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author | Norbert Preining <norbert@preining.info> | 2019-09-02 13:46:59 +0900 |
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committer | Norbert Preining <norbert@preining.info> | 2019-09-02 13:46:59 +0900 |
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tree | 60335e10d2f4354b0674ec22d7b53f0f8abee672 /graphics/sketch/Doc/sketch.info |
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diff --git a/graphics/sketch/Doc/sketch.info b/graphics/sketch/Doc/sketch.info new file mode 100644 index 0000000000..a54e28fde9 --- /dev/null +++ b/graphics/sketch/Doc/sketch.info @@ -0,0 +1,3131 @@ +This is sketch.info, produced by makeinfo version 4.7 from sketch.texi. + + Copyright (C) 2005, 2006, 2007, 2008 Eugene K. Ressler. + + This manual is for `sketch', version 0.2 (build 131), Saturday, +August 09, 2008, a program that converts descriptions of simple +three-dimensional scenes into static drawings. This version generates +`PSTricks' or `PGF/TikZ' code suitable for use with the TeX document +processing system. + + `Sketch' is free software; you can redistribute it and/or modify it +under the terms of the GNU General Public License as published by the +Free Software Foundation; either version 3, or (at your option) any +later version. + + Sketch is distributed in the hope that it will be useful, but +WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +General Public License for more details. + + You should have received a copy of the GNU General Public License +along with `sketch'; see the file COPYING.txt. If not, see +http://www.gnu.org/copyleft. + +INFO-DIR-SECTION TeX +START-INFO-DIR-ENTRY +* Sketch: (sketch). Simple 3D sketching for TeX +END-INFO-DIR-ENTRY + + +File: sketch.info, Node: Top, Next: About sketch, Prev: (dir), Up: (dir) + +Sketch +****** + +Copyright (C) 2005, 2006, 2007, 2008 Eugene K. Ressler. + + This manual is for `sketch', version 0.2 (build 131), Saturday, +August 09, 2008, a program that converts descriptions of simple +three-dimensional scenes into static drawings. This version generates +`PSTricks' or `PGF/TikZ' code suitable for use with the TeX document +processing system. + + `Sketch' is free software; you can redistribute it and/or modify it +under the terms of the GNU General Public License as published by the +Free Software Foundation; either version 3, or (at your option) any +later version. + + Sketch is distributed in the hope that it will be useful, but +WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +General Public License for more details. + + You should have received a copy of the GNU General Public License +along with `sketch'; see the file COPYING.txt. If not, see +http://www.gnu.org/copyleft. + +* Menu: + +* About sketch:: Why sketch exists and what it does. +* Introduction by example:: Most features shown as working code. +* Input language:: Syntax and semantics of `sketch' commands. +* Building a drawing:: How to use `sketch' productively. +* Command line:: Options and their usage. +* Installing sketch:: Building and installing from sources. +* Index of syntax:: +* Index:: + + --- The Detailed Node Listing --- + +About sketch + +* Reporting bugs:: Let use know what's wrong! +* Contributions:: How you can help.... + +Introduction by example + +* Hello world:: Simplest possible `sketch' program. +* Drawing options:: Controlling object appearance. +* Drawing a solid:: Drawing an object with 3d appearance. +* Special objects:: Laying TeX over, in, or under drawings. +* Object transforms:: Rotate, translate, scale, and others. +* Repeated objects:: Making transformed copies. +* Swept objects:: Sweeping objects in space to make new shapes. + +Swept objects + +* Point sweeps:: Swept points make lines and polygons. +* Polyline sweeps:: Swept lines make surfaces. +* Nested sweeps:: Swept sweeps are useful! +* Polygon sweeps:: Swept polygons make solids... +* Polyline sweeps with closure:: and so do closed polyline sweeps. +* Affine arithmetic:: Sketch useful math expression. +* More to learn:: Check out the Mobius strip! + +Input language + +* Language basics:: Case, space, comments, include files. +* Drawables:: Things that can be drawn. +* Definitions:: Giving things names. +* Global environment:: Affect the entire drawing. + +Basics + +* Identifiers:: Names for things. +* Key and reserved words:: Names you shouldn't use. +* Literals:: Constants and constructors. +* Arithmetic:: Rules for expressions. +* Options:: Modifying object appearance. + +Literals + +* Scalar literals:: Just the numbers. +* Point and vector literals:: 3d quantities. +* Transform literals:: Matrix form. + +Arithmetic expressions + +* Two-operand (binary) forms:: A op B +* Unary forms:: op A (and others) + +Options + +* PSTricks options:: Options inherited from `PSTricks'. +* TikZ/PGF options:: Options inherited from `TikZ/PGF'. +* Dots in TikZ/PGF:: Sketch uses `TikZ/PGF' circles for dots. +* TikZ/PGF user-defined styles:: Support for `TikZ/PGF' named, user-defined styles. +* Transparency:: See-through polygons. +* Internal options:: Options used by `sketch'. + +Point lists + +* Drawables:: Things that are drawn. +* Definitions:: Things with names. + +Drawables + +* Dots:: Draw dots. +* Lines:: Draw polylines. +* Curves:: Draw curves. +* Polygons:: Draw polygons. +* Specials:: Embed raw LaTeX and `PSTricks'. +* Sweeps:: Draw sweeps of dots and polylines. +* Blocks:: Group other drawables. +* Repeats:: Draw transformed copies of objects. +* Puts:: Draw one object transformed. + +Sweeps + +* Swept points:: Swept points make lines or polygons. +* Swept lines:: Swept lines make open or closed surfaces. +* Swept polygons:: Swept polygons make closed surfaces. +* Swept blocks:: Swept block == block of sweeps. +* Sweep face splitting:: Fixing warped faces with triangles. + +Definitions + +* Forms of definitions:: Different defs for different purposes. +* Forms of references:: How references denote types. + +Global environment + +* Global options:: Attributes of the entire drawing. +* Camera:: A final camera transformation of the scene. +* Picture box:: Setting the bounding box and 2d clipping. +* Frame:: Adding a box around the drawing. +* Language:: Setting the output language. + +Building a drawing + +* Overview:: Building a substantial drawing. +* A technical drawing:: An example with fine placement. +* A hierarchical model:: An example with sweeps and puts. +* Caveats:: Where trouble can occur. + +Caveats + +* Limits on error detection:: What sketch doesn't do. +* Clipping:: No clipping at present. +* Hidden surface removal:: Imperfections to fix. + +Hidden surface removal and polygon splitting + +* Statistics:: Performance numbers on depth sort. +* Bugs and anomalies:: Imperfections in this implementation. + + +File: sketch.info, Node: About sketch, Next: Introduction by example, Prev: Top, Up: Top + +1 About sketch +************** + +* Menu: + +* Reporting bugs:: Let use know what's wrong! +* Contributions:: How you can help.... + + `Sketch' is a small, simple system for producing line drawings of +two- or three-dimensional objects and scenes. It began as a way to +make illustrations for a textbook after we could find no suitable tool +for this purpose. Existing scene processors emphasized GUIs and/or +photo-realism, both un-useful to us. We wanted to produce finely +wrought, mathematically-based illustrations with no extraneous detail. + + `Sketch' accepts a tiny scene description language and generates +`PSTricks' or `TikZ/PGF' code for LaTeX. The `sketch' language is +similar to `PSTricks', making it easy to learn for current `PSTricks' +users. See www.pstricks.de for information on `PSTricks'. `TikZ/PGF' +are also very similar except for details of syntax. See http://sourceforge.net/projects/pgf. +One can easily lay raw `PSTricks' or `TikZ/PGF' output over, in, or +under `sketch' drawings, providing the full power of LaTeX text and +mathematics formatting in a three-dimensional setting. + + +File: sketch.info, Node: Reporting bugs, Next: Contributions, Prev: About sketch, Up: About sketch + +1.1 Reporting bugs and recommending improvements. +================================================= + +Send bug reports and suggestions to sketch@frontiernet.net. We will +try to respond, but can't promise. In any event, don't be offended if +a reply is not forthcoming. We're just busy and will get to your +suggestion eventually. + + For bugs, attach a `sketch' input file that causes the bad behavior. +Embed comments that explain what to look for in the behavior of +`sketch' or its output. + + A recommendation for improvement from one unknown person counts as +one vote. We use overall vote tallies to decide what to do next as +resources permit. We reserve the right to a assign any number of votes +to suggestions from people who have been helpful and supportive in the +past. + + +File: sketch.info, Node: Contributions, Prev: Reporting bugs, Up: About sketch + +1.2 Contributions +================= + +If you intend to implement an enhancement of your own, that's terrific! +Consider collaborating with us first to see if we're already working +on your idea or if we can use your work in the official release. + + + +File: sketch.info, Node: Introduction by example, Next: Input language, Prev: About sketch, Up: Top + +2 Introduction by example +************************* + +The `sketch' input language will seem familiar to users of the +`PSTricks' package for LaTeX. The following program draws a triangular +polygon pierced by a line. + + polygon(0,0,1)(1,0,0)(0,1,0) + line(-1,-1,-1)(2,2,2) + The coordinate system is a standard right-handed Cartesian one. + + + +* Menu: + +* Hello world:: Simplest possible `sketch' program. +* Drawing options:: Controlling object appearance. +* Drawing a solid:: Drawing an object with 3d appearance. +* Special objects:: Laying TeX over, in, or under drawings. +* Object transforms:: Rotate, translate, scale, and others. +* Repeated objects:: Making transformed copies. +* Swept objects:: Sweeping objects in space to make new shapes. + + +File: sketch.info, Node: Hello world, Next: Drawing options, Prev: Introduction by example, Up: Introduction by example + +2.1 Hello world +=============== + +The `sketch' program above is nearly the simplest one possible, the +equivalent of a "hello world" program you might find at the start of a +programming language text. If it is saved in the file `simple.sk', +then the command + + sketch simple.sk -o simple.tex + creates a file `simple.tex' containing `PSTricks' commands to draw +these objects on paper. The contents of `simple.tex' look like this. + + \begin{pspicture}(-1,-1)(2,2) + \pstVerb{1 setlinejoin} + \psline(-1,-1)(.333,.333) + \pspolygon[fillstyle=solid,fillcolor=white](0,0)(1,0)(0,1) + \psline(.333,.333)(2,2) + \end{pspicture} + The hidden surface algorithm of `sketch' has split the line into two +pieces and ordered the three resulting objects so that the correct +portion of the line is hidden. + + If you've noticed that the projection we are using seems equivalent +to erasing the z-coordinate of the three-dimensional input points, pat +yourself on the back. You are correct. This is called a "parallel +projection". The z-coordinate axis is pointing straight out of the +paper at us, while the x- and y-axes point to the right and up as usual. + + The resulting picture file can be included in a LaTeX document with +\input{simple}. Alternately, adding the command line option `-T'(1) causes +the `pspicture' to be wrapped in a short but complete document, ready +to run though LaTeX. In a finished, typeset document, the picture +looks like this. (The axes have been added in light gray.) + + + +It is important to know that only the "outside" of a polygon is +normally drawn. The "outside" is where the vertices given in the +`polygon' command appear in _counter-clockwise_ order. Thus, if the +command above had been + + polygon(0,1,0)(1,0,0)(0,0,1) + the polygon would not appear in the picture at all. It would have +been "culled" from the scene. This culling behavior may seem strange, +but stay tuned. + + ---------- Footnotes ---------- + + (1) Or for European users of A4 size paper, `-Te'. + + +File: sketch.info, Node: Drawing options, Next: Drawing a solid, Prev: Hello world, Up: Introduction by example + +2.2 Options +=========== + +Many `PSTricks' and `TikZ/PGF' options work just fine in `sketch'. If +generating `PSTricks', the code + + polygon[fillcolor=lightgray,linewidth=3pt](0,0,1)(1,0,0)(0,1,0) + line[linestyle=dotted](-1,-1,-1)(2,2,2) + produces + + + +To produce `TikZ/PGF', the corresponding code is + + polygon[fill=lightgray,line width=3pt](0,0,1)(1,0,0)(0,1,0) + line[style=dotted](-1,-1,-1)(2,2,2) + global { language tikz } + The final `global' instructs `sketch' to produce `TikZ/PGF' code as +output rather than the default, `PSTricks'. Note that `polygon' fill +color and `line' style options both conform to `TikZ' syntax rules. +The remaining examples of this manual are in PSTricks style. + + +File: sketch.info, Node: Drawing a solid, Next: Special objects, Prev: Drawing options, Up: Introduction by example + +2.3 Drawing a solid +=================== + +Let's try something more exciting. `Sketch' has no notion of a solid, but +polygonal "faces" can be used to represent the boundary of a solid. To +the previous example, let's add three more triangular polygons to make +the faces of an irregular tetrahedron. + + % vertices of the tetrahedron + def p1 (0,0,1) def p2 (1,0,0) + def p3 (0,1,0) def p4 (-.3,-.5,-.8) + + % faces of the tetrahedron. + polygon(p1)(p2)(p3) % original front polygon + polygon(p1)(p4)(p2) % bottom + polygon(p1)(p3)(p4) % left + polygon(p3)(p2)(p4) % rear + + % line to pierce the tetrahedron + line[linecolor=red](-1,-1,-1)(2,2,2) + This example uses "definitions", which begin with `def'. These +"define" or give names to points, which are then available as +"references" by enclosing the names in parentheses, e.g. (foo). The +parentheses denote that the names refer to points; they are required. +There can be no white space between them and the name. + + As you can see, comments start with % as in TeX and extend to the +end of the line (though # will work as well). White space, including +spaces, tabs and blank lines, has no effect in the `sketch' language. + + + +If we look inside the TeX file produced by `sketch', there will be only +three polygons. The fourth has been culled because it is a "back face" of +the tetrahedron, invisible to our view. It is unnecessary, and so it +is removed. + + In some drawings, polygons act as zero-thickness solid surfaces with +both sides visible rather than as the faces of solid objects, where +back faces can be culled. For zero-thickness solids, culling is a +problem. One solution is to use a pair of `sketch' polygons for each +zero-thickness face, identical except with opposite vertex orders. +This is unwieldy and expensive. A better way is to set the `sketch' +internal option `cull' to `false' in the usual `PSTricks' manner. + + polygon[cull=false](p1)(p2)(p3) + The following shows the same helix shape drawn first with cull=true +(the default) and then cull=false. + + + +We'll soon see how to produce these helixes with a few