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<TITLE>User's Guide to the SOLID Collision Detection Library: </TITLE>
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<H1>User's Guide to the SOLID Collision Detection Library</H1></P><P>
This manual documents how to install and use SOLID.
</P><P>
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<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="solid3.html#SEC1">1. License</A></TD><TD> </TD><TD ALIGN="left" VALIGN="TOP">Says how you can copy and share SOLID.</TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="solid3.html#SEC2">2. Introduction</A></TD><TD> </TD><TD ALIGN="left" VALIGN="TOP">What is it?</TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="solid3.html#SEC12">3. Installing the SOLID SDK</A></TD><TD> </TD><TD ALIGN="left" VALIGN="TOP">How to configure, compile and install SOLID.</TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="solid3.html#SEC15">4. The SOLID API</A></TD><TD> </TD><TD ALIGN="left" VALIGN="TOP">How the API is set up.</TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="solid3.html#SEC24">5. Projects and other things left to do</A></TD><TD> </TD><TD ALIGN="left" VALIGN="TOP">Things still left to do.</TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="solid3.html#SEC26">6. Bug Reports</A></TD><TD> </TD><TD ALIGN="left" VALIGN="TOP">Where to send bugs reports and questions.</TD></TR>
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<A NAME="License"></A>
<H1> 1. License </H1>
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<P>
This open-source edition of SOLID version 3 is released under the terms
of either the GNU General Public License (GPL) or the Q Public License (QPL).
This means that for software created with SOLID version 3 you
must comply with the terms of either one of these licenses.
<BLOCKQUOTE><TABLE BORDER=0 CELLSPACING=0>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="solid3.html#SEC27">A. GNU GENERAL PUBLIC LICENSE</A></TD><TD> </TD><TD ALIGN="left" VALIGN="TOP">The GNU General Public License</TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="solid3.html#SEC30">B. THE Q PUBLIC LICENSE</A></TD><TD> </TD><TD ALIGN="left" VALIGN="TOP">The Q Public License</TD></TR>
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<P>
For enquiries about commercial use of SOLID, please contact info@dtecta.com.
</P><P>
<A NAME="Introduction"></A>
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<H1> 2. Introduction </H1>
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<P>
SOLID is a software library containing functions for performing
intersection tests and proximity queries that are useful in the context
of collision detection. Collision detection is the process of detecting
pairs of geometric objects that are intersecting or are within a given
proximity of each other. In particular, SOLID is useful for detecting
collisions between objects that are moving relatively of each other over
time. The motions of objects are controlled by the client application,
and are not determined or affected by SOLID.
</P><P>
Furthermore, SOLID provides functionality for determining geometric data
pertaining to a pair of objects that is used by the client application
for computing the appropriate response to a collision. This data,
referred to as response data, is passed to the client application by
means of a callback mechanism or by direct queries from the client
application.
</P><P>
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<H2> 2.1 Overview </H2>
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<P>
SOLID's functionality is subdivided into the following categories:
</P><P>
<OL>
<LI>Shape definition
<LI>Object placement and motion
<LI>Scene management
<LI>Response definition
<LI>Global actions
<LI>Broad phase
<P>
</OL>
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<H3> 2.1.1 Shape Definition </H3>
<!--docid::SEC4::-->
<P>
The shape of a geometric object is defined relative to its local
coordinate system. A shape can be a simple geometric primitive, e.g., a
sphere or a line segment, or a complex shape composed of multiple
primitives. Shapes defined in terms of vertex positions, e.g., a
triangle mesh, may use vertex data that is stored in memory maintained
by the client application.
</P><P>
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<H3> 2.1.2 Object Placement and Motion </H3>
<!--docid::SEC5::-->
<P>
A geometric object is defined by a shape, an affine transformation, and
a margin. The shape is placed in the world coordinate system by
specifying the object's local coordinate system represented by an affine
transformation.
The actual object is the set of points in world coordinates whose distance to
the shape is at most the margin. Motion of an object can be defined by
changing the placement of the local coordinate system, the margin, or the
positions of the vertices of the shape.
</P><P>
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<H3> 2.1.3 Scene Management </H3>
<!--docid::SEC6::-->
<P>
Collections of objects on which collision detection has to be performed
are placed in a scene. SOLID is capable of maintaining multiple
scenes. Objects can be shared by multiple scenes. A scene maintains
cached data pertaining to the objects in the scene in order to speed-up
consecutive collision queries that are performed on the scene.
