Torabi Architect.
Mathsurf Documents Dec 2008
arrowMathsurf Variables.
 

After you make an instance of Mathsurf plug-in in 3ds Max scene, it will set numbers of variable in global scope automatically. You can access this variable in any place of explicit presentation.

 

 

mathInstance: (Object)

this variable holds the current instance of Mathsurf object. Current Mathsurf instance is not necessarily the selected object. The mathinstance return the last generated object or the instance which the explicit presentation have been called from its modify panel. you can refer to all properties inside the mathsurf object using mathInstance.<property>


mathInstance .vert_array :(Array)

this property contains all vertices of surface in array format. If you get this property before applying “ transformArray”  it will return the vertices of first element. That means any modification on vertices in this stage will apply on the vertices of other elements created by transformArray. This property is available in Post Processes section.


mathInstance .face_array :(Array)

this property contains all faces of surface in array format. never change this property!


mathInstance .texture_vert_array :(Array)

this property contains all vertices of UVW mapping in array format.

 

U,V : (Double,read only) 

return the current value of “U” and “V” from current Mathsurf. Using these variables are allowed only inside the expressions and basic formulas.


UIndex,VIndex : (Integer,read only) 

return the position of current point in UV grid from current Mathsurf. Using these variables are allowed only inside the expressions and basic formulas.

DU,DV: (Double,read only)

return the size of patches in UV grid in U and V direction respectively from the current Mathsurf.


uMin ,uMax: (float,read only)

return the left side and right side of interval [uMin,uMax] from current Mathsurf respectively.


vMin ,vMax: (float,read only)

return the left side and right side of interval [vMin,vMax] from current Mathsurf respectively.


Usegments : (integer,read only)

return resolution of UV grid in U direction from current Mathsruf.


Vsegments : (integer,read only)

return resolution of UV grid in V direction from current Mathsruf.

UV Grid

Note: Always the following equations are hold between the mentioned variables.
du = (uMax-uMin)/usegments  & dv = (vMax-vMin)/vsegments
U= (uMin+uIndex*du)  & V = (vMin+vIndex*dv)

 

Horizontal: (Boolean)

When this variable is true the UV grid will be generated in U direction, otherwise the grid will be generated in V direction. Changing the status of this variable affects on the surface normal.
Note: Horizontal variable will be set as constant parameter.


transformArray: (Array)

when a surface needs to be reproduction base on specific transformations the transformArray must be set up. This array includes number of values in type of Matrix3 that distributes the mesh to new positions and orientations.
Note: the first element of transformArray always should be Matrix3 1
transformArray[1] = Matrix3 1

helperArray:(Array)

this array contains all Weierstrass data for the given Weierstrass presentation to compute the points of Minimal surface.each Item in this array should be in type of complex vectors. Usually this array has been made as a constant property in form of “helperArray = createHelperArray()”. Anyway as you call the WeierstrassMinimalData() the array would have been created in background to use inside this function.


UseHelperArray: (Boolean)

if this variable has been set to true the WeierstrassMinimalData() will use the entities inside the helperArray to improve the progress of integration, in wrong case the WeierstrassMinimalData() will compute the integral value for each surface point without considering the previous point.(take a long time for computation)

 

 

 
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