three ¶This module fully extends the notion of guides and paths in Asymptote
to three dimensions. It introduces the new types guide3, path3, and surface.
Guides in three dimensions are specified with the same syntax as in two
dimensions except that triples (x,y,z) are used in place of pairs
(x,y) for the nodes and direction specifiers. This
generalization of John Hobby’s spline algorithm is shape-invariant under
three-dimensional rotation, scaling, and shifting, and reduces in the
planar case to the two-dimensional algorithm used in Asymptote,
MetaPost, and MetaFont [see J. C. Bowman, Proceedings in
Applied Mathematics and Mechanics, 7:1, 2010021-2010022 (2007)].
For example, a unit circle in the XY plane may be filled and drawn like this:
import three; size(100); path3 g=(1,0,0)..(0,1,0)..(-1,0,0)..(0,-1,0)..cycle; draw(g); draw(O--Z,red+dashed,Arrow3); draw(((-1,-1,0)--(1,-1,0)--(1,1,0)--(-1,1,0)--cycle)); dot(g,red);
and then distorted into a saddle:
import three; size(100,0); path3 g=(1,0,0)..(0,1,1)..(-1,0,0)..(0,-1,1)..cycle; draw(g); draw(((-1,-1,0)--(1,-1,0)--(1,1,0)--(-1,1,0)--cycle)); dot(g,red);
Module three provides constructors for converting two-dimensional
paths to three-dimensional ones, and vice-versa:
path3 path3(path p, triple plane(pair)=XYplane); path path(path3 p, pair P(triple)=xypart);
A Bezier surface, the natural two-dimensional generalization of Bezier
curves, is defined in three_surface.asy as a structure
containing an array of Bezier patches. Surfaces may drawn with one of
the routines
void draw(picture pic=currentpicture, surface s, int nu=1, int nv=1,
material surfacepen=currentpen, pen meshpen=nullpen,
light light=currentlight, light meshlight=nolight, string name="",
render render=defaultrender);
void draw(picture pic=currentpicture, surface s, int nu=1, int nv=1,
material[] surfacepen, pen meshpen,
light light=currentlight, light meshlight=nolight, string name="",
render render=defaultrender);
void draw(picture pic=currentpicture, surface s, int nu=1, int nv=1,
material[] surfacepen, pen[] meshpen=nullpens,
light light=currentlight, light meshlight=nolight, string name="",
render render=defaultrender);
The parameters nu and nv specify the number of subdivisions
for drawing optional mesh lines for each Bezier patch. The optional
name parameter is used as a prefix for naming the surface
patches in the PRC model tree.
Here material is a structure defined in three_light.asy:
struct material {
pen[] p; // diffusepen,emissivepen,specularpen
real opacity;
real shininess;
real metallic;
real fresnel0;
}
These material properties are used to implement physically based
rendering (PBR) using light properties defined in plain_prethree.asy
and three_light.asy:
struct light {
real[][] diffuse;
real[][] specular;
pen background=nullpen; // Background color of the canvas.
real specularfactor;
triple[] position; // Only directional lights are currently implemented.
}
light Viewport=light(specularfactor=3,(0.25,-0.25,1));
light White=light(new pen[] {rgb(0.38,0.38,0.45),rgb(0.6,0.6,0.67),
rgb(0.5,0.5,0.57)},specularfactor=3,
new triple[] {(-2,-1.5,-0.5),(2,1.1,-2.5),(-0.5,0,2)});
light Headlamp=light(gray(0.8),specular=gray(0.7),
specularfactor=3,dir(42,48));
currentlight=Headlamp;
light nolight;
The currentlight.background (or background member of the
specified light) can be used
to set the background color for 2D (or 3D) images. The default
background is white for HTML images and transparent for all
other formats. One can request a completely transparent background for
3D WebGL images with
currentlight.background=black+opacity(0.0);
render
A function render() may be assigned to the optional
render parameter allows one to pass specialized rendering
options to the surface drawing routines, via arguments such as:
bool tessellate; // use tessellated mesh to store straight patches real margin; // shrink amount for rendered OpenGL viewport, in bp. bool partnames; // assign part name indices to compound objects bool defaultnames; // assign default names to unnamed objects interaction interaction; // billboard interaction mode
along with the rendering parameters for the legacy PRC format
described in three.asy.