</P><P>
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<H3> 2.1.4 Response Definition </H3>
<!--docid::SEC7::-->
<P>
In SOLID, collision response is handled by callback functions.
The types of response and the callback functions that needs to be executed
for each pair of intersecting objects is stored in a response
table. Currently, there are three types of response:
<OL>
<LI>Simple response: no response data is returned.
<LI>Witnessed response: a common point of the intersecting objects is
returned.
<LI>Depth response: the penetration depth of the intersecting objects
is returned. The penetration depth is the shortest vector over which one
of the objects needs to be translated in order to bring the objects into
touching contact.
</OL>
Response tables can be shared by multiple scenes, and per scene multiple
response tables can be used. To each object that is considered for
collision detection in a response table, a response class is
assigned. Responses can be defined per pair of response classes, on all
pairs containing a specific response class, or as a default for all
pairs of response classes.
On a pair of response classes multiple responses can be defined.
During the lifetime of an object, it is possible to
reassign the response class associated with the object per response
table.
<P>
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<H3> 2.1.5 Global Actions </H3>
<!--docid::SEC8::-->
<P>
The main functionality of SOLID is to perform collision tests. Given a
scene and a response table, a collision test computes for all pairs of
colliding objects on which a response is defined the required response data and
passes these data together with the colliding pair to the callback. The
response actions are defined by the client
application in the callback and fall outside the scope of SOLID.
</P><P>
The client application may also obtain response data for a given object or
pair of objects by direct queries. These direct queries are useful for static
interference checks or for tracking the closest points of a pair of objects.
</P><P>
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<H3> 2.1.6 Broad Phase </H3>
<!--docid::SEC9::-->
<P>
The broad phase detects changes in the overlap status of pairs of
axis-aligned boxes. The overlap status of a pair of boxes changes
whenever the boxes start or cease to overlap. The boxes are organized in
scenes similar to the scenes for objects. For each pair of boxes in a
scene whose overlap status is changed a callback is called. The client
defines a callback for pairs that start to overlap and one for pairs
that cease to overlap. The broad phase is actually a sub-layer of the
SOLID library, however the API can be directly accessed by the client
application.
</P><P>
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<H2> 2.2 Software Package </H2>
<!--docid::SEC10::-->
<P>
Currently, the SOLID package consists of three separate layers:
<OL>
<LI>MT: The Mathematics Toolkit. This is a set of C++ classes containing
abstract data types for scalars, vectors, points, quaternions, matrices,
coordinate systems, and bounding boxes. Global names in this layer are
prefixed with "MT_".
<P>
<LI>The broad phase: A set of C++ classes wrapped by a C API. The broad
phase detects changes in the overlap status of pairs of axis-aligned
boxes (pairs of boxes that start or cease to overlap). Global names in this
layer are prefixed with "BP_".
<P>
<LI>The narrow phase: A set of C++ classes wrapped by a C API. The narrow
phase performs exact collision tests for pairs of objects, and computes
response data for the colliding pairs of objects. Global names in this layer
are prefixed with "DT_".
<P>
</OL>
<P>
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<H2> 2.3 New Features of SOLID version 3 </H2>
<!--docid::SEC11::-->
<P>
Since the previous version 2.0 of SOLID, which was released in June 1998
under the terms of the GNU Library General Public License by the
Department of Mathematics & Computing Science of Eindhoven University of
Technology, SOLID has evolved and matured considerably. New
features as well as improvements for robustness and performance have
been added. The most important changes in SOLID 3 are:
<UL>
<LI>Use of single-precision floating-point numbers. The use of a
32-bit floating-point format is a requirement for games and other
interactive applications that run on current PC graphics hardware and
consoles.
<P>
<LI>Penetration depth computation as a new response type. The
penetration depth of a pair of intersecting objects is the shortest
vector over which one of the objects needs to be translated in order to
bring the objects in touching contact. The penetration depth can be used
as an approximation of the contact point and contact plane, which are
necessary for physics-based simulation. The depth response replaces the
smart response in SOLID 2.0. Smart response uses the configuration of
the previous time frame for finding the contact points and plane, which
could give bad results when objects were interpenetrating over a number
of frames.