lines of +`sketch' language code. + + It may be tempting to turn culling off gratuitously so that vertex +order can be ignored. This is not a good idea because output file size +and TeX and Postscript processing time both depend on the number of +output polygons. Culling usually improves performance by a factor of +two. On the other hand, globally setting `cull=false' is reasonable +while debugging. See *Note Global options:: and *Note Limits on error +detection::. + + +File: sketch.info, Node: Special objects, Next: Object transforms, Prev: Drawing a solid, Up: Introduction by example + +2.4 Special objects +=================== + +We can add labels to a drawing by using special objects, which provide +a way to embed raw LaTeX and `PSTricks' code. Adding this to the +tetrahedron does the trick. + + special |\footnotesize + \uput{2pt}[ur]#1{$P1$} + \uput[r]#2{$P2$} + \uput[u]#3{$P3$} + \uput[d]#4{$P4$}| + (p1)(p2)(p3)(p4) + Here is the result. + + + +There are several details to note here. First, the quoting convention for +the raw code is similar to the LaTeX \verb command. The first +non-white space character following special is understood to be the +quote character, in this case `|'. The raw text continues until this +character recurs. + + Second, the argument references #1, #2, #3, and #4 refer to points +in the list that follow. This is similar to TeX macro syntax. The +transformed and two-dimensional projections of these three-dimensional +points are substituted in the final output. An argument reference of +the form #1-2 is replaced with the angle in degrees of the +two-dimensional vector that connects the projections of the two +respective argument points, here #1 and #2. The substituted angle is +enclosed in curly braces `{ }' + + By default, `special' objects are printed last, overlaying all other +objects in the scene. If you specify the internal option `lay=in', the +hidden surface algorithm considers the entire special object to be the +first point (#1) in the argument list. If that point is behind (of +smaller z-component than) any drawable, then the entire special object +is drawn before that drawable, so the drawable obscures parts of the +special object that overlaps it. In our example, p1 is the front-most +point in the scene (has the largest z-component), so adding `lay=in' +has no effect. + + With option `lay=under', a special is drawn _before_, hence appears +_under_ any of the objects handled by the hidden surface algorithm. +This is how the light gray axes were added to the "hello world" example +*Note Hello world::. + + Special objects are powerful, with many possible uses. + + +File: sketch.info, Node: Object transforms, Next: Repeated objects, Prev: Special objects, Up: Introduction by example + +2.5 Transforms +============== + +Now let's add a second copy of the pierced tetrahedron. We'll rotate +the copy 90 degrees about the x-axis with the origin as "center of +rotation" so we can see the back, then translate it to the right--in +the positive x-direction--so it doesn't collide with the original. To +help us see what's going on, make the back side gray. + + def pierced_tetrahedron { + def p1 (0,0,1) def p2 (1,0,0) + def p3 (0,1,0) def p4 (-.3,-.5,-.8) + polygon(p1)(p2)(p3) % original + polygon(p1)(p4)(p2) % bottom + polygon(p1)(p3)(p4) % left + polygon[fillcolor=lightgray](p3)(p2)(p4) % rear + line[linecolor=red](-1,-1,-1)(2,2,2) + } + {pierced_tetrahedron} % tetrahedron in original position + put { rotate(90, (0,0,0), [1,0,0]) % copy in new position + then translate([2.5,0,0]) } {pierced_tetrahedron} + Here the entire code of the previous example has been wrapped in a +definition by forming a "block" with braces (a single item would not +need them). The point definitions nested inside the braces are +"lexically scoped". Their meaning extends only to the end of the +block. The outer def is called a "drawable" definition because it +describes something that can be drawn. + + A drawable definition by itself causes nothing to happen until its +name is referenced. Drawable references must be enclosed in curly +braces, e.g. {foo}, with no intervening white space. In the code +above, the first reference {pierced_tetrahedron} is a plain one. Its +effect is merely to duplicate the earlier drawing. Almost any series +of `sketch' commands stuff may be replaced with def foo { stuff } {foo} +without changing its meaning. + + The put command supplies a second reference, this time with a +"transform" applied first. The rotate transform turns the tetrahedron +90 degrees about the origin. The axis of rotation is the vector +[1,0,0]. By the "right hand rule", this causes the top of the +tetrahedron to rotate toward the viewer and the bottom away. The rule +receives its name from the following definition: + + *Right hand rule.* If the right hand is wrapped around any axis + with the thumb pointing in the axis direction, then the fingers + curl in the direction of positive rotation about that axis. + The translate transform moves the pyramid laterally to the right by +adding the vector [2.5,0,0] to each vertex coordinate. The result is +shown here. + + + + +File: sketch.info, Node: Repeated objects, Next: Swept objects, Prev: Object transforms, Up: Introduction by example + +2.6 Repeated objects +==================== + +To draw seven instances of the tetrahedron, each differing from the +last by the same transform, replace the last two commands of the +previous example with + + repeat { 7, rotate(15, (0,0,0), [1,0,0]) % copy in new position + then translate([2,0,0]) } {pierced_tetrahedron} + And the result.... + + + + +File: sketch.info, Node: Swept objects, Prev: Repeated objects, Up: Introduction by example + +2.7 Swept objects +================= + +Many familiar shapes can be generated by sweeping simpler ones through +space and considering the resulting path, surface, or volume. `Sketch' +implements this idea in the sweep command. + + def n_segs 8 + sweep { n_segs, rotate(180 / n_segs, (0,0,0), [0,0,1]) } (1,0,0) + This code sweeps the point (1,0,0) eight times by rotating it 180/8 = +22.5 degrees each time and connecting the resulting points with line +segments. The def used here is a "scalar" definition. References to scalars +have no enclosing brackets at all. + +* Menu: + +* Point sweeps:: Swept points make lines and polygons. +* Polyline sweeps:: Swept lines make surfaces. +* Nested sweeps:: Swept sweeps are useful! +* Polygon sweeps:: Swept polygons make solids... +* Polyline sweeps with closure:: and so do closed polyline sweeps. +* Affine arithmetic:: Sketch useful math expression. +* More to learn:: Check out the Mobius strip! + + +File: sketch.info, Node: Point sweeps, Next: Polyline sweeps, Prev: Swept objects, Up: Swept objects + +2.7.1 Point sweeps +------------------ + +Sweeping a point makes a one-dimensional path, which is a polyline. +Since we have swept with a rotation, the result is a circular arc. +Here is what it looks like. + + + +This is the first example we have seen of `sketch' arithmetic. The +expression 180 / n_segs causes the eight rotations to add to 180. If +you're paying attention, you'll have already noted that there are +_nine_ points, producing eight line segments. + + You can cause the swept point to generate a single polygon rather +than a polyline by using the "closure tag" <> after the number of swept +objects. Code and result follow + + def n_segs 8 + sweep { n_segs<>, rotate(180 / n_segs, (0,0,0), [0,0,1]) } (1,0,0) + + + +File: sketch.info, Node: Polyline sweeps, Next: Nested sweeps, Prev: Point sweeps, Up: Swept objects + +2.7.2 Polyline sweeps +--------------------- + +Sweeping a polyline produces a surface composed of many faces. The +unbroken helix in the example *Note Helix with cull set false then +true:: is produced by this code (plus a surrounding put rotation to +make an interesting view; this has been omitted). + + def K [0,0,1] + sweep[cull=false] { + 60, + rotate(10, (0,0,0), [K]) then translate(1/6 * [K]) + } line[linewidth=2pt](-1,0)(1,0) + Again, 60 segments of the helix are produced by connecting 61 +instances of the swept line. Options applied to the sweep, here +cull=false, are treated as options for the generated polygon or +polyline. Options of the swept line itself, here linewidth=2pt, are +ignored, though with a warning. This def is a "vector" definition, which +must be referenced with square brackets, e.g. [foo]. + + +File: sketch.info, Node: Nested sweeps, Next: Polygon sweeps, Prev: Polyline sweeps, Up: Swept objects + +2.7.3 Nested sweeps +------------------- + +When the center point of rotation is omitted, the origin is assumed. +When a point has only two coordinates, they are taken as x and y, with +z=0 assumed. A toroid is therefore obtained with this code. + + def n_toroid_segs 20 def n_circle_segs 16 + def r_minor 1 def r_major 1.5 + sweep { n_toroid_segs, rotate(360 / n_toroid_segs, [0,1,0]) } + sweep { n_circle_segs, rotate(360 / n_circle_segs, (r_major,0,0)) } + (r_major + r_minor, 0) + + For intuition, the idea of the code is to sketch a circle to the +right of the origin in the xy-plane, then rotate that circle "out of +the plane" about the y-axis to make the final figure. This produces +the following. (A view rotation and some axes have been added.) + + + +This example also shows that the swept object may itself be another +`sweep'. In fact, it may be _any_ `sketch' expression that results in +a list of one or more points or, alternately, a list of one or more +polylines and polygons. The latter kind of list can be created with a +{ }-enclosed block, perhaps following a put or repeat. + + +File: sketch.info, Node: Polygon sweeps, Next: Polyline sweeps with closure, Prev: Nested sweeps, Up: Swept objects + +2.7.4 Polygon sweeps +-------------------- + +Sweeping a polygon creates a closed surface with polygons at the ends, +which are just copies of the original, appropriately positioned. *Note +Solid coil example::. Options on the swept polygon, if they exist, are +applied to the ends. Otherwise the sweep options are used throughout. + + +File: sketch.info, Node: Polyline sweeps with closure, Next: Affine arithmetic, Prev: Polygon sweeps, Up: Swept objects + +2.7.5 Polyline sweeps with closure +---------------------------------- + +A polyline sweep with a closure tag creates another kind of closed +surface. First, the polyline segments are connected by faces, just as +without the closure tag. Then, each set of end points is joined to +make a polygon, one for each end. A code for several views of a +cylindrical prism follows. + + def n_cyl_segs 20 def n_views 5 def I [1,0,0] + def endopts [fillcolor=lightgray] + repeat { n_views, rotate(180/n_views, [I]) then translate([I] * 2.1) } + sweep[endopts]{ n_cyl_segs<>, rotate(360/n_cyl_segs, [0,1,0]) } + line[fillcolor=white](1,-1)(1,1) + It produces this drawing. + + + +The options of the swept line, if any, are applied to the faces +produced by sweeping the line, but not the end polygons. Otherwise, +the sweep options are applied throughout. The def in this example is +an "option" definition. References to options must be enclosed in +square brackets, e.g. [foo]. Happily, the syntax of `sketch' is such +that options references can never be confused with vector references. +While not apparent in this example, options references are useful when +defining many objects with a similar appearance. + + +File: sketch.info, Node: Affine arithmetic, Next: More to learn, Prev: Polyline sweeps with closure, Up: Swept objects + +2.7.6 Affine arithmetic +----------------------- + +The arithmetic [I] * 2.1 above hints at a larger truth. `Sketch' +operators work on scalars, vectors, points, and transforms according to +the general rules of "affine algebra". This can be helpful for setting +up diagrams with computed geometry. For example, if you have triangle +vertices (p1) through (p3) and need to draw a unit normal vector +pointing out of the center of the triangle, this code does the trick. + + def p1 (1,0,0) def p2 (0,0.5,0) def p3 (-0.5,-1,2) + def O (0,0,0) + def N unit( ((p3) - (p2)) * ((p1) - (p2)) ) + def n1 ((p1)-(O) + (p2)-(O) + (p3)-(O)) / 3 + (O) + def n2 (n1)+[N] + polygon(p1)(p2)(p3) + line[arrows=*->](n1)(n2) + The first line computes the cross product of two edge vectors of the +triangle and scales it to unit length. The second computes the average +of the vertices. Note that subtraction and addition of the origin +effectively convert vectors to points and _vice versa_. The line +command draws the normal at the correct spot. + + + +Two caveats regarding this example remain. First, the only way to use +`PSTricks'-style arrows is with arrows=. The alternative syntax for +`PSTricks' arrows is not allowed in sketch. Second, you might like to +eliminate the third def and write instead the following. + + line[arrows=*->](n1) (n1)+[N] + This is not allowed. The point lists in drawables may consist only of +explicit points or point references. You may, however, use arithmetic +to calculate point components. The following works, though it's a +little cumbersome. + + line[arrows=*->](n1)((n1)'x+(N)'x, (n1)'y+(N)'y, (n1)'z+(N)'z) + Obviously, the "tick operator" `'x' extracts components of points and +vectors. + + +File: sketch.info, Node: More to learn, Prev: Affine arithmetic, Up: Swept objects + +2.7.7 More to learn +------------------- + +This is not the end of the story on sweeps! We invite the reader into +the main body of this documentation *Note Sweeps:: to learn more. + + + +Who knows where you'll finish? + + +File: sketch.info, Node: Input language, Next: Building a drawing, Prev: Introduction by example, Up: Top + +3 Input language +**************** + +This chapter describes the `sketch' input language in detail. + +* Menu: + +* Language basics:: Case, space, comments, include files. +* Drawables:: Things that can be drawn. +* Definitions:: Giving things names. +* Global environment:: Affect the entire drawing. + + +File: sketch.info, Node: Language basics, Next: Drawables, Prev: Input language, Up: Input language + +3.1 Basics +========== + +`Sketch' input is plain ASCII text, usually stored in an input file. It +describes a "scene", so the sketch language is a "scene description +language". `Sketch' input is also "declarative". It merely declares +what the scene ought to look like when drawing is complete and says +very little about how `sketch' should do its work. `Sketch' commands +are not executed sequentially as in the usual programming language. +They merely contribute to that declaration. + + A few syntactic details are important. Case is significant in the +`sketch' language. With a few exceptions, white space is not. This +includes line breaks. Comments begin with `%' or `#' and extend to the +end of the line. You can disable a chunk of syntactically correct +`sketch' code by enclosing it in a `def'. There is a simple "include +file" mechanism. The command + + input{otherfile.sk} + causes the contents of `otherfile.sk' to be inserted as though they +were part of the current file. + +* Menu: + +* Identifiers:: Names for things. +* Key and reserved words:: Names you shouldn't use. +* Literals:: Constants and constructors. +* Arithmetic:: Rules for expressions. +* Options:: Modifying object appearance. + + +File: sketch.info, Node: Identifiers, Next: Key and reserved words, Prev: Language basics, Up: Language basics + +3.1.1 Identifiers +----------------- + +Identifiers in `sketch' are references to earlier-defined options, +scalars, points, vectors, transforms, drawables, and tags. Definitions +are explained in *Note Definitions::. + + An identifier consists of a leading letter followed by letters, +numbers and underscores. The last character may _not_ be an +underscore. Keywords cannot be used as identifiers, and reserved words +ought to be avoided. *Note Key and reserved words::. + + +File: sketch.info, Node: Key and reserved words, Next: Literals, Prev: Identifiers, Up: Language basics + +3.1.2 Key and reserved words +---------------------------- + +The keywords of `sketch' are `picturebox' `curve' `def' `dots' `frame' +`global' `input' `line' `polygon' `put' `repeat' `set' `sweep' and +`then'. The `sketch' parser will note a syntax error if any of these +are used in place of a proper identifier. + + In addition, there are reserved words that can currently be defined +by the user, but with the risk that future versions of `sketch' will +reject those definitions. The reserved words are `atan2' `cos' +`inverse' `perspective' `project' `rotate' `scale' `sin' `special' +`sqrt' `translate' `unit' and `view'. + + +File: sketch.info, Node: Literals, Next: Arithmetic, Prev: Key and reserved words, Up: Language basics + +3.1.3 Literals +-------------- + +Literals in `sketch' include scalars, points, vectors, and transforms. +Literals, along with defined object references, are used in arithmetic +expressions. *Note Arithmetic::. + +* Menu: + +* Scalar literals:: Just the numbers. +* Point and vector literals:: 3d quantities. +* Transform literals:: Matrix form. + + +File: sketch.info, Node: Scalar literals, Next: Point and vector literals, Prev: Literals, Up: Literals + +3.1.3.1 Scalar literals +....................... + +Scalar literals are positive floating point numbers with syntax +according to C conventions. The following are some examples. + 0 1004 .001 8.3143 3. 