Asymptote also supports image-based lighting with the setting
settings.ibl=true. This uses pre-rendered EXR images from
the directory specified by -imageDir (which defaults to ibl)
or, for WebGL rendering, the URL specified by
-imageURL (which defaults to
https://vectorgraphics.gitlab.io/asymptote/ibl).
Additional rendered images can be generated on an NVIDIA GPU
using the reflect program in the cudareflect subdirectory
of the Asymptote source directory.
Sample Bezier surfaces are
contained in the example files BezierSurface.asy, teapot.asy,
teapotIBL.asy,
and
parametricsurface.asy.
The structure render contains specialized rendering options
documented at the beginning of module three.
The examples
elevation.asy and sphericalharmonic.asy
illustrate how to draw a surface with patch-dependent colors.
The examples vertexshading.asy and smoothelevation.asy illustrate
vertex-dependent colors, which are supported by
Asymptote’s native OpenGL/WebGL renderers
and the two-dimensional vector output format (settings.render=0). Since
the legacy PRC output format does not support vertex
shading of Bezier surfaces, PRC patches are shaded with the mean of the four vertex colors.
A surface can be constructed from a cyclic path3 with the constructor
surface surface(path3 external, triple[] internal=new triple[],
pen[] colors=new pen[], bool3 planar=default);
and then filled:
draw(surface(unitsquare3,new triple[] {X,Y,Z,O}),red);
draw(surface(O--X{Y}..Y{-X}--cycle,new triple[] {Z}),red);
draw(surface(path3(polygon(5))),red,nolight);
draw(surface(unitcircle3),red,nolight);
draw(surface(unitcircle3,new pen[] {red,green,blue,black}),nolight);
The first example draws a Bezier patch and the second example draws
a Bezier triangle. The third and fourth examples are planar surfaces.
The last example constructs a patch with vertex-specific colors.
A three-dimensional planar surface in the plane plane can be
constructed from a two-dimensional cyclic path g with the constructor
surface surface(path p, triple plane(pair)=XYplane);
and then filled:
draw(surface((0,0)--E+2N--2E--E+N..0.2E..cycle),red);
Planar Bezier surfaces patches are constructed using Orest Shardt’s
bezulate routine, which decomposes (possibly nonsimply
connected) regions bounded (according to the zerowinding fill rule)
by simple cyclic paths (intersecting only at the endpoints)
into subregions bounded by cyclic paths of length 4 or less.
A more efficient routine also exists for drawing tessellations composed of many 3D triangles, with specified vertices, and optional normals or vertex colors:
void draw(picture pic=currentpicture, triple[] v, int[][] vi,
triple[] n={}, int[][] ni=vi, material m=currentpen, pen[] p={},
int[][] pi=vi, light light=currentlight);
Here, the triple array v lists the (typically distinct) vertices, while
the array vi contains integer arrays of length 3 containing
the indices of the elements in v that form the vertices of each
triangle. Similarly, the arguments n and ni contain
optional normal data and p and pi contain optional pen
vertex data. If more than one normal or pen is specified for a vertex, the
last one is used.
An example of this tessellation facility is given in triangles.asy.
Arbitrary thick three-dimensional curves and line caps (which the
OpenGL standard does not require implementations to provide) are
constructed with
tube tube(path3 p, real width, render render=defaultrender);
this returns a tube structure representing a tube of diameter width
centered approximately on g. The tube structure consists of a
surface s and the actual tube center, path3 center.
Drawing thick lines as tubes can be slow to render,
especially with the Adobe Reader renderer. The setting
thick=false can be used to disable this feature and force all
lines to be drawn with linewidth(0) (one pixel wide, regardless
of the resolution). By default, mesh and contour lines in three-dimensions
are always drawn thin, unless an explicit line width is given in the pen
parameter or the setting thin is set to false. The pens
thin() and thick() defined in plain_pens.asy can
also be used to override these defaults for specific draw commands.
