API Reference Cauldron3D v#0.2.0

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Modules

A flat picture standing in the world, turned to face the camera.

A world cut into convex leaves by a binary space partition, with its faces, textures, lightmaps, what each leaf can see, and its brush models.

The faces of a BSP world a view can see, as polygons for Cauldron3D.Render.

One face of a BSP world: a convex polygon on a plane, painted with a texture and lit by a lightmap.

How brightly a world is lit at a point: the lightmap of the nearest upward-facing solid face directly below it, within :reach units, each light style at its scale. Models standing at the point are lit by it.

Faces' textures with their light worked in, made once and kept until the light changes.

Where a picture is taken from: a position, a facing, and a projection.

A rendered picture, rows top to bottom: indexed colour, one byte per pixel, or RGBA, four.

A collision hull: a BSP tree of planes whose leaves are only contents, swept by a point.

What a traced move ran into.

A model made of textured triangles, posed by keyframes.

Moving a box through a world: sliding along what it hits, and stepping up ledges.

How a polygon's pixels get their colours.

The paints of Cauldron3D.Paint in RGBA, four bytes a pixel, for a picture drawn in full colour (Cauldron3D.Render.draw/3 with :palette).

A flat, convex polygon in the world, and how it is painted.

Rotations as unit quaternions {x, y, z, w}.

Draws prepared polygons (Cauldron3D.Setup) into rows of pixels.

Draws polygons seen through a view into a Cauldron3D.Frame.

A polygon made ready for drawing: clipped to the near plane, projected, and reduced to the rows it covers, its edges, and a plane {at_origin, per_x, per_y} for each attribute across the picture.

Bones posed into place: each bone's own position and rotation relative to its parent, turned into a transform from the bone's space to the model's.

A picture, rows top to bottom: indexed colour, one byte per pixel and optionally its own palette, or RGBA, four bytes per pixel.

Three-component vectors as {x, y, z} float tuples.

A camera fitted to a picture: the projection from the world to pixels.