<P>
<LI>SOLID 3 maintains multiple scenes. This feature is useful when
collision detection is required for multiple tasks. For instance, it is
possible to maintain at the same time a sound scene, a scene used for
visibility culling, and a scene for physics simulations, without the
objects in different scenes interfering with each other.
<P>
<LI>Stridden vertex arrays can be used for defining complex shapes.
<P>
<LI>Objects can be expanded spherically, i.e., a margin that defines
the radius of the sphere that is 'added' can be set for each object. The
object is the set of points whose distance to the shape is at most the
margin. Margins are useful for creating objects with rounded edges, or
'sensitive' areas around an object.
<P>
<LI>Functions for direct computation of response data have been added
to the API. This is useful, since it allows the client to
check overlap status, distance, etc., without having to perform a global
collision test.
<P>
<LI>A ray cast has been added to SOLID. The ray cast returns the
object in a scene that the ray hits first. Also, the hit spot and
surface normal to this object are returned.
<P>
<LI>Response callbacks are defined in a response table independent of
a scene.
<P>
<LI>Response callbacks are defined per pair of response classes rather
than per object pair. With each object for which a response is defined
in a response table, a response class is associated. The response class
of an object may change over time.
<P>
<LI>It is now possible to define multiple response callbacks per
object pair. This is useful for performing several actions for a single
collision (play sound, apply impulse, update statistics).
<P>
</UL>
<P>
<A NAME="Installation"></A>
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<H1> 3. Installing the SOLID SDK </H1>
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<P>
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<H2> 3.1 Requirements </H2>
<!--docid::SEC13::-->
<P>
The SOLID library (libsolid) and the broad-phase library (libbroad) have a
standard C API and can be linked to both C and C++
applications.
Note that libsolid and libbroad are internally coded in C++ and
thus need the libstdc++ library on Unix platforms (link using g++ rather
than gcc).
The mathematics toolkit (MT) is coded in standard C++ and uses templates
extensively. The source code compiles under GNU g++ version 2.95 and higher
and Microsoft Visual C++ version 6.0 SP4 and higher.
</P><P>
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<H2> 3.2 Installation </H2>
<!--docid::SEC14::-->
<P>
All header files that export types and functions are stored in the
`<SAMP>include</SAMP>' directory.
Source files are stored in the `<SAMP>src</SAMP>' directory.
On a Unix-like operating system, a `<SAMP>configure</SAMP>' script generated by the
GNU build tools (automake, autoconf, libtool) is used for creating the
Makefiles.
Simply type `<SAMP>./configure</SAMP>' followed by `<SAMP>make</SAMP>' in the root of the
SOLID distribution directory to build the SOLID lib and example programs.
Typing `<SAMP>make install</SAMP>' installs the SOLID library header files and
binaries as well as this documentation in `<SAMP>/usr/local</SAMP>'.
Note that you usually must have root privileges for adding items to
`<SAMP>/usr/local</SAMP>'.
See `<SAMP>./configure --help</SAMP>' for installing the library in a different
location.
</P><P>
The SOLID library can be built under Microsoft Visual C++ 6.0 and higher using
the workspace (.dsw) and project (.dsp) files found in the `<SAMP>VisualC6</SAMP>'
directory.
For use with Visual C++ 7.0 and higher, the workspace and project files must
first be converted to the newer solution (.sln) and project (.vcproj) formats.
On a Win32 platform, the simplest way to make the
SOLID SDK accessible in your applications is to add the SOLID
`<SAMP>include</SAMP>' and `<SAMP>lib</SAMP>' directories to respectively the include and link
path used by the compiler.
For running executables built using SOLID, the `<SAMP>solid.dll</SAMP>' should be
contained in the executable search path.
This is achieved most easily by copying these DLLs either to the directory
containing the executable or to the `<SAMP>WINxxxx/system32</SAMP>' directory.
</P><P>
SOLID uses the Qhull library for computing convex hulls of sets of points.
In case the Qhull library is not available for your platform, SOLID can still
be built. However, in that case, queries on convex hulls built with
<CODE>DT_NewPolytope</CODE> (see below) fall back to brute force algorithms,
and are therefore much slower.
In order to build a SOLID library without Qhull, make sure that the
preprocessing flag `<SAMP>-DQHULL</SAMP>' is not set.
</P><P>
The core of SOLID may use either single or double precision floating-point
arithmetic.
The default option is single-precision.
In order to build a double-precision SOLID core, use `<SAMP>configure</SAMP>' with
the `<SAMP>--enable-doubles</SAMP>' option.