There are six choices for viewing 3D Asymptote output:
Asymptote adaptive OpenGL-based
renderer (with the command-line option -V and the default settings
outformat="" and render=-1). On UNIX systems with
graphics support for multisampling, the sample width can be
controlled with the setting multisample. The ratio of physical to
logical screen pixels can be specified with the setting devicepixelratio. An initial screen position can be specified with the pair setting
position, where negative values are interpreted as relative to the
corresponding maximum screen dimension. The default settings
import settings;
leftbutton=new string[] {"rotate","zoom","shift","pan"};
middlebutton=new string[] {""};
rightbutton=new string[] {"zoom","rotateX","rotateY","rotateZ"};
wheelup=new string[] {"zoomin"};
wheeldown=new string[] {"zoomout"};
bind the mouse buttons as follows:
WebGL interactive vector graphics
output with the the command-line option and -f html
(or the setting outformat="html"). The resulting
3D HTML file can then be viewed directly in any modern desktop or
mobile browser, or even embedded within another web page:
<iframe src="logo3.html" width="561" height="321" frameborder="0"> </iframe>
Normally, WebGL files generated by Asymptote are
dynamically remeshed to fit the browser window dimensions.
However, the setting absolute=true can be used to force the image to be
rendered at its designed size (accounting for multiple device pixels
per css pixel).
For specialized applications, the setting keys=true can be used
to generate an identifying key immediately before the WebGL
code for each generated object. The default key, the
"line:column" of the associated function call of the top-level
source code, can be overwritten by adding KEY="x" as the first
argument of the function call, where x represents user-supplied
text.
The interactive WebGL files produced by Asymptote use the
default mouse and (many of the same) key bindings as the OpenGL
renderer. Zooming via the mouse wheel of a WebGL image embedded
within another page is disabled until the image is activated by a
click or touch event and will remain enabled until the ESC key
is pressed.
By default, viewing the 3D HTML files generated by Asymptote requires
network access to download the AsyGL rendering library, which
is normally cached by the browser for future use.
However, the setting offline=true can be used to embed this
small (about 48kB) library within a stand-alone HTML file
that can be viewed offline.
outformat
at the resolution of n pixels per bp, as specified by the
setting render=n. A negative value of n is interpreted
as |2n| for EPS and PDF formats and
|n| for other formats. The default value of render is -1.
By default, the scene is internally rendered at twice the specified
resolution; this can be disabled by setting antialias=1.
High resolution rendering is done by tiling the image. If your
graphics card allows it, the rendering can be made more efficient by
increasing the maximum tile size maxtile to your screen
dimensions (indicated by maxtile=(0,0). If your video card
generates unwanted black stripes in the output, try setting the
horizontal and vertical components of maxtiles to something
less than your screen dimensions. The tile size is also limited by the
setting maxviewport, which restricts the maximum width and
height of the viewport. Some graphics drivers support batch mode
(-noV) rendering in an iconified window; this can be enabled
with the setting iconify=true.
9.0 or later of Adobe Reader.
This requires settings.outformat="pdf" and settings.prc=true,
which can be specified by the command-line options -f pdf
and -f prc, put in the Asymptote configuration
file (see configuration file), or specified in the script before
module three (or graph3) is imported.
The media9 LaTeX package is also required (see embed).
The example 100d.asy illustrates
how one can generate a list of predefined views (see 100d.views).
A stationary preview image with a resolution of n pixels per
bp can be embedded with the setting render=n; this allows
the file to be viewed with other PDF viewers. Alternatively, the
file externalprc.tex illustrates how the resulting PRC and
rendered image files can be extracted and processed in a separate
LaTeX file. However, see LaTeX usage for an easier way
to embed three-dimensional Asymptote pictures within LaTeX.
For specialized applications where only the raw PRC file is
required, specify settings.outformat="prc".