1.60E-19 6.02e+23 + Scalar literals may not contain embedded spaces. + + +File: sketch.info, Node: Point and vector literals, Next: Transform literals, Prev: Scalar literals, Up: Literals + +3.1.3.2 Point and vector literals +................................. + +Points and vector literals have these forms respectively. + (X,Y,Z) [X,Y,Z] + Each of the components is itself a scalar expression. The +z-components are optional and default to zero. + + +File: sketch.info, Node: Transform literals, Prev: Point and vector literals, Up: Literals + +3.1.3.3 Transform literals +.......................... + +Most transform literals are formed by "constructors". These are +summarized in the following table. +Constructor Param types Description +--------------------------------------------------------------------------------------------------- +`rotate(A,P,X)' scalar,point,vector Rotate `A' degrees about point `P' with axis `X' + according to the right hand rule. *Note + Right hand rule::. `P' and `X' are both + optional and default to the origin and the + z-axis respectively. +`translate(X)' vector Translate by `X'. +`scale(S)' scalar Scale uniformly by factor `S'. +`scale(V)' vector Scale along each axis by components of `V'. +`project()' -- Same as `scale([1,1,0])'. +`project(S)' scalar Perspective projection with view center at + origin and projection plane z=-`S'. +`perspective(S)' scalar Perspective _transform_ identical to + `project(S)' except that the z-coordinate of + the transformed result is "pseudodepth", + usable by the hidden surface algorithm. +`view(E,D,U)' point,vector,vector View transform similar to that of `OpenGL''s. + The _eye point_ `E' is translated to the origin + while a rotation is also applied that makes the + _view direction vector_ `D' and the _view "up" + vector_ `U' point in the negative z- and the + y-directions respectively. If `U' is omitted, + it defaults to [0,1,0]. When `U' is omitted, + `D' may be also; it defaults to `(0,0,0)-(E)', + a vector pointing from the eye toward the + origin. +`view(E,L,U)' point,point,vector An alternate form of `view(E,D,U)' above where + the view direction parameter `D' is replaced + with a "look at" point `L', i.e., a point where + the viewer is focusing her attention. This + form of view is equivalent to `view(E, (L)-(E), + U)', where `(L)-(E)' is a direction vector. `U' + is optional and defaults to [0,1,0]. +`[[a_11,a_12,a_13,a_14]' 16 scalars Direct transform matrix definition. Each of +` [a_21,a_22,a_23,a_24]' the a_ij is a scalar expression. If you don't +` [a_31,a_32,a_33,a_34]' know what this is about, you don't need it. +` [a_41,a_42,a_43,a_44]]' + The `project' constructor is not generally useful because it defeats +hidden surface removal by collapsing the scene onto a single plane. It +is a special purpose transform for drawing pictures of scenes where +three-dimensional objects are being projected onto planes. See, for +example, *Note Overview::. + + +File: sketch.info, Node: Arithmetic, Next: Options, Prev: Literals, Up: Language basics + +3.1.4 Arithmetic expressions +---------------------------- + +Arithmetic expressions over `sketch' literals and defined identifiers +are summarized in the following tables. + +* Menu: + +* Two-operand (binary) forms:: A op B +* Unary forms:: op A (and others) + + +File: sketch.info, Node: Two-operand (binary) forms, Next: Unary forms, Prev: Arithmetic, Up: Arithmetic + +3.1.4.1 Two-operand (binary) forms and precedence +................................................. + +Most two-operand binary forms have meanings dependent on the types of +their arguments. An exhaustive summary of the possibilities is given +in the following table. +Left Op Right Result Description +---------------------------------------------------------------------------------------------------------------------- +scalar `+' scalar scalar Scalar sum. +vector `+' vector vector Vector sum. +point `+' vector point Point-vector affine sum. +vector `+' point " " +scalar `-' scalar scalar Scalar difference. +vector `-' vector vector Vector difference. +point `-' point vector Point-point affine difference. +point `-' vector point Point-vector affine difference. +scalar `*' or scalar scalar Scalar product. + `.' +scalar `*' or vector vector Scalar-vector product. + `.' +vector `*' or scalar " " + `.' +vector `*' vector vector Vector cross-product. +vector `.' vector scalar Vector dot product. +scalar `^' scalar scalar Raise scalar to scalar power. +transform `^' integer transform Raise transform or integer power. +transform `*' or point point Affine point transform (right-to-left). + `.' +transform `*' or vector vector Affine vector transform (right-to-left). + `.' +transform `*' or transform transform Transform composition (right-to-left). + `.' +point `then' transform point Affine point transform (left-to-right). +vector `then' transform vector Affine vector transform (left-to-right). +transform `then' transform transform Transform composition (left-to-right). +scalar `/' scalar scalar Scalar division. +vector `/' scalar vector Vector component-wise division by scalar. +point `'' `x', `y', scalar Point component extraction. + or `z' +vector `'' `x', `y', scalar Vector component extraction. + or `z' + + +Operator precedence is shown in this table. +Op Precedence +------------------------------------------ +`'' highest (most tightly binding) +`^' +`-' (unary negation) +`*' + `.' + `/' +`+' + `-' +`then' lowest (least tightly binding) + + +All operations are left-associative except for `^'. Parentheses `( )' are +used for grouping to override precedence in the usual way. + + As you can see, the dot operator `.' is usually a synonym for +run-of-the-mill multiplication, `*'. The meanings differ only for +vector operands. The `then' operator merely reverses the operand order +with respect to normal multiplication `*'. The intent here is to make +compositions read more naturally. The code + (1,2,3) then scale(2) then rotate(30) then translate([1,3,0]) + expresses a series of successive modifications to the point, whereas +the equivalent form + translate([1,3,0]) * rotate(30) * scale(2) * (1,2,3) + will be intuitive only to mathematicians (and perhaps Arabic +language readers). + + +File: sketch.info, Node: Unary forms, Prev: Two-operand (binary) forms, Up: Arithmetic + +3.1.4.2 Unary forms +................... + +Unary or one-operand forms are summarized in the following table, where +`X' stands for the operand. +Op Operand Result Description +------------------------------------------------------------------------------------ +`-X' scalar scalar Unary scalar negation. +`-X' vector vector Unary vector negation. +`|X|' vector scalar Vector length. +`unit(X)' vector vector Unit vector with same direction. +`sqrt(X)' scalar scalar Scalar square root. +`sin(X)' scalar scalar Trigonometric sine (`X' in degrees). +`cos(X)' scalar scalar Trigonometric cosine (`X' in degrees). +`atan2(X,Y)' scalar scalar Polar angle in degrees of vector [X,Y]. +`inverse(X)' transform transform Inverse transform. + + +Errors are reported when `|X|', `unit', `sqrt', `atan2', and `inverse' +fail due to bad parameters. + + +File: sketch.info, Node: Options, Prev: Arithmetic, Up: Language basics + +3.1.5 Options +------------- + +*Syntax:* + [KEY1=VAL1,KEY2=VAL2,...] + Options are used to specify details of the appearance of drawables. +As shown above, they are given as comma-separated key-value pairs. + +* Menu: + +* PSTricks options:: Options inherited from `PSTricks'. +* TikZ/PGF options:: Options inherited from `TikZ/PGF'. +* Dots in TikZ/PGF:: Sketch uses `TikZ/PGF' circles for dots. +* TikZ/PGF user-defined styles:: Support for `TikZ/PGF' named, user-defined styles. +* Transparency:: See-through polygons. +* Internal options:: Options used by `sketch'. + + +File: sketch.info, Node: PSTricks options, Next: TikZ/PGF options, Prev: Options, Up: Options + +3.1.5.1 `PSTricks' options +.......................... + +When `language pstricks' is selected (the default), permissible +key-value pairs include all those for similar `PSTricks' objects. For +example, a polygon might have the options + + [linewidth=1pt,linecolor=blue,fillcolor=cyan] + `Sketch' merely passes these on to `PSTricks' without checking or +modification. Option lists are always optional. A missing options +list is equivalent to an empty one `[]'. + + When a `polygon' has options for both its face and its edges, and +the polygon is split by the hidden surface algorithm, `sketch' must +copy the edge options to `psline's for the edge segments and the face +options to `pspolygon's. Options known to `sketch' for purposes of +this splitting operation include `arrows', `dash', `dotsep', +`fillcolor', `fillstyle', `linecolor', `linestyle', `linewidth', +`opacity', `showpoints', `strokeopacity', and `transpalpha'. + + +File: sketch.info, Node: TikZ/PGF options, Next: Dots in TikZ/PGF, Prev: PSTricks options, Up: Options + +3.1.5.2 `TikZ/PGF' options +.......................... + +`TikZ/PGF' options are handled much as for `PSTricks'. Though +`TikZ/PGF' often allows colors and styles to be given without +corresponding keys, for example, + + \draw[red,ultra thick](0,0)--(1,1); + this is not permitted in `sketch'. To draw a red, ultra-thick line in +`sketch', the form is + + line[draw=red,style=ultra thick](0,0)(1,1) + + Just as for `PSTricks', when a `polygon' has options for both its +face and its edges, and the polygon is split by the hidden surface +algorithm, `sketch' must copy the edge options to `psline's for the +edge segments and the face options to `pspolygon's. `TikZ/PGF' options +known to `sketch' for purposes of this splitting operation include +`arrows', `cap', `color', `dash pattern', `dash phase', `double +distance, draw', `draw opacity', `fill', `fill opacity', `join', `line +width', `miter limit', `pattern', `pattern color', and `style'. + + The `style' option can contain both face and edge information, so +`sketch' must check the style value. Values known to `sketch' include +`dashed', `densely dashed', `densely dotted', `dotted', `double', +`loosely dashed', `loosely dotted', `nearly opaque', `nearly +transparent', `semithick', `semitransparent', `solid', `thick', `thin', +`transparent', `ultra nearly transparent', `ultra thick', `ultra thin', +`very nearly transparent', `very thick', and `very thin'. + + +File: sketch.info, Node: Dots in TikZ/PGF, Next: TikZ/PGF user-defined styles, Prev: TikZ/PGF options, Up: Options + +3.1.5.3 Dots in `TikZ/PGF' +.......................... + +`TikZ/PGF' does not have a `dots' command as does PSTricks. Instead, +`Sketch' emits dots as `filldraw' circles. The diameter may be set +using the option `dotsize' borrowed from PSTricks. The `dotsize' +option will be removed from the option list in the output `filldraw' +command. Other options work in the expected way. For example, `fill' +sets fill color and `color' sets line color of the circles. + + +File: sketch.info, Node: TikZ/PGF user-defined styles, Next: Transparency, Prev: Dots in TikZ/PGF, Up: Options + +3.1.5.4 `TikZ/PGF' user-defined styles +...................................... + +`TikZ/PGF' allows named styles defined by the user, for example + + \tikzstyle{mypolygonstyle} = [fill=blue!20,fill opacity=0.8] + \tikzstyle{mylinestyle} = [red!20,dashed] + Since `sketch' has no information on the contents of such styles, it +omits them entirely from lines, polygons, and their edges during option +splitting. For example, + + polygon[style=mypolygonstyle,style=thick](0,0,1)(1,0,0)(0,1,0) + line[style=mylinestyle](-1,-1,-1)(2,2,2) + produces the `TikZ' output + + \draw(-1,-1)--(.333,.333); + \filldraw[thick,fill=white](0,0)--(1,0)--(0,1)--cycle; + \draw(.333,.333)--(2,2); + Note that the user-defined styles are not present. Sketch also issues +warnings: + + warning, unknown polygon option style=mypolygonstyle will be ignored + warning, unknown line option style=mylinestyle will be ignored + + The remedy is to state explicitly whether a user-defined style should +be attched to polygons or lines in the `TikZ' output using +_pseudo-options_ `fill style' and `line style', + + polygon[fill style=mypolygonstyle,style=thick](0,0,1)(1,0,0)(0,1,0) + line[line style=mylinestyle](-1,-1,-1)(2,2,2) + Now, the output is + + \draw[mylinestyle](-1,-1)--(.333,.333); + \filldraw[mypolygonstyle,thick](0,0)--(1,0)--(0,1)--cycle; + \draw[mylinestyle](.333,.333)--(2,2); + + A useful technique is to include user-defined style definitions in +`sketch' code as `special's with option `[lay=under]' to ensure that +the styles are emitted first in the output, before any uses of the +style names. (1) For example, + + special|\tikzstyle{mypolygonstyle} = [fill=blue!20,fill opacity=0.8]|[lay=under] + special|\tikzstyle{mylinestyle} = [red!20,dashed]|[lay=under] + The author is responsible for using the key, `line style' or `fill +style', that matches the content of the style definition. + + ---------- Footnotes ---------- + + (1) This clever trick is due to Kjell Magne Fauske. + + +File: sketch.info, Node: Transparency, Next: Internal options, Prev: TikZ/PGF user-defined styles, Up: Options + +3.1.5.5 Transparency +.................... + +Both `PSTricks' and `TikZ/PGF' support polygon options that have the +effect of making the polygon appear transparent. For `PSTricks', +keywords `opacity' and `transpalpha' have both been used, with the +correct one depending on version. `TikZ/PGF' uses `opacity' only. When +transparent polygons are in the foreground, objects behind them (drawn +earlier) are visible with color subdued and tinted. The hidden surface +algorithm of `sketch' works well with such transparent polygons. + + Note that cull=false must be used for rear-facing polygons to be +visible when positioned behind other transparent surfaces. + + +File: sketch.info, Node: Internal options, Prev: Transparency, Up: Options + +3.1.5.6 Internal options +........................ + +There are also _internal_ options used only by `sketch' and not passed +on to `PSTricks'. These are summarized in the following table. +Key Possible values Description +------------------------------------------------------------------------------------------------ +`cull' `true', `false' Turn culling of backfaces on and off respectively for this + object. The default value is `true'. +`lay' `over', `in', `under' Force this object to be `under' or `over' all other objects + in the depth sort order created by the hidden surface + algorithm. The default value `over' guarantees that output + due to the `special' will be visible. +`split' `true', `false' Turn splitting of sweep-generated body polygons on and off + respectively. *Note Sweeps::. The default value `true' + causes "warped" polygons to be split into triangles, which + avoids mistakes by the hidden surface algorithm. + +3.1.6 Point lists +----------------- + +*Syntax:* + (X1,Y1,Z1)(X2,Y2,Z2)... + A sequence of one or more points makes a point list, a feature +common to all drawables. Each of the point components is a scalar +arithmetic expression. Any point may have the z-component omitted; it +will default to z=0. + +* Menu: + +* Drawables:: Things that are drawn. +* Definitions:: Things with names. + + +File: sketch.info, Node: Drawables, Next: Definitions, Prev: Language basics, Up: Input language + +3.2 Drawables +============= + +Drawables are simply `sketch' objects that might appear in the drawing. +They include dots, polylines, curves, polygons, and more complex +objects that are built up from simpler ones in various ways. Finally, +"special" objects are those composed of LaTeX or `PSTricks' code, +perhaps including coordinates and angles computed by `sketch'. + +* Menu: + +* Dots:: Draw dots. +* Lines:: Draw polylines. +* Curves:: Draw curves. +* Polygons:: Draw polygons. +* Specials:: Embed raw LaTeX and `PSTricks'. +* Sweeps:: Draw sweeps of dots and polylines. +* Blocks:: Group other drawables. +* Repeats:: Draw transformed copies of objects. +* Puts:: Draw one object transformed. + + +File: sketch.info, Node: Dots, Next: Lines, Prev: Drawables, Up: Drawables + +3.2.1 Dots +---------- + +*Syntax:* + dots[OPTIONS] POINT_LIST + This command is the three-dimensional equivalent of the `PSTricks' +command `\psdots'. + + +File: sketch.info, Node: Lines, Next: Curves, Prev: Dots, Up: Drawables + +3.2.2 Lines +----------- + +*Syntax:* + line[OPTIONS] POINT_LIST + This command is the three-dimensional equivalent of the `PSTricks' +command `\psline'. + + +File: sketch.info, Node: Curves, Next: Polygons, Prev: Lines, Up: Drawables + +3.2.3 Curves +------------ + +*Syntax:* + curve[OPTIONS] POINT_LIST + This command is the three-dimensional equivalent of the `PSTricks' +command `\pscurve'. It is not implemented in the current version of +`sketch'. + + +File: sketch.info, Node: Polygons, Next: Specials, Prev: Curves, Up: Drawables + +3.2.4 Polygons +-------------- + +*Syntax:* + polygon[OPTIONS] POINT_LIST + This command is the three-dimensional equivalent of the `PSTricks' +command `\pspolygon'. The `sketch' hidden surface algorithm assumes +that polygons are convex and planar. In practice, drawings may well +turn out correctly even if these assumptions are violated. + + +File: sketch.info, Node: Specials, Next: Sweeps, Prev: Polygons, Up: Drawables + +3.2.5 Specials +-------------- + +*Syntax:* + special $RAW_TEXT$[lay=LAY_VALUE] POINT_LIST + Here `$' can be any character and is used to delimit the start and +end of RAW_TEXT. The command embeds RAW_TEXT in the `sketch' output +after performing substitutions as follows. + * `#I' where I is a positive integer is replaced by the I'th point + in POINT_LIST. + + * `#{I}' is also replaced as above. + + * `#I-J' where I and J are positive integers is replaced by a string + `{ANGLE}' where ANGLE is the polar angle of a vector from the I'th + point in POINT_LIST to the J'th. + + * `#{I-J}' is also replaced as above. + + * `##' is replaced with `#'. + The forms with braces `{ }' are useful when the argument is +immediately followed by a digit that is part of the TeX code. + + The only useful option of `special' is `lay'. *Note Internal +options::. + + +File: sketch.info, Node: Sweeps, Next: Blocks, Prev: Specials, Up: Drawables + +3.2.6 Sweeps +------------ + +*Syntax:* + sweep { N, T_1, T_2, ..., T_R }[OPTIONS] SWEPT_OBJECT + sweep { N<>, T_1, T_2, ..., T_R }[OPTIONS] SWEPT_OBJECT + The sweep connects N (or perhaps N+1) copies of SWEPT_OBJECT in +order to create a new object of higher dimension. The T_I (for i +between 1 and r) are transforms. The k'th copy of SWEPT_OBJECT is +produced by applying the following transform to the original. + T_1^k then T_2^k then ... then T_R^k + Here T^k means "transform T applied k times." The original object +is the zero'th copy, with k=0 and effectively no transform applied +(T^0=I, the identity transform). + + The method of connecting the copies depends on the type of +SWEPT_OBJECT and on whether the closure tag `<>' is present or not. + + An example of a sweep where r=2 is the Mobius figure at *Note More +to learn::. + +* Menu: + +* Swept points:: Swept points make lines or polygons. +* Swept lines:: Swept lines make open or closed surfaces. +* Swept polygons:: Swept polygons make closed surfaces. +* Swept blocks:: Swept block == block of sweeps. +* Sweep face splitting:: Fixing warped faces with triangles. + + +File: sketch.info, Node: Swept points, Next: Swept lines, Prev: Sweeps, Up: Sweeps + +3.2.6.1 Swept points +.................... + +If SWEPT_OBJECT is a point list and there is no closure tag, then +`sweep' connects N+1 successive copies of each point (including the +original) with straight line segments to form a polyline. If there are +m points in the original point list, then m polylines with N segments +each are formed by the sweep. In this manner, `sweep' forms a set of +one-dimensional objects (polylines) from zero-dimensional ones (points). + + When there _is_ a closure tag, `sweep' connects N successive copies +of each point (including the original) with straight line segments and +finally connects the last copy back to the original to form a polygon +with N sides. If there are m points in the original point list, then m +polygons with N sides each are formed by the sweep. In this manner, +`sweep' forms a set of two-dimensional objects (polygons) from +zero-dimensional ones (points). + + Options of the `sweep' are copied directly to the resulting +polyline(s). + + +File: sketch.info, Node: Swept lines, Next: Swept polygons, Prev: Swept points, Up: Sweeps + +3.2.6.2 Swept lines +................... + +If SWEPT_OBJECT is a polyline and there is no closure tag, then `sweep' +connects N+1 successive copies of the polyline (including the original) +with four-sided polygons, each pair of copies giving rise to a "polygon +strip." If there are m points in the original polyline, then (m-1)N +polygons are formed by the sweep. We call these "body polygons". In +this manner, `sweep' forms a two-dimensional surface from from a +one-dimensional polyline. + + The order of vertices produced by `sweep' is important. If a +polygon's vertices do not appear in counter-clockwise order in the +final image, the polygon will be culled (unless `cull=false' is set). +If the points in the k'th copy of the polyline are P_1, P_2, ..., P_m, +and the points in the next copy, the (k+1)st, are P_1', P_2', ..., +P_m', then the vertex order of the generated polygons is + Body polygon 1: P_2 P_1 P_1' P_2' + Body polygon 2: P_3 P_2 P_2' P_3' + ... + Body polygon m-1: P_m P_m-1 P_m-1' P_m' + + Options of unclosed line sweeps are copied to each output polygon. +Options of the swept line are ignored. + + When there _is_ a closure tag, then `sweep' connects N successive +copies of the polyline (including the original) with four-sided body +polygons just as the case with no closure tag. It then connects the +last copy back to the original to form a ribbon-shaped surface that +closes on itself with two holes remaining. + + Finally, the sweep adds two more polygons to seal the holes and form +a closed surface that, depending on the sweep transforms, may represent +the boundary of a solid. In this manner, `sweep' forms the boundary of +a three-dimensional object from a one-dimensional polyline. We call +these hole-filling polygons "ends". + + The order of vertices of end polygons is important for correct +culling as described above. If P_1^1, P_1^2, ..., P_1^n are the N +copies of the first polyline point and P_m^1, P_m^2, ... ,P_m^n are the +N copies of the last polyline point, then the end polygon vertex order +is + End polygon 1: P_1^n, P_1^n-1, ... ,P_1^1 + End polygon 2: P_m^1, P_m^2, ... ,P_m^n + + If there are no options on the swept line, then the `sweep' options are +copied to each output polygon. If the swept line does have options, +these are copied to corresponding body polygons; the sweep options are +copied to the end polygons. In this manner, body and ends may be drawn +with different characteristics such as `fillcolor'. + + +File: sketch.info, Node: Swept polygons, Next: Swept blocks, Prev: Swept lines, Up: Sweeps + +3.2.6.3 Swept polygons +...................... + +If SWEPT_OBJECT is a polygon, the `sweep' connects N+1 successive +copies of the closed polyline border of the polygon to form body +polygons exactly as though the border were a swept polyline as +described in *Note Swept lines::. If there are m points in the +original polygon, then mN body polygons are formed by this sweep. The +body polygons form an "extrusion" of the boundary of the original +polygon with two holes at the open ends. + + Finally, the sweep adds two copies of the original polygon to cover +the holes. We call these hole-filling polygons "ends". In this +manner, `sweep' forms the boundary of a three-dimensional object from a +two-dimensional polygon. + + The order of vertices of end polygons is important for correct +culling as described above. An exact copy of the original polygon with +vertex order intact forms the first end polygon. The other end polygon +results from transforming and the reversing the order of vertices in +the original. The transform places the original polygon at the +uncovered hole; it is + T_1^n then T_2^n then ... then T_R^n. + If there are no options on the swept polygon, then the `sweep' +options are copied to each output polygon. If the swept polygon does +have options, these are copied to the ends; the sweep options are +copied to the body polygons. In this manner, body and ends may be +drawn with different characteristics such as `fillcolor'. + + +File: sketch.info, Node: Swept blocks, Next: Sweep face splitting, Prev: Swept polygons, Up: Sweeps + +3.2.6.4 Swept blocks +.................... + +The swept object SWEPT_OBJECT may also be any collection of polylines +and polygons. This may be a block composed of `line' and/or `polygon' commands +in braces `{ }', or it may be the result of a `repeat', another +`sweep', etc. The sweep acts independently on each object in the block +exactly as if it were a single swept object described above in *Note +Swept lines:: and *Note Swept polygons::. + + +File: sketch.info, Node: Sweep face splitting, Prev: Swept blocks, Up: Sweeps + +3.2.6.5 Sweep face splitting +............................ + +Before sending each four-sided body polygon of a `sweep' to the output, +`sketch' tests to see if it is roughly planar. Since planarity is +necessary for proper functioning of the hidden surface algorithm, +"warped" polygons are automatically split into two triangles. + + Hole-filling polygons produced by closure-tagged line sweeps are not +split. Nor are original polygons in polygon sweeps. It is the user's +responsibility to ensure these are planar. + + +File: sketch.info, Node: Blocks, Next: Repeats, Prev: Sweeps, Up: Drawables + +3.2.7 Blocks +------------ + +Any sequence of drawables may be grouped in a "block" merely by +enclosing them in braces `{ }'. A block is itself drawable. A key use +of blocks is to extend the effect of a single `def', *Note +Definitions::, `put' *Note Puts::, `sweep' *Note Sweeps::, or `repeat' +*Note Repeats:: to include several objects rather than one. + + Definitions (*Note Definitions::.) inside a block have "lexical +scope" extending from the place of definition to the end of the block. + + +File: sketch.info, Node: Repeats, Next: Puts, Prev: Blocks, Up: Drawables + +3.2.8 Repeats +------------- + +*Syntax:* + repeat { N, T_1, T_2, ..., T_R } REPEATED_OBJECT + The repeat makes N transformed copies of REPEATED_OBJECT (including +the original). The T_I are transforms. The k'th copy of the +REPEATED_OBJECT (for k=0,1,...,n-1) is produced in the same manner as +for `sweep's described in *Note Sweeps::. This is repeated here (no +pun intended) for convenience. To make the k'th copy, the following +transform is applied to the original object. + T_1^k then T_2^k then ... then T_R^k + Here T^k means "transform T applied k times." + + +File: sketch.info, Node: Puts, Prev: Repeats, Up: Drawables + +3.2.9 Puts +---------- + +*Syntax:* + put { T } PUT_OBJECT + Put merely applies transform T to the drawable PUT_OBJECT. + + +File: sketch.info, Node: Definitions, Next: Global environment, Prev: Drawables, Up: Input language + +3.3 Definitions +=============== + +Definitions give names to `sketch' objects. Definitions alone are +benign. A `sketch' input file consisting entirely of definitions will +generate no drawing. Only when definitions are "referenced" do they +potentially lead to ink on the drawing. + + The intent of definitions is to make `sketch' code more concise and +readable. There is no input file employing definitions that could not +be re-written without them. + + Definable objects include any result of an affine arithmetic +expression (scalar, point, vector, or transform), any drawable object +(dots, line, curve, polygon, block, sweep, put, repeat, or special), +and option strings. In addition, "tag definitions", which have no +associated object at all, allow the meaning of other definitions to be +selected from a set of alternatives. Since tags may be defined (and +undefined) in the command line of `sketch', they can be an aid in the +script-driven preparation of documents. + +* Menu: + +* Forms of definitions:: Different defs for different purposes. +* Forms of references:: How references denote types. + + +File: sketch.info, Node: Forms of definitions, Next: Forms of references, Prev: Definitions, Up: Definitions + +3.3.1 Forms of definitions +-------------------------- + +Definitions have three possible forms, "simple", "with alternatives", and +"tag" as shown here in order. + +*Syntax:* + def ID OBJECT % simple def + def ID <TAG_1> OBJECT_1 % def with alternatives + <TAG_2> OBJECT_2 + ... + <> DEFAULT_OBJECT + def ID <> % tag def + The simple definition merely associates OBJECT with the identifier +ID. + + The definition with alternatives associates OBJECT_I with ID, where +TAG_I is the first defined tag in the list of alternative tag +references. If no tag in the list is defined, then DEFAULT_OBJECT is +associated with identifier ID. + + The final form defines ID as a tag. Another way to define a tag is +with the `-D' command line option. *Note Command line::. + + +File: sketch.info, Node: Forms of references, Prev: Forms of definitions, Up: Definitions + +3.3.2 Forms of references +------------------------- + +References to defined names are enclosed in bracketing delimiters. The +delimiter characters imply the type of the associated value as shown in +the table below. A type error is raised if the type of a reference +does not match the type of the defined value. The intent of this +mechanism is, again, to make `sketch' input files more readable. +Type Reference +------------------------------------------ +scalar `ID' +point `(ID)' +vector `[ID]' +transform `[[ID]]' +drawable `{ID}' +options `[ID]' or `[ID1,...,IDN]' +tag `<ID>' + + +Note that square brackets `[ ]' are used both for vector and for +options references. Details of `sketch' syntax make it impossible for +these two reference types to be confused. The special multiple +reference `[ID1,ID2,...,IDN]' acts as if the respective lists of +options were concatenated. + + +File: sketch.info, Node: Global environment, Prev: Definitions, Up: Input language + +3.4 Global environment +====================== + +An optional global environment block provides a few ways to affect the +entire scene. The block must appear as the last text in the `sketch' +input file. It may include definitions, but note that previous +definitions at the top level (not nested inside blocks) are also +available. + +*Syntax:* + global { ENVIRONMENT_SETTINGS } + The contents of ENVIRONMENT_SETTINGS are discussed in the sections +that follow. + +* Menu: + +* Global options:: Attributes of the entire drawing. +* Camera:: A final camera transformation of the scene. +* Picture box:: Setting the bounding box and 2d clipping. +* Frame:: Adding a box around the drawing. +* Language:: Setting the output language. + + +File: sketch.info, Node: Global options, Next: Camera, Prev: Global environment, Up: Global environment + +3.4.1 Global options +-------------------- + +*Syntax:* + set [ OPTIONS ] + The contents of OPTIONS, except for `sketch' internal options, are +copied as-is to a \psset that appears before anything else in the +output file. This is a good place to set `unit', a default +`linewidth', etc. + + Internal options work on all objects where they make sense. This +includes `cull' and `split' (but not `lay'). *Note Internal options::. + + +File: sketch.info, Node: Camera, Next: Picture box, Prev: Global options, Up: Global environment + +3.4.2 Camera +------------ + +*Syntax:* + camera TRANSFORM_EXPRESSION + The TRANSFORM_EXPRESSION is applied after all other transformations +of the scene. This is currently only useful for transforming the +bounding box. *Note Picture box::. It will play a role in any future +implementation of clipping. + + +File: sketch.info, Node: Picture box, Next: Frame, Prev: Camera, Up: Global environment + +3.4.3 Picture box +----------------- + +*Syntax:* + picturebox[BASELINE] + picturebox[BASELINE] (P1)(P2) + The first form of `picturebox' causes a scalar BASELINE fraction to +be emitted in the `pspicture' environment of the output. See +`PSTricks' documentation for `pspicture'. + + In the second form, the BASELINE fraction is optional, and the two +points that follow define the diagonal of a three-dimensional bounding +box for the completed scene. The parallel projection of the bounding +box determines the corners of the drawing's `pspicture*' environment, +which is used in place of `pspicture'. This causes PostScript to clip the +final drawing to the bounding box in 2d. If there is a `camera' +specified, the camera tranformation is applied to the bounding box, and +the `pspicture' is set just large enough to include the transformed box. + + When no bounding box is given, `sketch' computes one automatically. + + +File: sketch.info, Node: Frame, Next: Language, Prev: Picture box, Up: Global environment + +3.4.4 Frame +----------- + +*Syntax:* + frame [OPTIONS] + Causes a \psframebox to surround the `pspicture' environment in the +output. If OPTIONS are present, they are copied as-is. Normally one +would want to set `linewidth', `linestyle', `linecolor', etc. If +omitted, then `framesep=0pt' is added so that the frame tightly hugs +the `pspicture'. + + +File: sketch.info, Node: Language, Prev: Frame, Up: Global environment + +3.4.5 Language +-------------- + + language tikz + language tikz, context + language pstricks + language pstricks, latex +Sets the output language generated by `sketch'. The set of options +understood by sketch also changes. For example, the `PSTricks' option +`linewidth' will not be properly handled if `language' is set to +`tikz'. Similarly, the `TikZ' option `line style' (note the space) +will not be properly handled if `language' is set to `pstricks'. If no +language is specified, the default `pstricks' is used. + + An optional comma followed by `latex' or `context' specifies the +macro package that the output should assume. This affects the +`picture' environment commands emitted and the document template used +with the `-T' option. *Note Command line::. Note that at the time this +manual was generated, `PSTricks' was not supported by LaTeX or by +`ConTeXt'. + + +File: sketch.info, Node: Building a drawing, Next: Command line, Prev: Input language, Up: Top + +4 Building a drawing +******************** + +Successful drawings with `sketch' and with any scene description +language require that the user develop an accurate mental picture of +her code and its meaning. This image is best built in small pieces. +Therefore, `sketch' inputs are best created in small increments with +frequent pauses to compile and view the results. Careful comments in +the input often help as a scene grows in complexity. + +* Menu: + +* Overview:: Building a substantial drawing. +* A technical drawing:: An example with fine placement. +* A hierarchical model:: An example with sweeps and puts. +* Caveats:: Where trouble can occur. + + +File: sketch.info, Node: Overview, Next: A technical drawing, Prev: Building a drawing, Up: Building a drawing + +4.1 Overview +============ + +As an overview, let's develop a diagram that shows how a perspective +projection transform works. We'll start with the traditional reference +object used in computer graphics textbooks, a house-shaped prism. Begin +by defining the points of the house. Rather than defining the faces of +the house as polygons and transforming those, we are going to transform +the points themselves with `sketch' arithmetic so that we have names +for the transformed points later. + + % right side (outside to right) + def R1 (1,1,1) def R2 (1,-1,1) def R3 (1,-1,-1) def R4 (1,1,-1) + def R5 (1,1.5,0) + + % left side (outside to right--backward) + def W [2,0,0] + def L1 (R1)-[W] def L2 (R2)-[W] def L3 (R3)-[W] def L4 (R4)-[W] + def L5 (R5)-[W] + To add a door to the house, we use a polygon slightly in front of the +foremost face of the house. + + % door + def e .01 + def D1 (0,-1,1+e) def D2 (.5,-1,1+e) def D3 (.5,0,1+e) def D4 (0,0,1+e) + Now let's create a new set of points that are a to-be-determined +transform of the originals. + + def hp scale(1) % house positioner + def pR1 [[hp]]*(R1) def pR2 [[hp]]*(R2) def pR3 [[hp]]*(R3) + def pR4 [[hp]]*(R4) def pR5 [[hp]]*(R5) + def pL1 [[hp]]*(L1) def pL2 [[hp]]*(L2) def pL3 [[hp]]*(L3) + def pL4 [[hp]]*(L4) def pL5 [[hp]]*(L5) + def pD1 [[hp]]*(D1) def pD2 [[hp]]*(D2) def pD3 [[hp]]*(D3) + def pD4 [[hp]]*(D4) + Note the use of a "transform definition" and "transform references". Now +define the seven polygonal faces of the house and the door using the +transformed points as vertices. Be careful with vertex order! + + def rgt polygon (pR1)(pR2)(pR3)(pR4)(pR5) + def lft polygon (pL5)(pL4)(pL3)(pL2)(pL1) + def frt polygon (pR2)(pR1)(pL1)(pL2) + def bck polygon (pR4)(pR3)(pL3)(pL4) + def tfr polygon (pR1)(pR5)(pL5)(pL1) + def tbk polygon (pR5)(pR4)(pL4)(pL5) + def bot polygon (pR2)(pL2)(pL3)(pR3) + def door polygon[fillcolor=brown] (pD1)(pD2)(pD3)(pD4) + def house { {rgt}{lft}{frt}{bck}{tfr}{tbk}{bot}{door} } + Time for a sanity check. Add the line + + {house} + and this is what we get. + + + +This is correct, but does not reveal very much. Common errors are +misplaced vertices and polygons missing entirely due to incorrect +vertex order. To rule these out, let's inspect all sides of the house. +This is not hard. Merely replace the reference {house} with a `repeat'. +*Note Repeats::. + + repeat { 13, rotate(30, [1,2,3]), translate([3,0,0]) } {house} + + +Again things look correct. Note that the hidden surface algorithm +handles intersecting polygons correctly where some copies of the house +overlap. + + Let's lay out the geometry of perspective projection of the house +onto a plane with rays passing through the origin. Begin by +positioning the house twelve units back on the negative z-axis and +adding a set of coordinate axes. To move the house we need only change +the "house positioning" transform defined earlier. + + def hp rotate(-40, [0,1,0]) then translate([0,0,-12]) + def axes { + def sz 1 + line [arrows=<->] (sz,0,0)(O)(0,sz,0) + line [arrows=->] (O)(0,0,sz) + line [linewidth=.2pt,linecolor=blue,linestyle=dashed] (O)(0,0,-10) + special |\uput[r]#1{$x$}\uput[u]#2{$y$}\uput[l]#3{$z$}| + (sz,0,0)(0,sz,0)(0,0,sz) + } + + Time for another test. Let's build a real view transform, creating +a "virtual camera" to look at the scene we are constructing. Replace +the `repeat' with + + def eye (10,4,10) + def look_at (0,0,-5) + put { view((eye), (look_at)) } { {house}{axes} } + The "view transform" repositions the scene so that the point `eye' is +at the origin and the direction from `eye' to `look_at' is the negative +z-axis. This requires a rotation and a translation that are all packed +into the constructor `view'. + + + +This is starting to look good! Add the projection plane half way +between the origin and the house at z=-5. We'll try the angle argument +feature of `special' to position a label. + + def p 5 % projection distance (plane at z=-p) + def projection_plane { + def sz 1.5 + polygon (-sz,-sz,-p)(sz,-sz,-p)(sz,sz,-p)(-sz,sz,-p) + special |\rput[b]#1-2#3{\footnotesize\sf projection plane}| + (-sz,-sz,-p)(sz,-sz,-p)(0,-sz+.1,-p) + } + Add {projection_plane} to the list of objects in the `put' above. + + + + The way we constructed the points of the house now makes it easy to +draw rays of projection. We'll cast one ray from every visible vertex +of the house and define options so the appearance of all rays can be +changed at the same time. + + def projection_rays { + def rayopt [linewidth=.3pt,linecolor=lightgray] + line [rayopt](O)(pR1) line [rayopt](O)(pR2) line[rayopt](O)(pR3) + line [rayopt](O)(pR4) line [rayopt](O)(pR5) + line [rayopt](O)(pL1) line [rayopt](O)(pL2) line[rayopt](O)(pL5) + line [rayopt](O)(pD1) line [rayopt](O)(pD2) + line [rayopt](O)(pD3) line [rayopt](O)(pD4) + } + The result is shown here. + + + +The rays pierce the projection plane at the corresponding points on the +perspective image we are trying to draw. Albrecht Du"rer and his +Renaissance contemporaries had the same idea in the early 1500's. + + + +All that's left is to find a way to connect the points of the house on +the projection plane. We could pull out a good computer graphics text, +find the necessary matrix, and enter it ourselves as a transform +literal. *Note Transform literals::. That work is already done, +however. We can use the `project(p)' constructor. + + There are still some details that require care. Projection will +flatten whatever is transformed onto the plane z=-p. Therefore any +part of the house could disappear behind the projection plane (the +hidden surface algorithm orders objects at the same depth arbitrarily). +The door may also disappear behind the front of the house. To make +sure everything remains visible, we'll place the house a tiny bit in +front of the projection plane and a second copy of the door in front of +the house. + + def projection { + % e is a small number defined above + put { project(p) then translate([0,0,1*e]) } {house} + put { project(p) then translate([0,0,2*e]) } {door} + } + + + +If you have studied and understand all this, you are well on the way to +success with `sketch'. Not shown are the 20 or so iterations that were +required to find a reasonable viewing angle and house position, etc. +Nonetheless, this drawing was completed in about an hour. While a GUI +tool may have been a little faster, it is unlikely that a new drawing, +itself a perspective projection of the scene, could be generated with +two more minutes' work! Just change the view transform to + + put { view((eye), (look_at)) then perspective(9) } { ... + and produce this. + + + + +File: sketch.info, Node: A technical drawing, Next: A hierarchical model, Prev: Overview, Up: Building a drawing + +4.2 A technical drawing +======================= + +Let's look at a drawing that represents the kind of problem `sketch' +was meant to solve--a pair of textbook figures regarding a polygonal +approximation of a truncated cone. Here are the pictures we will +produce. + + + +The cone shape is just a swept line with no closure tag and culling +turned off. Begin by setting up some useful constants. + + def O (0,0,0) def I [1,0,0] def J [0,1,0] def K [0,0,1] + def p0 (1,2) def p1 (1.5,0) def N 8 + def seg_rot rotate(360 / N, [J]) + The points `p0' and `p1' are the end points of the line to be swept. +The definition `seg_rot' is the sweep transformation. With these, the +cone itself is simple. + + sweep[cull=false] { N, [[seg_rot]] } line(p0)(p1) + + The axes are next and include an interesing trick that shows the +hidden parts as dotted lines. The secret is draw the axes twice--solid +lines with the normal hidden surface algorithm in effect, and then +dotted with the option `lay=over' so that no polygons can hide them. + + def ax (dx,0,0) % tips of the axes + def ay (0,dy,0) + def az (0,0,dz) + line[arrows=<->,linewidth=.4pt](ax)(O)(ay) + line[arrows=->,linewidth=.4pt](O)(az) + % repeat dotted as an overlay to hint at the hidden lines + line[lay=over,linestyle=dotted,linewidth=.4pt](ax)(O)(ay) + line[lay=over,linestyle=dotted,linewidth=.4pt](O)(az) + special|\footnotesize + \uput[d]#1{$x$}\uput[u]#2{$y$}\uput[l]#3{$z$}| + (ax)(ay)(az) + The labels are applied with `PSTricks' special objects as usual. + + For the height dimension mark, the power of affine arithetic is very +helpful. + + def hdim_ref