Under Visual C++, doubles can be enabled using the `<SAMP>-DUSE_DOUBLES</SAMP>'
preprocessing flag.
Note that this flag only affects the floating-point numbers that are used
internally in SOLID.
The API functions always use single-precision floating-point numbers.
In the same way, the SOLID core can be built using a tracer class for
scalars.
See the file `<SAMP>MT_ScalarTracer.h</SAMP>' in the `<SAMP>include</SAMP>' directory.
A scalar tracer is used for tracing rounding errors in results of
floating-point operations.
An object of the type <CODE>MT_ScalarTracer</CODE> has a value field and an error
field. The value field holds the result of an operation, and the error
field multiplied by the machine epsilon gives an estimated upper bound for the
relative rounding error.
The <CODE>MT_ScalarTracer</CODE> class behaves as the primitive scalar types
<CODE>float</CODE> and <CODE>double</CODE>, however, constants of this type have to be
constructed explicitly.
In order to build a SOLID core that uses scalar tracers, create Makefiles using
`<SAMP>configure</SAMP>' with the `<SAMP>--enable-tracer</SAMP>' option.
Under Visual C++, the tracers are enabled using the `<SAMP>-DUSE_TRACER</SAMP>'
preprocessing flag.
This option is very useful for debugging purposes.
Makefiles for building debug binaries of SOLILD are created using the
`<SAMP>--enable-debug</SAMP>' option.
</P><P>
</P><P>
<A NAME="Usage"></A>
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<H1> 4. The SOLID API </H1>
<!--docid::SEC15::-->
<P>
The SOLID API is a set of C functions. All API functions, also referred to as
commands, use arguments that have primitive types, such as, integers, floats,
and arrays of floats, or handles (type-mangled pointers) to internal objects
of SOLID. The types <CODE>DT_Scalar</CODE>, <CODE>DT_Vector</CODE> and <CODE>DT_Quaternion</CODE> are simply
typedefs:
<TABLE><tr><td> </td><td class=example><pre>
typedef float DT_Scalar;
typedef DT_Scalar DT_Vector3[3];
typedef DT_Scalar DT_Quaternion[4];
</pre></td></tr></table>The MT C++ classes can be used for representing geometric data such as vectors
and quaternions as they are implicitly casted to arrays of floats, however the
use of these classes is not required for calling SOLID functions.
SOLID API functions can be called using your own or third-party 3D geometry
objects if you stick with the following rules:
<UL>
<LI>All used scalar types are of the type <CODE>float</CODE>.
<P>
<LI>Quaternions store their imaginary vector part before the real scalar
part. Thus, for an array <CODE>float q[4]</CODE> that represents a quaternion,
<CODE>q[3]</CODE> must be the scalar part.
<P>
<LI>Transformations are specified using arrays of 16 floating-point numbers
representing a 4x4 column-major matrix as used in OpenGL. This matrix representation is
discussed below.
<P>
</UL>
<P>
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<H2> 4.1 Building Shapes </H2>
<!--docid::SEC16::-->
<P>
The commands for creating and destroying shapes are
<TABLE><tr><td> </td><td class=example><pre>
DT_ShapeHandle DT_NewBox(DT_Scalar x, DT_Scalar y, DT_Scalar z);
DT_ShapeHandle DT_NewCone(DT_Scalar radius, DT_Scalar height);
DT_ShapeHandle DT_NewCylinder(DT_Scalar radius, DT_Scalar height);
DT_ShapeHandle DT_NewSphere(DT_Scalar radius);
DT_ShapeHandle DT_NewPoint(const DT_Vector3 point);
DT_ShapeHandle DT_NewLineSegment(const DT_Vector3 source,
const DT_Vector3 target);
DT_ShapeHandle DT_NewMinkowski(DT_ShapeHandle shape1,
DT_ShapeHandle shape2);
DT_ShapeHandle DT_NewHull(DT_ShapeHandle shape1,
DT_ShapeHandle shape2);
void DT_DeleteShape(DT_ShapeHandle shape);
</pre></td></tr></table>Shapes are referred to by values of <CODE>DT_ShapeHandle</CODE>.
The command <CODE>DT_NewBox</CODE> creates a rectangular parallelepiped centered
at the origin and aligned with the axes of the shape's local coordinate system.
The parameters specify its extent along the respective coordinate axes.