The PRC specification is available from
https://web.archive.org/web/20081204104459/http://livedocs.adobe.com/acrobat_sdk/9/Acrobat9_HTMLHelp/API_References/PRCReference/PRC_Format_Specification/
settings.outformat="v3d", which can be viewed
with an external viewer or converted to an alternate 3D format
using the Python pyv3d library. V3D content can be automatically embedded within
a PDF file using the options settings.outformat="pdf" and
settings.v3d=true. Alternatively, a V3D file file.v3d may be manually embedded
within a PDF file using the media9 LaTeX package:
\includemedia[noplaybutton,width=100pt,height=200pt]{}{file.v3d}%
An online Javascript-based V3D-aware PDF viewer is
available at
https://github.com/vectorgraphics/pdfv3dReader.
The V3D specification and the
pyv3d library are available at
https://github.com/vectorgraphics/v3d.
A V3D file file.v3d may be imported and viewed by
Asymptote either by specifying file.v3d on the command line
asy -V file.v3d
or using the v3d module and importv3d function in
interactive mode (or within an Asymptote file):
import v3d;
importv3d("file.v3d");
render=0. Only limited support for
hidden surface removal, lighting, and transparency is available with
this approach (see PostScript3D).
Automatic picture sizing in three dimensions is accomplished with double deferred drawing. The maximal desired dimensions of the scene in each of the three dimensions can optionally be specified with the routine
void size3(picture pic=currentpicture, real x, real y=x, real z=y,
bool keepAspect=pic.keepAspect);
A simplex linear programming problem is then solved to
produce a 3D version of a frame (actually implemented as a 3D picture).
The result is then fit with another application of deferred drawing
to the viewport dimensions corresponding to the usual two-dimensional
picture size parameters. The global pair viewportmargin
may be used to add horizontal and vertical margins to the viewport
dimensions. Alternatively, a minimum viewportsize may be specified.
A 3D picture pic can be explicitly fit to a 3D frame by calling
frame pic.fit3(projection P=currentprojection);
and then added to picture dest about position with
void add(picture dest=currentpicture, frame src, triple position=(0,0,0));
For convenience, the three module defines O=(0,0,0),
X=(1,0,0), Y=(0,1,0), and Z=(0,0,1), along with a
unitcircle in the XY plane:
path3 unitcircle3=X..Y..-X..-Y..cycle;
A general (approximate) circle can be drawn perpendicular to the direction
normal with the routine
path3 circle(triple c, real r, triple normal=Z);
A circular arc centered at c with radius r from
c+r*dir(theta1,phi1) to c+r*dir(theta2,phi2),
drawing counterclockwise relative to the normal vector
cross(dir(theta1,phi1),dir(theta2,phi2)) if theta2 > theta1
or if theta2 == theta1 and phi2 >= phi1, can be constructed with
path3 arc(triple c, real r, real theta1, real phi1, real theta2, real phi2,
triple normal=O);
The normal must be explicitly specified if c and the endpoints
are colinear. If r < 0, the complementary arc of radius
|r| is constructed.
For convenience, an arc centered at c from triple v1 to
v2 (assuming |v2-c|=|v1-c|) in the direction CCW
(counter-clockwise) or CW (clockwise) may also be constructed with
path3 arc(triple c, triple v1, triple v2, triple normal=O,
bool direction=CCW);
When high accuracy is needed, the routines Circle and
Arc defined in graph3 may be used instead.
See GaussianSurface for an example of a three-dimensional circular arc.
The representation O--O+u--O+u+v--O+v--cycle
of the plane passing through point O with normal
cross(u,v) is returned by
path3 plane(triple u, triple v, triple O=O);
A three-dimensional box with opposite vertices at triples v1
and v2 may be drawn with the function
path3[] box(triple v1, triple v2);
For example, a unit box is predefined as
path3[] unitbox=box(O,(1,1,1));
Asymptote also provides optimized definitions for the
three-dimensional paths unitsquare3 and unitcircle3,
along with the surfaces unitdisk, unitplane, unitcube,
unitcylinder, unitcone, unitsolidcone,
unitfrustum(real t1, real t2), unitsphere, and
unithemisphere.
These projections to two dimensions are predefined:
obliqueoblique(real angle) ¶The point (x,y,z) is projected to (x-0.5z,y-0.5z).
If an optional real argument is given, the
negative z axis is drawn at this angle in degrees.