unit((p1) - (O)) then [[seg_rot]]^2 + def c0 (p0) then scale([J]) + def h00 (c0) + 1.1 * [hdim_ref] + def h01 (c0) + 1.9 * [hdim_ref] + def h02 (c0) + 1.8 * [hdim_ref] + line(h00)(h01) + def h10 (O) + 1.6 * [hdim_ref] + def h11 (O) + 1.9 * [hdim_ref] + def h12 (O) + 1.8 * [hdim_ref] + line(h10)(h11) + line[arrows=<->](h02)(h12) + def hm2 ((h02) - (O) + (h12) - (O)) / 2 + (O) + special|\footnotesize\rput*#1{$h$}|(hm2) + The general idea employed here is to compute a unit "reference vector" +parallel to the xz-plane in the desired direction of the dimension from +the origin. The transformation `[[seg_rot]]^2' rotates two segments +about the y-axis. When applied to `(p1) - (O)', the resulting vector +points to the right as shown. In this manner, we can pick any vertex +as the location of the height dimension lines by varying the exponent of +`[[seg_rot]]'. This is only one of many possible strategies. + + The computation of `hm2' is a useful idiom for finding the centroid +of a set of points. + + The two radius marks are done similarly, so we present the code +without comment. + + % radius measurement marks + def gap [0,.2,0] % used to create small vertical gaps + + % first r1 + def up1 [0,3.1,0] % tick rises above dimension a little + def r1 ((p1) then [[seg_rot]]^-2) + [up1] + def r1c (r1) then scale([J]) + def r1t (r1) + [gap] + def r1b ((r1t) then scale([1,0,1])) + [gap] + line[arrows=<->](r1c)(r1) % dimension line + line(r1b)(r1t) % tick + def r1m ((r1) - (O) + (r1c) - (O)) / 2 + (O) % label position + special |\footnotesize\rput*#1{$r_1$}|(r1m) % label + + % same drill for r0, but must project down first + def up0 [0,2.7,0] + def r0 ((p0) then scale([1,0,1]) then [[seg_rot]]^-2) + [up0] + def r0c (r0) then scale([J]) + def r0t (r0) + [gap] + def r0b ((p0) then [[seg_rot]]^-2) + [gap] + line[arrows=<->](r0c)(r0) + line(r0b)(r0t) + def r0m ((r0) - (O) + (r0c) - (O)) / 2 + (O) + special |\footnotesize\rput*#1{$r_0$}|(r0m) + + The second drawing uses the same techniques. Only the method for +drawing the elliptical arc is new. Here is the code. + + def mid ((p00)-(O)+(p10)-(O)+(p11)-(O)+(p01)-(O))/4+(O) + special|\rput#1{\pscustom{ + \scale{1 1.3} + \psarc[arrowlength=.5]{->}{.25}{-60}{240}}}| + [lay=over](mid) + We could have swept a point to make the arc with `sketch', but using a +`PSTricks' custom graphic was simpler. Again we computed the centroid +of the quadrilateral by averaging points. Note that scaling in +Postscript distorts the arrowhead, but in this case the distortion +actually looks better in the projection of the slanted face. A +`sketch' arrowhead would not have been distorted. + + The complete code for this example, which draws either figure +depending on the definition of the tag `<labeled>', is included in the +`sketch' distribution in the file `truncatedcone.sk'. + + +File: sketch.info, Node: A hierarchical model, Next: Caveats, Prev: A technical drawing, Up: Building a drawing + +4.3 A hierarchical model +======================== + +While `sketch' was never meant to be a geometric modeling language, it +comes fairly close. The following example puts all we have seen to +work in a very simple model of the human hand. Start by sweeping a +line to make a truncated cone, which will be copied over and over again +to make the segments of fingers. + + def O (0,0,0) % origin + def I [1,0,0] def J [0,1,0] def K [0,0,1] % canonical unit vectors + def segment { + def n_faces 8 + sweep { n_faces<>, rotate(360 / n_faces, [J]) } + line(proximal_rad, 0)(distal_rad, distal_len) + } + In hand anatomy, _distal_ is "at the tip" and _proximal_ is "in the +area of the palm." We have omitted all the scalar constants. You can +find them in `hand.sk', which is provided in the `sketch' distribution. + + We also need a prototypical sphere to use for the joints themselves. + + def joint_sphere { + def n_joint_faces 8 + sweep [fillcolor=red] { n_joint_faces, rotate(360 / n_joint_faces, [J]) } + sweep { n_joint_faces, rotate(180 / n_joint_faces) } + (0, -joint_rad) + } + + We'll now design the index finger (number 1 in our notational +convention; finger 0 is the thumb). The distal rotation for the finger +applies only to the tip, so we define the following. + + def distal_1 { + put { translate(joint_gap * joint_rad * [J]) + then rotate(distal_1_rot, [I]) + then translate((distal_len + joint_gap * joint_rad) * [J]) } + {segment} + put { rotate(distal_1_rot / 2, [I]) + then translate((distal_len + joint_gap * joint_rad) * [J]) } + {joint_sphere} + put { scale( [J] + proximal_distal_ratio * ([I]+[K]) ) } + {segment} + } + The identifiers here are for size and location constants. The +exception is `distal_rot_1'. This rotation parameter models the +flexing of the finger tip. The first `put' makes a copy of the finger +segment that is translated upward just far enough to make room for the +spherical joint. Then it applies the distal rotation. Finally it +translates the whole assembly upward again to make room for the middle +phlanges (the next bone toward the palm). The second `put' positions +the sphere. There is a rotation to place the grid on the sphere +surface at an nice angle, then a translation to the base of the distal +phlanges, which is also center of its rotation. Finally, the last +`put' positions the middle segment itself. + + The middle joint is the next one down, with rotation angle +`middle_rot_1'. When this angle changes, we need all the objects in +`distal_1' to rotate as a unit. This is the reasoning behind the next +definition. + + def finger_1 { + put { translate(joint_gap * joint_rad * [J]) + then rotate(middle_1_rot, [I]) + then translate((middle_ratio * distal_len + + joint_gap * joint_rad) * [J]) } + {distal_1} + put { scale(proximal_distal_ratio) + then rotate(middle_1_rot / 2, [I]) + then translate((middle_ratio * distal_len + + joint_gap * joint_rad) * [J]) } + {joint_sphere} + put { scale( middle_ratio * [J] + + proximal_distal_ratio^2 * ([I]+[K]) ) } + {segment} + } + This looks very similar to the previous definition, and it is. The +important difference is that rather than positioning and rotating a +single segment, we position and rotate the entire "assembly" defined as +`distal_1'. The rest is just arithmetic to compute sizes and positions +that look nice. The last `put' places an appropriately shaped segment +that is the _proximal phlanges_, the bone that joins the palm of the +hand. This completes the finger itself. + + All the other fingers are described identically to this one. We +account for the fact that real fingers are different sizes in the next +step, which is to build the entire hand. + + The `hand' definition that follows includes a section for each +finger. We'll continue with finger 1 and omit all the others. (Of +note is that the thumb needs slightly special treatment--an extra +rotation to account for its opposing angle. This is clear in the full +source code.) Not surprisingly, the `hand' definition looks very much +like the previous two. It should be no surprise that when the rotation +parameter `meta_1_rot' changes, the entire finger rotates! There is an +additional rotation that allows the fingers to spread laterally. We +say these joints of the proximal phlanges have two _degrees of +freedom_. The joints higher on the finger have only one. Finally, each +finger is scaled by a factor to lend it proportion. + + def hand { + % finger 1 [all other fingers omitted] + def scale_1 .85 + put { scale(scale_1) + then translate((joint_gap * joint_rad) * [J]) + then rotate(meta_1_rot, [I]) + then rotate(-spread_rot, [K]) + then translate((proximal_1_loc) - (O)) } + {finger_1} + put { scale(scale_1 * proximal_distal_ratio^2) + then rotate(meta_1_rot / 2, [I]) + then rotate(-spread_rot, [K]) + then translate((proximal_1_loc) - (O)) } + {joint_sphere} + + % palm + sweep { 1, rotate(6, (0,15,0), [I]) } + put { rotate(-3, (0,15,0), [I]) } { + polygon(proximal_1_loc)(proximal_2_loc) + (proximal_3_loc)(proximal_4_loc) + (h5)(h6)(h6a)(h9)(h10) + polygon(h6a)(h7)(h8)(h9) + } } + The last section of the definition creates the polytope for the palm +of the hand by `sweep'ing a 10-sided polygon through a very short arc +(9 degrees). This provides a wedge-shaped profile when viewed from the +side. The thick end of the wedge is the wrist. Because the polygon is +concave, it is split into into two convex shapes with nine and four +vertices. + + We can now have fun positioning the hand by adjusting the various +rotation angles. The complete source includes definitions with +alternatives that include the following views and more. + + + + +File: sketch.info, Node: Caveats, Prev: A hierarchical model, Up: Building a drawing + +4.4 Caveats +=========== + +`Sketch' is a fairly powerful tool for drawing, but, just as with TeX, +the power to create beautiful results comes along with the power to +make mistakes. The following are some points where care is necessary +and where the current version of `sketch' is limited or has known bugs. + +* Menu: + +* Limits on error detection:: What sketch doesn't do. +* Clipping:: No clipping at present. +* Hidden surface removal:: Imperfections to fix. + + +File: sketch.info, Node: Limits on error detection, Next: Clipping, Prev: Caveats, Up: Caveats + +4.4.1 Limits on `sketch' error detection +---------------------------------------- + +`Sketch' catches many kinds of errors, but not all. For example, +options that sketch does not recognize, even incorrect ones, are +quietly copied to `PSTricks' commands in the output. It is also +unfortunately easy to produce `sketch' inputs that lead to no picture +at all (improper vertex ordering causes everything to be culled), to +pictures that are too big or too small for `PSTricks' to draw (due to +limits of TeX math), and pictures that look nothing like what was +intended. A picture with one of these problems can be difficult to +"debug." We offer the following suggestions. + * Follow the suggested incremental development method described in + *Note Overview::. + + * Always maintain one or two back-versions of a drawing so that it is + easy to fall back to a known-good increment. + + * When using `perspective', ensure all finally transformed objects + satisfy z<0 and, in fact, do not come very close to the origin at + all. + + * Temporarily use `cull=false' to see where vertex ordering problems + lie. + + * Use temporary changes of color of one or more objects to ensure + that your understanding of the scene geometry is correct. + + * If `PSTricks' complains about something, inspect the output + directly for clues. + + +File: sketch.info, Node: Clipping, Next: Hidden surface removal, Prev: Limits on error detection, Up: Caveats + +4.4.2 Clipping +-------------- + +The current version of `sketch' has no clipping operations. The entire +scene is always drawn. This means that when a perspective transform is +employed, it is the user's responsibility to make sure the entire scene +remains in front of the viewer, the region z<0. + + +File: sketch.info, Node: Hidden surface removal, Prev: Clipping, Up: Caveats + +4.4.3 Hidden surface removal and polygon splitting +-------------------------------------------------- + +`Sketch' uses the "depth sort algorithm" for hidden surface removal. +This is a very old technique due to Newell.(1) It is generally +regarded as too slow for real time graphics, but it is ideal for our +purpose where speed is not very important.(2) + + The depth sort algorithm merely sorts objects on a key of increasing +z-coordinate, equivalent to decreasing depth. Objects are then drawn +in the sorted sequence so that those at the rear of the scene are +overwritten by those closer to the viewer. Since this is also how oil +painters practice their art, depth sort is sometimes called "the +painter's algorithm." + + In some cases it is impossible to strictly order polygons according +to depth. Moreover, even if a correct depth ordering exists, the +computation needed to find it may be too complex and slow. In these +cases, `sketch' splits one or more polygons into pieces. The +expectation is that the new, smaller polygons will be simpler to order. +`Sketch' uses a BSP (binary space partition) to handle the splitting +operation. + +* Menu: + +* Statistics:: Performance numbers on depth sort. +* Bugs and anomalies:: Imperfections in this implementation. + + ---------- Footnotes ---------- + + (1) Newell, M.E., R.G. Newell, and T.L. Sancha, A solution to the +hidden surface problem. Proceedings of the ACM annual conference - +Volume 1, page 443-450, ACM Press, 1972. + + (2) We have run `sketch' on the famous Stanford Bunny, which consists +of nearly 70,000 triangles. Run time was about 6 seconds. Most of +this was spent writing the output file rather than in the hidden +surface algorithm. LaTeX took much longer to process the resulting +`PSTricks' code. The obvious conclusion is that the speed of the depth +sort algorithm is not a worry. + + +File: sketch.info, Node: Statistics, Next: Bugs and anomalies, Prev: Hidden surface removal, Up: Hidden surface removal + +4.4.3.1 Statistics +.................. + +For the curious, `sketch' writes one line of depth sort statistics. +Here is an example for a large collection of triangles. + + remark, node=34824 probe=581.9 swap=5 split=2 (in=4 out=6) ols=24851/0 + It means that 34,824 objects were depth sorted after culling. For +each, an average of 581.9 others had to be checked to ensure that the +initial, approximate ordering was correct. Among all these checks, +only 5 resulted in swaps to reorder the initial sort. In two cases, a +correct ordering could not be determined, so binary space partitions were +constructed for splitting. A total of 4 objects (triangles in this +case) were inserted in the partitions, and 6 polygons were produced. +Finally, 24,851 "last resort" polygon overlap checks were performed +after simpler, faster checks failed to yield conclusive results. The +final /0 is for line-polygon overlap checks. For comparison, the +statistics for the last figure in *Note Overview:: follow. + + remark, node=27 probe=14.6 swap=36 split=15 (in=30 out=45) ols=0/69 + Note that there was proportionally much more swapping and splitting +activity in this highly connected scene. + + +File: sketch.info, Node: Bugs and anomalies, Prev: Statistics, Up: Hidden surface removal + +4.4.3.2 Bugs and anomalies +.......................... + +Polygon and line splitting can both cause anomalies in the output. +`PSTricks' dash patterns, specified with `linestyle=dashed', can be +disrupted by splitting. This occurs when the depth sort gives up too +early and splits a line where it is not really necessary. A workaround +is to use gray or finely dotted lines instead. If your drawing is +small, you can also edit the `sketch' output by hand to merge the +pieces of the offending line. + + Another anomaly is tiny (or in degenerate cases not-so-tiny) notches +in the lines that border split polygons. These derive from the way +each polygon is painted: first, all pixels within the boundary are +"filled" with color (perhaps white), then the same boundary is +"stroked" (a Postscript term) with a line. The result is that half the +line lies inside the boundary and half outside, while the Painter's +algorithm assumes the polygon lies entirely within its boundary. The +notches are due to one polygon fill operation overwriting the +already-drawn inside of the border of another polygon.