The commands <CODE>DT_NewCone</CODE> and <CODE>DT_NewCylinder</CODE> create respectively a
cone and a cylinder centered
at the origin and whose central axis is aligned with the <EM>y</EM>-axis of the
local coordinate system.
The cone's apex is at <EM>y = height / 2</EM>.
The command <CODE>DT_NewSphere</CODE> creates a sphere centered at the origin of
the local coordinate system.
The command <CODE>DT_NewPoint</CODE> creates a single point.
The command <CODE>DT_NewLineSegment</CODE> creates a single line segment in a
similar way.
</P><P>
Any pair of convex shapes (including general polytopes) can be combined to
form compound shapes using the commands <CODE>DT_NewMinkowski</CODE> and
<CODE>DT_NewHull</CODE>.
The command <CODE>DT_NewMinkowski</CODE> `adds' the two shapes by sweeping one
shape along the other. For instance, the Minkowski addition of a sphere and a
line segment creates a hot dog.
The command <CODE>DT_NewHull</CODE> creates a shape that represents the exact convex
hull of the two shapes.
</P><P>
Complex shape types composed of simple polytopes (polytope soups) are
created using the
<CODE>DT_NewComplexShape</CODE> command.
Here, a simple polytope is a <EM>d</EM>-dimensional polytopes, where
<EM>d</EM> is at most 3.
A simple <EM>d</EM>-polytope can be a simplex (point, line segment, triangle,
tetrahedron), a convex polygon, or a convex polyhedron.
</P><P>
There are no topological constraints on the set of vertices of a polytope.
In particular, the vertices of a polytope need not be affinely independent,
and need not be extreme vertices of the convex hull.
However, convex polytopes with many vertices may deteriorate the performance.
Such complex polytopes should be created using the <CODE>DT_NewPolytope</CODE> command.
Make sure that in that case, SOLID is built using Qhull.
</P><P>
For constructing complex shapes the following
commands are used:
<TABLE><tr><td> </td><td class=example><pre>DT_VertexBaseHandle DT_NewVertexBase(const void *pointer,
DT_Size stride);
void DT_DeleteVertexBase(DT_VertexBaseHandle vertexBase);
void DT_ChangeVertexBase(DT_VertexBaseHandle vertexBase,
const void *pointer);
DT_ShapeHandle DT_NewComplexShape(DT_VertexBaseHandle vertexBase);
void DT_EndComplexShape();
DT_ShapeHandle DT_NewPolytope(DT_VertexBaseHandle vertexBase);
void DT_EndPolytope();
void DT_Begin();
void DT_End();
void DT_Vertex(const DT_Vector3 vertex);
void DT_VertexIndex(DT_Index index);
void DT_VertexIndices(DT_Count count, const DT_Index *indices);
void DT_VertexRange(DT_Index first, DT_Count count);
</pre></td></tr></table>A <EM>d</EM>-polytope is specified by enumerating its vertices. This can be done
in two ways. In the first way, the vertices are specified by value,
using the <CODE>DT_Vertex</CODE> command. The following example shows how the
faces of a pyramid are specified.
<TABLE><tr><td> </td><td class=example><pre>
DT_Vector3 float verts[] = {
{ 1.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, -1.0f },
{ -1.0f, 0.0f, -1.0f },
{ -1.0f, 0.0f, 1.0f },
{ 0.0f, 1.27f, 0.0f }
};
DT_ShapeHandle pyramid = DT_NewComplexShape(NULL);
DT_Begin();
DT_Vertex(verts[0]);
DT_Vertex(verts[1]);
DT_Vertex(verts[2]);
DT_Vertex(verts[3]);
DT_End();
DT_Begin();
DT_Vertex(verts[0]);
DT_Vertex(verts[1]);
DT_Vertex(verts[4]);
DT_End();
...
DT_EndComplexShape();
</pre></td></tr></table>Here, an argument of <CODE>NULL</CODE> in <CODE>DT_NewComplexShape</CODE> denotes that the
complex shape does not use an external vertex array.
</P><P>
In the second method, the vertices are referred to by indices.
For each complex shape, we specify a single array of vertices.
Vertex arrays are maintained by the client application and can be
accessed directly by SOLID.
Vertex arrays are accessed via vertex bases.
De command <CODE>DT_NewVertexBase</CODE> creates a vertex base for
the array given by the argument <CODE>pointer</CODE>.