The projection obliqueZ is a synonym for oblique.
obliqueXobliqueX(real angle) ¶The point (x,y,z) is projected to (y-0.5x,z-0.5x).
If an optional real argument is given, the
negative x axis is drawn at this angle in degrees.
obliqueYobliqueY(real angle) ¶The point (x,y,z) is projected to (x+0.5y,z+0.5y).
If an optional real argument is given, the
positive y axis is drawn at this angle in degrees.
orthographic(triple camera, triple up=Z, triple target=O,
real zoom=1, pair viewportshift=0, bool showtarget=true,
bool center=true) ¶This projects from three to two dimensions using the view as seen at a point
infinitely far away in the direction unit(camera), orienting the camera
so that, if possible, the vector up points upwards. Parallel
lines are projected to parallel lines. The bounding volume is expanded
to include target if showtarget=true.
If center=true, the target will be adjusted to the center of the
bounding volume.
orthographic(real x, real y, real z, triple up=Z, triple target=O,
real zoom=1, pair viewportshift=0, bool showtarget=true,
bool center=true)This is equivalent to
orthographic((x,y,z),up,target,zoom,viewportshift,showtarget,center)
triple camera(real alpha, real beta);
can be used to compute the camera position with the x axis below
the horizontal at angle alpha, the y axis below the horizontal
at angle beta, and the z axis up.
perspective(triple camera, triple up=Z, triple target=O,
real zoom=1, real angle=0, pair viewportshift=0,
bool showtarget=true, bool autoadjust=true,
bool center=autoadjust) ¶This projects from three to two dimensions, taking account of
perspective, as seen from the location camera looking at target,
orienting the camera so that, if possible, the vector up points upwards.
If autoadjust=true,
the camera will automatically be adjusted to lie outside the bounding volume
for all possible interactive rotations about target.
If center=true, the target will be adjusted to the center of the
bounding volume.
perspective(real x, real y, real z, triple up=Z, triple target=O,
real zoom=1, real angle=0, pair viewportshift=0,
bool showtarget=true, bool autoadjust=true,
bool center=autoadjust)This is equivalent to
perspective((x,y,z),up,target,zoom,angle,viewportshift,showtarget,
autoadjust,center)
The default projection, currentprojection, is initially set to
perspective(5,4,2).
We also define standard orthographic views used in technical drawing:
projection LeftView=orthographic(-X,showtarget=true); projection RightView=orthographic(X,showtarget=true); projection FrontView=orthographic(-Y,showtarget=true); projection BackView=orthographic(Y,showtarget=true); projection BottomView=orthographic(-Z,showtarget=true); projection TopView=orthographic(Z,showtarget=true);
void addViews(picture dest=currentpicture, picture src,
projection[][] views=SixViewsUS,
bool group=true, filltype filltype=NoFill);
adds to picture dest an array of views of picture src
using the layout projection[][] views. The default layout
SixViewsUS aligns the projection FrontView below
TopView and above BottomView, to the right of
LeftView and left of RightView and BackView.
The predefined layouts are:
projection[][] ThreeViewsUS={{TopView},
{FrontView,RightView}};
projection[][] SixViewsUS={{null,TopView},
{LeftView,FrontView,RightView,BackView},
{null,BottomView}};
projection[][] ThreeViewsFR={{RightView,FrontView},
{null,TopView}};
projection[][] SixViewsFR={{null,BottomView},
{RightView,FrontView,LeftView,BackView},
{null,TopView}};
projection[][] ThreeViews={{FrontView,TopView,RightView}};
projection[][] SixViews={{FrontView,TopView,RightView},
{BackView,BottomView,LeftView}};
A triple or path3 can be projected to a pair or path,
with project(triple, projection P=currentprojection) or
project(path3, projection P=currentprojection).
It is occasionally useful to be able to invert a projection, sending
a pair z onto the plane perpendicular to normal and passing
through point:
triple invert(pair z, triple normal, triple point,
projection P=currentprojection);
A pair z on the projection plane can be inverted to a triple
with the routine
triple invert(pair z, projection P=currentprojection);
A pair direction dir on the projection plane can be inverted to
a triple direction relative to a point v with the routine
triple invert(pair dir, triple v, projection P=currentprojection).