(1) One +workaround is to make border lines very thin. In fact `linewidth=0pt' +is guaranteed to eliminate this problem, though this results in the +thinnest line your output device can draw, which is usually too thin. +You might get lucky by merely reordering things in the input file, +which is likely to move the splits to different places. The only +sure-fire solution is pretty terrible: custom fit `special' overlay +lines (with `\psline') to cover the notches. + + Polygon splitting also breaks `PSTricks' hatch patterns. The only +known workaround is to substitute a solid fill for the hatch. + + ---------- Footnotes ---------- + + (1) I know how to fix this problem, but I don't like my solution, +and I'm interested in yours. + + +File: sketch.info, Node: Command line, Next: Installing sketch, Prev: Building a drawing, Up: Top + +5 Command line +************** + +*Synopsis:* + sketch [-h][-V x.y][-v][-b][-d][t doctmp][-T[u|e][p[P|T][L|C]]][-o output.tex] + [-D TAG ...] input1.sk [-U TAG ...] input2.sk ... + +*Description* Processes the `sketch' input files in order to produce +`PSTricks' output code suitable for inclusion in a TeX or LaTeX +document. + +*Options:* +`-h' + Print a short catalog of options. + +`-V' + Set the `PSTricks' version assumed for output purposes to `x.y', + for example 1.19. Usually needed only if your `PSTricks' is old + compared to your `sketch'. Use `-v' to see what `sketch' assumes + by default. + +`-v' + Print version information to standard output, including the version + of `PSTricks' assumed for output (can be changed with `-V' above). + +`-b' + Use a BSP (*Note Hidden surface removal::.) for _all_ hidden + surface removal rather than the default, which is the depth sort + algorithm with BSPs used only for cycle resolution. This may + produce correct output in certain degenerate cases where the depth + sort cannot, but it also leads to many gratuitous splits, hence + more anomalies *Note Bugs and anomalies:: and big output files. + +`-d' + Run `sketch''s parser in debugging mode. This is primarily for + development. + +`-t' + Use contents of file `doctmp' as a document template in which to + enclose `PSTricks' output code. The code is inserted in place of + the first instance of the escape string %%SKETCH_OUTPUT%%. + +`-T' + Causes `PSTricks' output to be enclosed in default US document + template text. Option `-Tu' is a synonym. Option `-Te' causes + the Euro standard document template to be used. A `p' appended to + any of these options causes the respective default `PSTricks' + document template to be printed to standard output. An appended + `P' is a synonym. An appended `T' causes the the `TikZ/PGF' + template to be printed. An appended `L' prints the LaTeX version + of the document template, a synonym for the default. A `C' prints + the `ConTeXt' template. + +`-o' + Use `output.tex' as the output file. The default is standard + output. + +`-D' + Define a tag for purposes of selecting definition alternatives. + *Note Definitions::. The definition applies for all input files + that follow unless the tag is undefined with `-U'. + +`inputi.sk' + Input files, read in the sequence they are given. + +`-U' + Un-define a tag for purposes of selecting definition alternatives. + + +File: sketch.info, Node: Installing sketch, Next: Index of syntax, Prev: Command line, Up: Top + +6 Building and installing `sketch' +********************************** + +`Sketch' is so small that compiling by brute force is probably best. +The following command ought to do the trick on any systems where `gcc' +is installed. Make sure to first change current directories to the +place where you have unpacked the sources. + gcc *.c -o sketch.exe -lm + The `.exe' at the end is necessary for Windows systems. Drop it if +your system is some version of Unix. Other C compilers ought to work +as just as well. For example, + cl *.c -o sketch.exe + is the correct command for many versions of MS Visual C. In the +latest versions, Microsoft has deprecated the `-o' option and, by +default, does not define the `__STDC__' macro. This causes problems +with some versions of `flex', `bison', `lex', and `yacc', which are +used to create the `sketch' scanner and parser. It's nearly always +possible to find a set of options that compiles with no errors or +warnings, and this means `sketch' is _very_ likely to work correctly. +For example, the Visual C++ 2005 Express Edition compiler (available +free of charge from the Microsoft web site), `flex' version 2.5.4, and +`bison' version 2.1 build error-free with + cl -DYY_NEVER_INTERACTIVE=1 -Za -Ox -Fesketch.exe *.c + + For purists, there is also a `makefile' compatible with GNU `make' +and `gcc'. The command + make + will build the executable, including the rebuilding of the scanner +and parser with `flex' and `bison' if you have changed `sketch.l' or +`sketch.y' respectively. + + To build this document in all its myriad forms (assuming you have the +necessary conversion programs on your system), use + make docs + The possibilities are listed in this following table. +Format Converter Pictures Description +----------------------------------------------------------------------------------------------------------- +manual.info makeinfo `.txt' GNU Info. +manual.dvi texi2dvi `.eps' TeX typeset output. +manual.ps texi2dvi,dvips `.eps' Postscript. +manual.pdf texi2dvi `.pdf' Adobe PDF. +manual.html makeinfo `.png' A single web page. +manual/index.html makeinfo `.png' Linked web pages, one per node. + + +File: sketch.info, Node: Index of syntax, Next: Index, Prev: Installing sketch, Up: Top + +Index of syntax +*************** + + +* Menu: + +* 'x, 'y, and 'z <1>: Two-operand (binary) forms. + (line 40) +* 'x, 'y, and 'z: Affine arithmetic. (line 40) +* ( ), grouping: Two-operand (binary) forms. + (line 60) +* (foo), point reference <1>: Forms of references. (line 14) +* (foo), point reference: Drawing a solid. (line 25) +* *, multiplication operator: Two-operand (binary) forms. + (line 70) +* +, plus operator: Two-operand (binary) forms. + (line 11) +* -, minus operator: Two-operand (binary) forms. + (line 15) +* -, unary minus operator: Unary forms. (line 10) +* ., dot operator: Two-operand (binary) forms. + (line 19) +* /, division operator: Two-operand (binary) forms. + (line 38) +* <>, closure tag <1>: Swept lines. (line 6) +* <>, closure tag <2>: Sweep face splitting. + (line 11) +* <>, closure tag <3>: Swept lines. (line 28) +* <>, closure tag <4>: Polyline sweeps with closure. + (line 6) +* <>, closure tag <5>: Point sweeps. (line 18) +* <>, closure tag <6>: Sweeps. (line 19) +* <>, closure tag: Swept points. (line 6) +* <foo>, tag reference <1>: Forms of definitions. + (line 21) +* <foo>, tag reference: Forms of references. (line 19) +* [[ ][ ][ ][ ]], transform literal: Transform literals. (line 42) +* [[foo]], transform reference <1>: Overview. (line 38) +* [[foo]], transform reference <2>: Forms of references. (line 16) +* [[foo]], transform reference: Overview. (line 38) +* [foo,...,bar], multiple options reference: Forms of references. + (line 18) +* [foo], options reference <1>: Forms of references. (line 18) +* [foo], options reference: Polyline sweeps with closure. + (line 25) +* [foo], vector reference <1>: Forms of references. (line 15) +* [foo], vector reference: Polyline sweeps. (line 22) +* ^, exponentiation operator: Two-operand (binary) forms. + (line 27) +* arrows <1>: Affine arithmetic. (line 11) +* arrows <2>: A technical drawing. (line 72) +* arrows <3>: Overview. (line 75) +* arrows: A technical drawing. (line 29) +* atan2: Unary forms. (line 17) +* camera: Camera. (line 6) +* context: Language. (line 17) +* cos: Unary forms. (line 16) +* cull <1>: Internal options. (line 7) +* cull <2>: A technical drawing. (line 22) +* cull <3>: Drawing a solid. (line 46) +* cull <4>: Transparency. (line 14) +* cull <5>: Polyline sweeps. (line 10) +* cull: Global options. (line 14) +* curve: Curves. (line 6) +* def <1>: Affine arithmetic. (line 11) +* def <2>: Overview. (line 75) +* def <3>: Polyline sweeps. (line 10) +* def <4>: Drawing a solid. (line 23) +* def <5>: A hierarchical model. + (line 34) +* def <6>: Overview. (line 40) +* def <7>: A hierarchical model. + (line 23) +* def <8>: Object transforms. (line 10) +* def <9>: A hierarchical model. + (line 10) +* def <10>: Overview. (line 12) +* def <11>: A technical drawing. (line 100) +* def <12>: Polyline sweeps with closure. + (line 10) +* def <13>: A technical drawing. (line 72) +* def <14>: Point sweeps. (line 19) +* def <15>: Nested sweeps. (line 8) +* def: A technical drawing. (line 29) +* dots: Dots. (line 6) +* fill opacity: Transparency. (line 9) +* fill style: TikZ/PGF user-defined styles. + (line 29) +* fillcolor <1>: Object transforms. (line 10) +* fillcolor <2>: Overview. (line 40) +* fillcolor: Polyline sweeps with closure. + (line 10) +* frame: Frame. (line 6) +* framesep: Frame. (line 11) +* global: Global environment. (line 12) +* input: Language basics. (line 19) +* inverse: Unary forms. (line 18) +* language: Language. (line 6) +* latex: Language. (line 17) +* lay <1>: Specials. (line 26) +* lay <2>: Global options. (line 14) +* lay <3>: Internal options. (line 7) +* lay <4>: Special objects. (line 37) +* lay: A technical drawing. (line 29) +* line <1>: Object transforms. (line 10) +* line <2>: Overview. (line 75) +* line <3>: Swept blocks. (line 7) +* line <4>: A hierarchical model. + (line 10) +* line <5>: Lines. (line 6) +* line <6>: Drawing options. (line 7) +* line <7>: A technical drawing. (line 29) +* line <8>: Polyline sweeps with closure. + (line 10) +* line <9>: A technical drawing. (line 22) +* line: Affine arithmetic. (line 11) +* line style: TikZ/PGF user-defined styles. + (line 29) +* linecolor <1>: Frame. (line 10) +* linecolor <2>: Object transforms. (line 10) +* linecolor: Overview. (line 75) +* linestyle <1>: A technical drawing. (line 29) +* linestyle <2>: Frame. (line 10) +* linestyle <3>: Bugs and anomalies. (line 7) +* linestyle: Overview. (line 75) +* linewidth <1>: Frame. (line 10) +* linewidth <2>: Polyline sweeps. (line 10) +* linewidth <3>: A technical drawing. (line 29) +* linewidth: Overview. (line 75) +* opacity: Transparency. (line 9) +* perspective: Transform literals. (line 21) +* picturebox: Picture box. (line 6) +* point list: Internal options. (line 24) +* polygon <1>: Polygons. (line 6) +* polygon <2>: Swept blocks. (line 7) +* polygon <3>: Drawing a solid. (line 9) +* polygon <4>: Hello world. (line 41) +* polygon <5>: Overview. (line 40) +* polygon <6>: Affine arithmetic. (line 11) +* polygon: Object transforms. (line 10) +* project: Transform literals. (line 46) +* pstricks: Language. (line 10) +* put <1>: Nested sweeps. (line 27) +* put <2>: Puts. (line 6) +* put <3>: Object transforms. (line 10) +* put: A hierarchical model. + (line 34) +* repeat <1>: Nested sweeps. (line 27) +* repeat <2>: Repeats. (line 6) +* repeat <3>: Polyline sweeps with closure. + (line 10) +* repeat <4>: Overview. (line 62) +* repeat: Repeated objects. (line 9) +* rotate <1>: Object transforms. (line 10) +* rotate <2>: A hierarchical model. + (line 34) +* rotate <3>: A technical drawing. (line 15) +* rotate <4>: A hierarchical model. + (line 23) +* rotate <5>: Polyline sweeps with closure. + (line 10) +* rotate <6>: Polyline sweeps. (line 10) +* rotate <7>: Repeated objects. (line 9) +* rotate <8>: Transform literals. (line 10) +* rotate <9>: Swept objects. (line 9) +* rotate <10>: Point sweeps. (line 19) +* rotate <11>: Overview. (line 62) +* rotate <12>: A hierarchical model. + (line 10) +* rotate: Nested sweeps. (line 8) +* scale <1>: A hierarchical model. + (line 34) +* scale <2>: A technical drawing. (line 72) +* scale <3>: Transform literals. (line 16) +* scale: A technical drawing. (line 45) +* set: Global options. (line 6) +* sin: Unary forms. (line 15) +* special <1>: Special objects. (line 6) +* special <2>: Specials. (line 6) +* special <3>: A technical drawing. (line 100) +* special <4>: Overview. (line 75) +* special: A technical drawing. (line 45) +* split <1>: Internal options. (line 7) +* split: Global options. (line 14) +* sqrt: Unary forms. (line 14) +* sweep <1>: Sweeps. (line 6) +* sweep <2>: A technical drawing. (line 22) +* sweep <3>: Nested sweeps. (line 8) +* sweep <4>: A hierarchical model. + (line 10) +* sweep <5>: Polyline sweeps. (line 10) +* sweep <6>: Polyline sweeps with closure. + (line 10) +* sweep <7>: Point sweeps. (line 19) +* sweep: Swept objects. (line 9) +* then <1>: Object transforms. (line 10) +* then <2>: Polyline sweeps with closure. + (line 10) +* then: Two-operand (binary) forms. + (line 65) +* tikz: Language. (line 10) +* translate <1>: Transform literals. (line 15) +* translate <2>: A hierarchical model. + (line 34) +* translate <3>: Object transforms. (line 49) +* translate <4>: Polyline sweeps. (line 10) +* translate <5>: Polyline sweeps with closure. + (line 10) +* translate <6>: Overview. (line 62) +* translate <7>: Object transforms. (line 10) +* translate: Repeated objects. (line 9) +* transpalpha: Transparency. (line 9) +* unit <1>: A technical drawing. (line 45) +* unit: Unary forms. (line 13) +* view: Transform literals. (line 35) +* { }, block drawable <1>: Overview. (line 40) +* { }, block drawable <2>: Swept blocks. (line 7) +* { }, block drawable <3>: Blocks. (line 6) +* { }, block drawable <4>: Object transforms. (line 25) +* { }, block drawable: Nested sweeps. (line 27) +* {foo}, drawable reference <1>: Overview. (line 62) +* {foo}, drawable reference <2>: Forms of references. (line 17) +* {foo}, drawable reference <3>: Overview. (line 51) +* {foo}, drawable reference: Object transforms. (line 34) +* |X|, magnitude operator: Unary forms. (line 12) + + +File: sketch.info, Node: Index, Prev: Index of syntax, Up: Top + +Index of concepts +***************** + + +* Menu: + +* affine arithmetic <1>: Affine arithmetic. (line 8) +* affine arithmetic: A technical drawing. (line 44) +* alternatives, definition: Forms of definitions. + (line 6) +* argument, special <1>: Special objects. (line 26) +* argument, special: Specials. (line 10) +* associativity, operator: Two-operand (binary) forms. + (line 60) +* axis, rotation: Object transforms. (line 41) +* back face: Drawing a solid. (line 36) +* baseline fraction: Picture box. (line 10) +* binary form: Two-operand (binary) forms. + (line 6) +* binary space partition <1>: Command line. (line 29) +* binary space partition <2>: Hidden surface removal. + (line 23) +* binary space partition: Statistics. (line 14) +* block <1>: Swept blocks. (line 7) +* block <2>: Blocks. (line 6) +* block: Object transforms. (line 25) +* block sweep: Swept blocks. (line 6) +* body polygon <1>: Swept lines. (line 10) +* body polygon <2>: Swept polygons. (line 9) +* body polygon: Internal options. (line 16) +* bounding box: Picture box. (line 15) +* BSP, binary space partition <1>: Command line. (line 29) +* BSP, binary space partition: Hidden surface removal. + (line 23) +* camera: Camera. (line 6) +* center of rotation <1>: Nested sweeps. (line 