The client must maintain vertex data in single-precision floating-point
format.
The client is free to store vertex data using arbitrary spacing
in-between the individual array items.
The spacing is specified using the <CODE>DT_Size stride</CODE> parameter.
For instance, the client maintains an array of vertices of the type:
<TABLE><tr><td> </td><td class=example><pre>
struct Vertex {
float xyz[3];
float uv[2];
float normal[3];
};
struct Vertex verts[NUM_VERTICES];
</pre></td></tr></table>When specifying a complex shape you can use this data as follows
<TABLE><tr><td> </td><td class=example><pre>
DT_VertexBaseHandle base = DT_NewVertexBase(verts[0].xyz,
sizeof(struct Vertex));
</pre></td></tr></table>A stride of zero denotes that the vertex coordinate data is packed in a
separate array, thus
<TABLE><tr><td> </td><td class=example><pre>
DT_Vector3 verts[NUM_VERTICES];
DT_VertexBaseHandle base = DT_NewVertexBase(verts[0], 0);
</pre></td></tr></table>Each time the vertices are updated, or a new vertex base is assigned,
to a complex shape, for instance, when using a deformable triangle mesh,
the client needs to notify SOLID of a changed vertex array by calling
<CODE>DT_ChangeVertexBase</CODE>.
We discuss the use of this command further on.
</P><P>
The handle to the vertex base is passed as argument to <CODE>DT_NewComplexShape</CODE>.
The command <CODE>DT_VertexIndex</CODE> is used for
specifying vertices. See the following example:
<TABLE><tr><td> </td><td class=example><pre>
DT_ShapeHandle pyramid = DT_NewComplexShape(base);
DT_Begin();
DT_VertexIndex(0);
DT_VertexIndex(1);
DT_VertexIndex(2);
DT_VertexIndex(3);
DT_End();
DT_Begin();
DT_VertexIndex(0);
DT_VertexIndex(1);
DT_VertexIndex(4);
DT_End();
...
DT_EndComplexShape();
</pre></td></tr></table>Alternatively, the indices can be placed into an array and specified
using the command <CODE>DT_VertexIndices</CODE>, as in the following example:
<TABLE><tr><td> </td><td class=example><pre>
DT_Index face0[4] = { 0, 1, 2, 3 };
DT_Index face1[3] = { 0, 1, 4 };
...
DT_VertexIndices(4, face0);
DT_VertexIndices(3, face1);
</pre></td></tr></table>Finally, a polytope can be specified from a range of vertices using the
command <CODE>DT_VertexRange</CODE>.
The range is specified by the first index and the number of vertices.
In the following example a pyramid is constructed as a convex polyhedron,
which is the convex hull of the vertices in the array.
<TABLE><tr><td> </td><td class=example><pre>
DT_ShapeHandle pyramid = DT_NewComplexShape(base);
DT_VertexRange(0, 5);
DT_EndComplexShape();
</pre></td></tr></table>The same shape can be built using the <CODE>DT_NewPolytope</CODE> command:
<TABLE><tr><td> </td><td class=example><pre>
DT_ShapeHandle pyramid = DT_NewPolytope(base);
DT_VertexRange(0, 5);
DT_EndPolytope();
</pre></td></tr></table>Note that within a <CODE>DT_NewPolytope</CODE> construction all the vertex array
commands can be used to specify vertices.
The commands <CODE>DT_Begin</CODE> and <CODE>DT_End</CODE> are ignored for polytopes.
Convex polytopes constructed using the <CODE>DT_NewPolytope</CODE> command
are preprocessed by SOLID in order to allow for faster testing, and
should be used when the number of vertices is large.
</P><P>
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<H2> 4.2 Creating and Moving Objects </H2>
<!--docid::SEC17::-->
<P>
An object is an instance of a shape.
The commands for creating, moving and deleting objects are
<TABLE><tr><td> </td><td class=example><pre>
DT_ObjectHandle DT_CreateObject(void *client_object, DT_ShapeHandle shape);
void DT_DestroyObject(DT_ObjectHandle object);
void DT_SetPosition(DT_ObjectHandle object, const DT_Vector3 position);
void DT_SetOrientation(DT_ObjectHandle object,
const DT_Quaternion orientation);
void DT_SetScaling(DT_ObjectHandle object, const DT_Vector3 scaling);
void DT_SetMatrixf(DT_ObjectHandle object, const float *m);
void DT_SetMatrixd(DT_ObjectHandle object, const double *m);
void DT_SetMargin(DT_ObjectHandle object, DT_Scalar margin);
</pre></td></tr></table>An object is referred to by a <CODE>DT_ObjectHandle</CODE>.