Three-dimensional objects may be transformed with one of the following
built-in transform3 types (the identity transformation is identity4):
shift(triple v) ¶translates by the triple v;
xscale3(real x) ¶scales by x in the x direction;
yscale3(real y) ¶scales by y in the y direction;
zscale3(real z) ¶scales by z in the z direction;
scale3(real s) ¶scales by s in the x, y, and z directions;
scale(real x, real y, real z) ¶scales by x in the x direction,
by y in the y direction, and by z in the z
direction;
rotate(real angle, triple v)rotates by angle in degrees about the axis O--v;
rotate(real angle, triple u, triple v)rotates by angle in degrees about the axis u--v;
reflect(triple u, triple v, triple w)When not multiplied on the left by a transform3, three-dimensional TeX Labels are drawn as Bezier surfaces directly on the projection plane:
void label(picture pic=currentpicture, Label L, triple position,
align align=NoAlign, pen p=currentpen,
light light=nolight, string name="",
render render=defaultrender, interaction interaction=
settings.autobillboard ? Billboard : Embedded)
The optional name parameter is used as a prefix for naming the label
patches in the PRC model tree.
The default interaction is Billboard, which means that labels
are rotated interactively so that they always face the camera.
The interaction Embedded means that the label interacts as a
normal 3D surface, as illustrated in the example billboard.asy.
Alternatively, a label can be transformed from the XY plane by an
explicit transform3 or mapped to a specified two-dimensional plane with
the predefined transform3 types XY, YZ, ZX, YX,
ZY, ZX. There are also modified versions of these
transforms that take an optional argument projection
P=currentprojection that rotate and/or flip the label so that it is
more readable from the initial viewpoint.
A transform3 that projects in the direction dir onto the plane
with normal n through point O is returned by
transform3 planeproject(triple n, triple O=O, triple dir=n);
triple normal(path3 p);
to find the unit normal vector to a planar three-dimensional path p.
As illustrated in the example planeproject.asy, a transform3
that projects in the direction dir onto the plane defined by a
planar path p is returned by
transform3 planeproject(path3 p, triple dir=normal(p));
surface extrude(path p, triple axis=Z); surface extrude(Label L, triple axis=Z);
return the surface obtained by extruding path p or
Label L along axis.
Three-dimensional versions of the path functions length,
size, point, dir, accel, radius,
precontrol, postcontrol,
arclength, arctime, reverse, subpath,
intersect, intersections, intersectionpoint,
intersectionpoints, min, max, cyclic, and
straight are also defined.
real[] intersect(path3 p, surface s, real fuzz=-1);
returns a real array of length 3 containing the intersection times, if any,
of a path p with a surface s.
The routine
real[][] intersections(path3 p, surface s, real fuzz=-1);
returns all (unless there are infinitely many) intersection times of a
path p with a surface s as a sorted array of real arrays
of length 3, and
triple[] intersectionpoints(path3 p, surface s, real fuzz=-1);
returns the corresponding intersection points.
Here, the computations are performed to the absolute error specified by
fuzz, or if fuzz < 0, to machine precision.
The routine
real orient(triple a, triple b, triple c, triple d);
is a numerically robust computation of dot(cross(a-d,b-d),c-d),
which is the determinant
|a.x a.y a.z 1| |b.x b.y b.z 1| |c.x c.y c.z 1| |d.x d.y d.z 1|
The result is negative (positive) if a, b, c appear in
counterclockwise (clockwise) order when viewed from d or zero
if all four points are coplanar.
real insphere(triple a, triple b, triple c, triple d, triple e);
returns a positive (negative) value if e lies inside (outside)
the sphere passing through points a,b,c,d oriented so that
dot(cross(a-d,b-d),c-d) is positive,
or zero if all five points are cospherical.