6) +* center of rotation: Object transforms. (line 8) +* centroid: A technical drawing. (line 68) +* clipping <1>: Clipping. (line 6) +* clipping: Picture box. (line 17) +* closure tag, <> <1>: Swept points. (line 13) +* closure tag, <> <2>: Point sweeps. (line 18) +* closure tag, <> <3>: Swept lines. (line 28) +* closure tag, <> <4>: Polyline sweeps with closure. + (line 6) +* closure tag, <> <5>: Sweeps. (line 19) +* closure tag, <> <6>: Swept points. (line 6) +* closure tag, <> <7>: Swept lines. (line 6) +* closure tag, <>: Sweep face splitting. + (line 11) +* command line option: Hello world. (line 32) +* command line options: Command line. (line 14) +* command line, sketch <1>: Hello world. (line 9) +* command line, sketch: Command line. (line 6) +* comments <1>: Language basics. (line 18) +* comments: Drawing a solid. (line 29) +* constructor: Transform literals. (line 6) +* coordinate system, right-handed: Introduction by example. + (line 12) +* counter-clockwise polygon vertex order: Hello world. (line 41) +* culling <1>: Drawing a solid. (line 36) +* culling <2>: Hello world. (line 46) +* culling <3>: Swept lines. (line 16) +* culling: Drawing a solid. (line 42) +* declarative language: Language basics. (line 8) +* definition <1>: Definitions. (line 6) +* definition: Drawing a solid. (line 23) +* definition with alternatives: Forms of definitions. + (line 6) +* definition, drawable: Object transforms. (line 28) +* definition, options: Polyline sweeps with closure. + (line 24) +* definition, point: Drawing a solid. (line 24) +* definition, scalar: Swept objects. (line 15) +* definition, simple: Forms of definitions. + (line 6) +* definition, tag <1>: Definitions. (line 18) +* definition, tag <2>: Command line. (line 61) +* definition, tag: Forms of definitions. + (line 7) +* definition, transform: Overview. (line 38) +* definition, vector: Polyline sweeps. (line 21) +* depth sort <1>: Internal options. (line 12) +* depth sort <2>: Bugs and anomalies. (line 8) +* depth sort: Hidden surface removal. + (line 6) +* document template <1>: Hello world. (line 34) +* document template: Command line. (line 41) +* drawable <1>: Drawables. (line 6) +* drawable: Object transforms. (line 28) +* drawable definition: Object transforms. (line 28) +* drawable reference: Forms of references. (line 17) +* end polygon <1>: Swept polygons. (line 15) +* end polygon: Swept lines. (line 38) +* faces <1>: Drawing a solid. (line 7) +* faces: Polyline sweeps. (line 7) +* file, include: Language basics. (line 19) +* file, input: Language basics. (line 6) +* frame box: Frame. (line 6) +* global options <1>: Global options. (line 6) +* global options: Drawing options. (line 20) +* helix <1>: Polyline sweeps. (line 17) +* helix: Drawing a solid. (line 49) +* hello world: Hello world. (line 7) +* hidden surface algorithm <1>: A technical drawing. (line 28) +* hidden surface algorithm <2>: Hello world. (line 21) +* hidden surface algorithm <3>: Special objects. (line 37) +* hidden surface algorithm <4>: Hidden surface removal. + (line 6) +* hidden surface algorithm: Transform literals. (line 21) +* hierarchical model: A hierarchical model. + (line 6) +* identifiers: Identifiers. (line 7) +* include file: Language basics. (line 19) +* input file: Language basics. (line 6) +* internal option: Special objects. (line 36) +* internal options <1>: Internal options. (line 6) +* internal options: Global options. (line 13) +* keywords: Key and reserved words. + (line 6) +* labels: Special objects. (line 6) +* language, declarative: Language basics. (line 8) +* language, output: Language. (line 6) +* language, scene description: Language basics. (line 8) +* lexical scope <1>: Blocks. (line 13) +* lexical scope: Object transforms. (line 27) +* line sweep <1>: Swept lines. (line 6) +* line sweep <2>: Polyline sweeps. (line 7) +* line sweep: A technical drawing. (line 22) +* literal, point: Point and vector literals. + (line 6) +* literal, scalar: Scalar literals. (line 6) +* literal, transform: Transform literals. (line 6) +* literal, vector: Point and vector literals. + (line 6) +* nesting, swept object: Nested sweeps. (line 24) +* one-operand form: Unary forms. (line 6) +* operator associativity: Two-operand (binary) forms. + (line 60) +* operator precedence: Two-operand (binary) forms. + (line 46) +* option: Drawing options. (line 6) +* option, command line: Hello world. (line 32) +* option, internal: Special objects. (line 36) +* options: Options. (line 6) +* options definition: Polyline sweeps with closure. + (line 24) +* options multiple reference: Forms of references. (line 18) +* options reference: Forms of references. (line 18) +* options, command line: Command line. (line 14) +* options, global <1>: Global options. (line 6) +* options, global: Drawing options. (line 20) +* options, internal <1>: Global options. (line 13) +* options, internal: Internal options. (line 6) +* options, sweep <1>: Swept lines. (line 25) +* options, sweep <2>: Swept points. (line 21) +* options, sweep <3>: Swept lines. (line 48) +* options, sweep <4>: Polygon sweeps. (line 9) +* options, sweep: Polyline sweeps. (line 18) +* options, swept object <1>: Polyline sweeps with closure. + (line 23) +* options, swept object <2>: Polygon sweeps. (line 8) +* options, swept object: Swept lines. (line 26) +* order, polygon vertex <1>: Overview. (line 40) +* order, polygon vertex <2>: Swept lines. (line 14) +* order, polygon vertex <3>: Swept polygons. (line 19) +* order, polygon vertex <4>: Hello world. (line 41) +* order, polygon vertex: Swept lines. (line 40) +* output language: Language. (line 6) +* outside of a polygon: Hello world. (line 39) +* parallel projection <1>: Transform literals. (line 18) +* parallel projection <2>: Hello world. (line 28) +* parallel projection: Picture box. (line 15) +* parentheses: Two-operand (binary) forms. + (line 60) +* perspective projection <1>: Overview. (line 7) +* perspective projection: Transform literals. (line 21) +* picture box: Picture box. (line 6) +* planarity of polygons <1>: Polygons. (line 10) +* planarity of polygons: Sweep face splitting. + (line 7) +* point definition: Drawing a solid. (line 24) +* point list: Swept points. (line 9) +* point literal: Point and vector literals. + (line 6) +* point reference: Forms of references. (line 14) +* point sweep <1>: Swept objects. (line 13) +* point sweep: Swept points. (line 6) +* polygon sweep <1>: Swept polygons. (line 6) +* polygon sweep <2>: Polygon sweeps. (line 6) +* polygon sweep: A hierarchical model. + (line 127) +* polygon vertex order <1>: Hello world. (line 41) +* polygon vertex order <2>: Swept lines. (line 14) +* polygon vertex order <3>: Overview. (line 60) +* polygon vertex order <4>: Swept lines. (line 40) +* polygon vertex order <5>: Swept polygons. (line 19) +* polygon vertex order: Overview. (line 40) +* polygon, body <1>: Swept lines. (line 10) +* polygon, body <2>: Internal options. (line 16) +* polygon, body: Swept polygons. (line 9) +* polygon, end <1>: Swept polygons. (line 15) +* polygon, end: Swept lines. (line 38) +* polygon, outside of: Hello world. (line 39) +* polygon, planar <1>: Sweep face splitting. + (line 7) +* polygon, planar: Polygons. (line 10) +* precedence, operator: Two-operand (binary) forms. + (line 46) +* program, hello world: Hello world. (line 7) +* projection, parallel <1>: Hello world. (line 28) +* projection, parallel <2>: Transform literals. (line 18) +* projection, parallel: Picture box. (line 15) +* projection, perspective <1>: Transform literals. (line 21) +* projection, perspective: Overview. (line 7) +* pseudo-options: TikZ/PGF user-defined styles. + (line 29) +* psframebox: Frame. (line 8) +* pspicture: Picture box. (line 10) +* PSTricks: About sketch. (line 21) +* quoting, special <1>: Special objects. (line 20) +* quoting, special: Specials. (line 8) +* reference, drawable <1>: Overview. (line 51) +* reference, drawable <2>: Object transforms. (line 34) +* reference, drawable: Forms of references. (line 17) +* reference, multiple options: Forms of references. (line 18) +* reference, options <1>: Forms of references. (line 18) +* reference, options: Polyline sweeps with closure. + (line 25) +* reference, point <1>: Drawing a solid. (line 25) +* reference, point: Forms of references. (line 14) +* reference, scalar <1>: Forms of references. (line 13) +* reference, scalar: Swept objects. (line 15) +* reference, tag <1>: Forms of definitions. + (line 21) +* reference, tag: Forms of references. (line 19) +* reference, transform <1>: Overview. (line 38) +* reference, transform: Forms of references. (line 16) +* reference, vector <1>: Polyline sweeps. (line 22) +* reference, vector: Forms of references. (line 15) +* repeated object: Repeats. (line 6) +* reserved words: Key and reserved words. + (line 11) +* right hand rule: Object transforms. (line 42) +* right-hand coordinate system: Introduction by example. + (line 12) +* rotation: Object transforms. (line 40) +* rotation transform <1>: A hierarchical model. + (line 51) +* rotation transform <2>: Transform literals. (line 10) +* rotation transform: A hierarchical model. + (line 97) +* rotation, center of <1>: Object transforms. (line 8) +* rotation, center of: Nested sweeps. (line 6) +* running sketch: Hello world. (line 9) +* scalar definition: Swept objects. (line 15) +* scalar literal: Scalar literals. (line 6) +* scalar reference: Forms of references. (line 13) +* scale transform: Transform literals. (line 17) +* scene description language <1>: Building a drawing. (line 7) +* scene description language: Language basics. (line 8) +* scope, identifier <1>: Object transforms. (line 27) +* scope, identifier: Blocks. (line 13) +* simple definition: Forms of definitions. + (line 6) +* solid: Drawing a solid. (line 6) +* special argument substitution <1>: Special objects. (line 29) +* special argument substitution: Specials. (line 10) +* special object: Special objects. (line 6) +* special objects: A technical drawing. (line 42) +* splitting, line and surface <1>: Hidden surface removal. + (line 21) +* splitting, line and surface: Hello world. (line 21) +* substitution, special: Special objects. (line 29) +* surface: Polyline sweeps. (line 7) +* sweep: Swept objects. (line 7) +* swept bock: Swept blocks. (line 6) +* swept line <1>: A technical drawing. (line 22) +* swept line <2>: Swept lines. (line 6) +* swept line: Polyline sweeps. (line 7) +* swept object <1>: Swept objects. (line 7) +* swept object: Sweeps. (line 9) +* swept point <1>: Swept objects. (line 13) +* swept point: Swept points. (line 6) +* swept polygon <1>: Polygon sweeps. (line 6) +* swept polygon: A hierarchical model. + (line 127) +* tag definition <1>: Definitions. (line 18) +* tag definition <2>: Command line. (line 61) +* tag definition: Forms of definitions. + (line 7) +* tag reference <1>: Forms of definitions. + (line 21) +* tag reference: Forms of references. (line 19) +* template, document <1>: Command line. (line 41) +* template, document: Hello world. (line 34) +* tetrahedron: Drawing a solid. (line 9) +* tick operator (') <1>: Affine arithmetic. (line 40) +* tick operator ('): Two-operand (binary) forms. + (line 40) +* TikZ/PGF: About sketch. (line 22) +* toroid: Nested sweeps. (line 8) +* transform <1>: Repeats. (line 9) +* transform <2>: Object transforms. (line 6) +* transform <3>: Sweeps. (line 11) +* transform <4>: Overview. (line 7) +* transform: Two-operand (binary) forms. + (line 28) +* transform definition: Overview. (line 38) +* transform literal: Transform literals. (line 6) +* transform reference <1>: Overview. (line 38) +* transform reference: Forms of references. (line 16) +* transform, rotation <1>: A hierarchical model. + (line 61) +* transform, rotation <2>: Transform literals. (line 10) +* transform, rotation: A hierarchical model. + (line 97) +* transform, scale: Transform literals. (line 17) +* transform, translation <1>: Transform literals. (line 15) +* transform, translation <2>: A hierarchical model. + (line 50) +* transform, translation: Object transforms. (line 49) +* transform, view: Transform literals. (line 35) +* translation transform <1>: A hierarchical model. + (line 50) +* translation transform <2>: Transform literals. (line 15) +* translation transform: Object transforms. (line 49) +* transparency: Transparency. (line 6) +* two-operand form: Two-operand (binary) forms. + (line 6) +* unary form: Unary forms. (line 6) +* vector: Object transforms. (line 50) +* vector definition: Polyline sweeps. (line 21) +* vector literal: Point and vector literals. + (line 6) +* vector reference: Forms of references. (line 15) +* view transform: Transform literals. (line 25) +* virtual camera: Overview. (line 88) +* white space <1>: Drawing a solid. (line 30) +* white space <2>: Language basics. (line 16) +* white space <3>: Object transforms. (line 33) +* white space: Drawing a solid. (line 27) + + + +Tag Table: +Node: Top1161 +Node: About sketch7141 +Node: Reporting bugs8366 +Node: Contributions9251 +Ref: Solid coil example9669 +Node: Introduction by example9669 +Node: Hello world10693 +Ref: Hello world-Footnote-112844 +Node: Drawing options12899 +Node: Drawing a solid13802 +Ref: Helix with cull set false then true16132 +Node: Special objects16656 +Node: Object transforms18935 +Ref: Right hand rule21168 +Node: Repeated objects21615 +Node: Swept objects22178 +Node: Point sweeps23288 +Node: Polyline sweeps24291 +Node: Nested sweeps25227 +Node: Polygon sweeps26533 +Node: Polyline sweeps with closure26986 +Node: Affine arithmetic28401 +Node: More to learn30319 +Node: Input language30709 +Node: Language basics31170 +Node: Identifiers32558 +Node: Key and reserved words33145 +Node: Literals33876 +Node: Scalar literals34346 +Node: Point and vector literals34730 +Node: Transform literals35110 +Node: Arithmetic39080 +Node: Two-operand (binary) forms39444 +Node: Unary forms43179 +Node: Options44252 +Node: PSTricks options44953 +Node: TikZ/PGF options45975 +Node: Dots in TikZ/PGF47491 +Node: TikZ/PGF user-defined styles48073 +Ref: TikZ/PGF user-defined styles-Footnote-150094 +Node: Transparency50150 +Node: Internal options50923 +Node: Drawables52627 +Node: Dots53606 +Node: Lines53841 +Node: Curves54075 +Node: Polygons54375 +Node: Specials54803 +Node: Sweeps55755 +Node: Swept points57039 +Node: Swept lines58118 +Node: Swept polygons60701 +Node: Swept blocks62253 +Node: Sweep face splitting62801 +Node: Blocks63399 +Node: Repeats63975 +Node: Puts64627 +Node: Definitions64815 +Node: Forms of definitions66036 +Node: Forms of references66949 +Node: Global environment67954 +Node: Global options68856 +Node: Camera69398 +Node: Picture box69810 +Node: Frame70829 +Node: Language71277 +Node: Building a drawing72236 +Node: Overview73037 +Node: A technical drawing80523 +Node: A hierarchical model85293 +Node: Caveats91690 +Node: Limits on error detection92265 +Node: Clipping93711 +Node: Hidden surface removal94124 +Ref: Hidden surface removal-Footnote-195529 +Ref: Hidden surface removal-Footnote-295707 +Node: Statistics96085 +Node: Bugs and anomalies97382 +Ref: Bugs and anomalies-Footnote-199204 +Node: Command line99303 +Node: Installing sketch101924 +Node: Index of syntax104334 +Node: Index120274 + +End Tag Table |