������������������������Ŀ � � � � � ����� ���� ��� � � ���� ����� ����� � � � � � � � � � � � �� � � � � � � � � � � � � ��� � � � � � � � ����� ���� ��� � � � � � � � � � � � � �� � � � � � � ����� � � �

����� ���� � ��� � � ���� ����� � � � � � � � by Tumblin / Bodies In Motion � ���������������������������������������������������������������������������� ���������������������������������������������������������������������������� What's in this doc file anyway? Introduction to VED v0.4 beta Sample object files How to create your own objects Some chat about the source code

����������������������������Sample object files����������������������������� Here is a list of the objects that are part of this release: (all of them are created by me, Tumblin) 14SIDED CUBE CYLINDER LETTERR LETTERT PUCK PYRAMID QBINAQB SPHERE STAR SWORD TRIPIPE 3DFLAG CONE DIAMOND PAPERAIR V04 V04 V04 V04 V04 V04 V04 V04 V04 V04 V04 V04 V04 V04 V04 V04 14 sided prism by Tumblin simple cube by Tumblin cylinder by Tumblin letter "R" by Tumblin letter "T" by Tumblin hockey puck by Tumblin pyramid by Tumblin cube inside a cube by Tumblin sphere by Tumblin 6 pointed star by Tumblin sword by Tumblin triangular pipe designed by Total Package Canadian flag by Rush cone by Rush diamond by Rush paper air plane by Tumblin

������������������������How to create your own objects���������������������� If you think you are ready to start making your own objects, then read on. First I will explain a little theory of how 3D works. A vector object is simply a bunch of points that are placed at specific coordinates on an imaginary graph. Those points are then joined together forming the corners of polygons. All of the polygons together create the object. If you remember the cartesian graph that your math teacher yacked about in high school, then you are well on your way. Its the same idea except you have one more dimension. You have the vertical & horizontal dimensions, and now a depth. Each 3D point is specified with three numbers in the form of (x,y,z). X is the horizontal dimension (left and right). The center is at 0. X grows increasingly negative as you move left, and grows increasingly positive as you go to the right. See the number line below: -5 -4 -3 -2 -1 - <------------------------0 1 2 3 4 5 -------------------------> +

Y is the vertical dimension (up and down). The center is at 0. Y grows increasingly negative as you move down, and grows increasingly positive as you go up. See number line below: + ^

| | | | |

5 4 3 2 1 0 |-1 |-2 |-3 |-4 |-5 v Z is the depth dimension. The center is at 0 (surface of your monitor). Z grows increasingly negative as you go into the screen, and grows increasingly positive as you come out of the screen towards your face. See number line below: / -5 <-- inside screen / -4 / -3 / -2 / -1 ................ 0................. <-- screen / 1 / 2 / 3 / 4 <-- air infront of screen / 5 + So when you put it all together, you have a graph system that looks like this: up (+) (-)(into screen)

| / | / | / | / | / | / left(-) -----------+------------- (+)right / | / | / | / | / | / | (towards you)(+) (-) down

To specify a 3D point you simply state its x, y, and z coordinate together, like (x,y,z). The next thing to understand about 3D polygon objects is how to construct polygons. Polygons are just multi-sided closed off shapes. In this vector editor, there is a restriction, as most polygon systems do, you must make sure that the polygons are convex. What this means is that when you draw a straight line through any part of a polyon, it can only cut through two edges. Any more will make it a concave polygon and will not display properly when viewed. A simple way to identify if the polygon is convex is to see if all of the vertices (corners where two edges meet) point outward from the interior. See the diagram below for an idea of what I mean: ------------\ / / / / \ / \ \ \ This is a convex polygon. It WILL display correctly. Notice how all the corners point outwards.

\ | | \ | \------------------------

------------\ / / / / \ \ / \----------/ / / \ \ \ This is a concave polygon. It will NOT display correctly Notice how not all the corners point outward.

\ /----------

To get around this problem, split the polygon into 2 or more smaller polygons, like this: ------------\ / \ / \ / \ / \ - ----------\ / \ / \----------/

These are 2 convex polygons joined together to make up a concave one. It will now display correctly. Notice how all the corners of each polygon point outward from its center.

To be able to draw the want to connect together. vertices must be listed in polygon is facing you. If

polygons, you must list the vertices that you Guess what, there is another restriction! The counter-clockwise order when that particular you listed them clockwise, then it will not be

The following list shows the light source shading colors available in VED v0.4 beta: 1 2 3 4 5 6 7 = = = = = = = grey red yellow blue purple green brown (white to dark grey) (light pink to deep red) (light yellow to tan) (light blue to deep blue) (light purple to deep purple) (light green to deep green) (tan to dark brown)

Thats it! Thats all you need to make an object. A good thing to do is to comment EVERYTHING!!!!! I can't stress this enough. When you are listing the vertices, put a comment at the end of the line and number them starting at zero. This will be necessary when you are ready to start defining your polygons. When you are defining your polygons, do step (d) all on the same line, and group all the polygons that make a major section of your object. This makes "debugging" your object easier. The following is a sample object that makes a cube: --------------------------------- cut here ---------------------------------* This is an example object for the new VED v0.4b * by Tumblin / Bodies In Motion 8, * number of vertices * list of vertices * format: * x,y,z, -50,50,-50, * vertex 50,50,-50, * vertex 50,-50,-50, * vertex -50,-50,-50, * vertex -50,50,50, * vertex 50,50,50, * vertex 50,-50,50, * vertex -50,-50,50, * vertex

0 1 2 3 4 5 6 7

: : : : : : : :

back top left back top right back bottom right back bottom right front top left front top right front bottom right front bottom left

6, * number of polygons in object * polygons for object * format: * # of polygons, list of vertices, color of polygon 4, 0,4,5,1, 1, * top (as viewed from front) 4, 7,3,2,6, 2, * bottom 4, 0,3,7,4, 3, * left 4, 5,6,2,1, 4, * right 4, 1,2,3,0, 5, * back 4, 4,7,6,5, 6 * front * all done, end of object :-) --------------------------------- cut here ---------------------------------Note that I don't bother putting a comma after the last relevant number.