The value returned is the determinant
|a.x a.y a.z a.x^2+a.y^2+a.z^2 1| |b.x b.y b.z b.x^2+b.y^2+b.z^2 1| |c.x c.y c.z c.x^2+c.y^2+c.z^2 1| |d.x d.y d.z d.x^2+d.y^2+d.z^2 1| |e.x e.y e.z e.x^2+e.y^2+e.z^2 1|
Here is an example showing all five guide3 connectors:
import graph3;
size(200);
currentprojection=orthographic(500,-500,500);
triple[] z=new triple[10];
z[0]=(0,100,0); z[1]=(50,0,0); z[2]=(180,0,0);
for(int n=3; n <= 9; ++n)
z[n]=z[n-3]+(200,0,0);
path3 p=z[0]..z[1]---z[2]::{Y}z[3]
&z[3]..z[4]--z[5]::{Y}z[6]
&z[6]::z[7]---z[8]..{Y}z[9];
draw(p,grey+linewidth(4mm),currentlight);
xaxis3(Label(XY()*"$x$",align=-3Y),red,above=true);
yaxis3(Label(XY()*"$y$",align=-3X),red,above=true);
Three-dimensional versions of bars or arrows can be drawn with one of
the specifiers None, Blank,
BeginBar3, EndBar3 (or equivalently Bar3), Bars3,
BeginArrow3, MidArrow3,
EndArrow3 (or equivalently Arrow3), Arrows3,
BeginArcArrow3, EndArcArrow3 (or equivalently
ArcArrow3), MidArcArrow3, and ArcArrows3.
Three-dimensional bars accept the optional arguments (real size=0,
triple dir=O). If size=O, the default bar length is used; if
dir=O, the bar is drawn perpendicular to the path
and the initial viewing direction. The predefined three-dimensional
arrowhead styles are DefaultHead3, HookHead3, TeXHead3.
Versions of the two-dimensional arrowheads lifted to three-dimensional
space and aligned according to the initial viewpoint (or an optionally
specified normal vector) are also defined:
DefaultHead2(triple normal=O), HookHead2(triple normal=O),
TeXHead2(triple normal=O). These are illustrated in the example
arrows3.asy.
Module three also defines the three-dimensional margins
NoMargin3, BeginMargin3, EndMargin3,
Margin3, Margins3,
BeginPenMargin2, EndPenMargin2, PenMargin2,
PenMargins2,
BeginPenMargin3, EndPenMargin3, PenMargin3,
PenMargins3,
BeginDotMargin3, EndDotMargin3, DotMargin3,
DotMargins3, Margin3, and TrueMargin3.
The routine
void pixel(picture pic=currentpicture, triple v, pen p=currentpen,
real width=1);
can be used to draw on picture pic a pixel of width width at
position v using pen p.
Further three-dimensional examples are provided in the files
near_earth.asy, conicurv.asy, and (in the animations
subdirectory) cube.asy.
Limited support for projected vector graphics (effectively three-dimensional
nonrendered PostScript) is available with the setting
render=0. This currently only works for piecewise planar
surfaces, such as those produced by the parametric surface
routines in the graph3 module. Surfaces produced by the
solids module will also be properly rendered if the parameter
nslices is sufficiently large.
In the module bsp, hidden surface removal of planar pictures is
implemented using a binary space partition and picture clipping.
A planar path is first converted to a structure face derived from
picture. A face may be given to a two-dimensional drawing
routine in place of any picture argument. An array of such faces
may then be drawn, removing hidden surfaces:
void add(picture pic=currentpicture, face[] faces,
projection P=currentprojection);
Labels may be projected to two dimensions, using projection P,
onto the plane passing through point O with normal
cross(u,v) by multiplying it on the left by the transform
transform transform(triple u, triple v, triple O=O,
projection P=currentprojection);
Here is an example that shows how a binary space partition may be used to draw a two-dimensional vector graphics projection of three orthogonal intersecting planes:
size(6cm,0); import bsp; real u=2.5; real v=1; currentprojection=oblique; path3 y=plane((2u,0,0),(0,2v,0),(-u,-v,0)); path3 l=rotate(90,Z)*rotate(90,Y)*y; path3 g=rotate(90,X)*rotate(90,Y)*y; face[] faces; filldraw(faces.push(y),project(y),yellow); filldraw(faces.push(l),project(l),lightgrey); filldraw(faces.push(g),project(g),green); add(faces);