############################################### # # ASCII format version: LaserBoy-txt-08-30-2022 # ############################################### #---------------------------------------------- # Unary operators work on last frame_set added to the registers. # Parameter values used by operators are shown with their default values. #---------------------------------------------- #---------------------------------------------- # ... except for this one which takes its own parameter when called. # Must be followed by a real number from the origin to the 3D edge # of space on the 3 axis (the cube of twice this dimension). # The value 1.0 normalizes frame_set to unit space # from -1.0 to +1.0 in xyz. math size 1.0 #---------------------------------------------- # Adds displacement xyz to every vertex in every frame math displacement 0.0 0.0 0.0 math move #---------------------------------------------- # Adds from displacement to _displacement xyz, # a linear interpolation of initial to final to # each frame in a frame_set math displacement 0.0 0.0 0.0 math _displacement 0.0 0.0 0.0 math _move #---------------------------------------------- # Multiplies every vertex in every frame by factor xyz. math factor 0.0 0.0 0.0 math scale #---------------------------------------------- # Multiplies from factor to _factor xyz, # by a linear interpolation of initial to final of # each frame in a frame_set math factor 0.0 0.0 0.0 math _factor 0.0 0.0 0.0 math _scale #---------------------------------------------- # Rotation of xyz around each axis of fulcrum # fulcrum_ can be used with moving_fulcrum enabled. # connected with the parameter "moving_fulcrum" # which is assumed to be no until a fulcrum_ parameter # is defined. Can be set to no after which any fulcrum_ # parameters are set to (initial) fulcrum. # the value of fulcrum_acceleration determines # the rate of change of the position of the # moving_fulcrum per vertex. math moving_fulcrum no math rotation 0.0 0.0 0.0 math fulcrum 0.0 0.0 0.0 math fulcrum_ 0.0 0.0 0.0 math fulcrum_acceleration 0.0 math rotate #---------------------------------------------- # This is the animated version of rotate. # Essentially it is rotate but with initial frame # and final frame parameters. All frames in between # are made by linear interpolation between the parameters. math fulcrum 0.0 0.0 0.0 math fulcrum_ 0.0 0.0 0.0 math _fulcrum 0.0 0.0 0.0 math _fulcrum_ 0.0 0.0 0.0 math fulcrum_acceleration 0.0 math _fulcrum_acceleration 0.0 math rotation 0.0 0.0 0.0 math _rotation 0.0 0.0 0.0 math _rotate #---------------------------------------------- # P0 defines the bottom, left, rear coordinate, # P1 defines the top, right, front coordinate # of a 3D rectangular solid clipping region. # A call to "clip" eliminates vectors outside # of this region and properly terminates any # vectors piercing through the walls. math P0 -1.0 -1.0 -1.0 math P1 1.0 1.0 1.0 math clip #---------------------------------------------- # This is the animated version of clip. # the clipping region defined by P0 and P1 # can move, change size and proportion # through the frames in a frame_set math P0 -1.0 -1.0 -1.0 math _P0 -1.0 -1.0 -1.0 math P1 1.0 1.0 1.0 math _P1 1.0 1.0 1.0 math _clip #---------------------------------------------- math displacement 0.0 0.0 0.0 math move_acceleration 0.0 # math spread_move is now math move_ #---------------------------------------------- math displacement 0.0 0.0 0.0 math _displacement 0.0 0.0 0.0 math move_acceleration 0.0 math _move_acceleration 0.0 # math _spread_move is now math _move_ #---------------------------------------------- math factor 0.0 0.0 0.0 math factor_ 0.0 0.0 0.0 math scale_acceleration 0.0 # math spread_scale is now math scale_ #---------------------------------------------- math factor 0.0 0.0 0.0 math factor_ 0.0 0.0 0.0 math _factor 0.0 0.0 0.0 math _factor_ 0.0 0.0 0.0 math scale_acceleration 0.0 math _scale_acceleration 0.0 # math _spread_scale is now math _scale_ #---------------------------------------------- math fulcrum 0.0 0.0 0.0 math fulcrum_ 0.0 0.0 0.0 math fulcrum_acceleration 0.0 math rotation 0.0 0.0 0.0 math rotate_acceleration 0.0 # math spread_rotate is now math rotate_ #---------------------------------------------- math fulcrum 0.0 0.0 0.0 math fulcrum_ 0.0 0.0 0.0 math _fulcrum 0.0 0.0 0.0 math _fulcrum_ 0.0 0.0 0.0 math fulcrum_acceleration 0.0 math _fulcrum_acceleration 0.0 math rotation 0.0 0.0 0.0 math _rotation 0.0 0.0 0.0 math rotate_acceleration 0.0 math _rotate_acceleration 0.0 # math _spread_rotate is now math _rotate_ #---------------------------------------------- # joins every frame end-to-end into one frame. math collapse_frames #---------------------------------------------- # reverses the order of the frame_set frames. math reverse_frames #---------------------------------------------- # reverses the order of vector set in every frame. math reverse_vectors #---------------------------------------------- # creates a new frame_set of only the change # from each vector to the next of every frame. math differences #---------------------------------------------- # creates a new frame_set by adding the XYZ # vales cumulatively. This is the oposite of # "math differences" math sums #---------------------------------------------- # Binary operators work on both frame_sets in the registers. #---------------------------------------------- #---------------------------------------------- # swap the registers math swap #---------------------------------------------- # join the register frame_sets end-to-end math splice #---------------------------------------------- # join the vector sets from each frame end-to-end. math composite #---------------------------------------------- # add vertex to vertex the frame_set # in A to the first frame in B math add #---------------------------------------------- # add vertex to vertex the frame_set # in A to the frame_set in B math _add #---------------------------------------------- # multiply vertex to vertex the frame_set # in A to the first frame in B math multiply #---------------------------------------------- # multiply vertex to vertex the frame_set # in A to the frame_set in B math _multiply #---------------------------------------------- # uses the xyz values of each vertex in the first # frame of B to rotate the corresponding vertices # in every frame of A around fulcrum. math fulcrum 0.0 0.0 0.0 math fulcrum_ 0.0 0.0 0.0 math fulcrum_acceleration 0.0 math warp #---------------------------------------------- # uses the xyz values of each vertex in the first # frame of B to rotate the corresponding vertices # in every frame of A around fulcrum. math fulcrum 0.0 0.0 0.0 math fulcrum_ 0.0 0.0 0.0 math _fulcrum 0.0 0.0 0.0 math _fulcrum_ 0.0 0.0 0.0 math fulcrum_acceleration 0.0 math _fulcrum_acceleration 0.0 math _warp #---------------------------------------------- # uses the xyz values in the first frame in B # to set the rgb values in every frame of A. # normalized to -1.0 to +1.0 for 0 to 255 math xyz_rgb #---------------------------------------------- # uses the xyz values in every frame in B # to set the rgb values in corresponding frame of A. # normalized to -1.0 to +1.0 for 0 to 255 math _xyz_rgb