The first parameter <CODE>void *client_object</CODE> is a pointer to an
arbitrary structure in the client application.
This pointer is passed as parameter to the callback function in case of
a collision, and can be used for collision handling.
In general, a pointer to a structure in the client application
associated with the collision object should be used.
</P><P>
An object's motion is specified by changing the placement of the local
coordinate system of the shape.
Initially, the local coordinate system of an object
coincides with the world coordinate system.
</P><P>
The placement of an object is changed, either by setting the position,
orientation, and scaling, or by using an OpenGL 4x4
column-major matrix representing an affine transformation.
Placements are specified relative to the world coordinate system.
Rotations are specified using quaternions.
The object's local coordinate system can be scaled non-uniformly by
specifying a scale factor per coordinate axis.
Following example shows how a pair
of objects are given absolute placements.
<TABLE><tr><td> </td><td class=example><pre>
DT_ObjectHandle objectHandle = DT_CreateObject(&myObject, shapeHandle);
float position = { 0.0f, 1.0f, 1.0f };
float orientation = { 0.0f, 0.0f, 0.0f, 0.1f };
float scaling = { 1.0f, 2.0f, 1.0f };
DT_SetPosition(objectHandle, position);
DT_SetOrientation(objectHandle, orientation);
DT_SetScaling(objectHandle, scaling);
</pre></td></tr></table>For scalings along axes that are not coordinate axes, such as shears,
you should construct a 4x4 column-major matrix representation of the
local coordinate system and use <CODE>DT_SetMatrix</CODE> to specify the
object placement.
</P><P>
The <EM>x</EM>-axis of the local coordinate system relative
to the world coordinate system is the vector (m[0], m[1], m[2]), the
<EM>y</EM>-axis is (m[4], m[5], m[6]), the <EM>z</EM>-axis is (m[8], m[9],
m[10]), and the local origin is (m[12], m[13], m[14]).
The elements m[3], m[7], m[11], and m[15] are ignored.
These values are assumed to be 0, 0, 0, and 1, respectively.
Thus, only affine transformations are allowed.
</P><P>
By setting a positive margin using <CODE>DT_SetMargin</CODE> you can
spherically expand an object. The actual collision object is the set of
points whose distance to the transformed shape is at most the margin.
For instance, a hot dog or capsule can be created using
<TABLE><tr><td> </td><td class=example><pre>
DT_Vector3 source = { 0.0f, 0.0f, 0.0f }
DT_Vector3 target = { 0.0f, -1.5f, 0.0f }
DT_ShapeHandle line = DT_NewLineSegment(source, target);
DT_ObjectHandle object = DT_CreateObject(&myHotDog, line);
DT_SetMargin(object, 0.3f);
</pre></td></tr></table>This object is useful for navigating along walls and over terrains
Positions, orientations, scalings, and margins may all be changed during the
life time of an object.
</P><P>
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<H3> 4.2.1 Who's Afraid of Quaternions? </H3>
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<P>
A quaternion is a four-dimensional vector. The set of quaternions of
length one (points on a four-dimensional sphere) map to the set of
orientations in three-dimensional space. Since in many applications an
orientation defined by either a rotation axis and angle or by a
triple of Euler angles is more convenient, the package includes code for
quaternion operations. The code is found in the mathematics toolkit (MT).
</P><P>
The quaternion class is located in the file `<TT>MT_Quaternion.h</TT>'. The class
has constructors and methods for setting a quaternion. For example
<TABLE><tr><td> </td><td class=example><pre>
MT_Quaternion q1(axis, angle);
MT_Quaternion q2(yaw, pitch, roll);
...
q1.setRotation(axis, angle);
q2.setEuler(yaw, pitch, roll);
...
DT_SetOrientation(objectHandle, q1);
</pre></td></tr></table>Also included is a static method <CODE>MT_Quaternion::random()</CODE>, which
returns a random orientation.
</P><P>
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<H3> 4.2.2 Proximity Queries </H3>
<!--docid::SEC19::-->
<P>
Objects can also be queried directly using the commands
<TABLE><tr><td> </td><td class=example><pre>
DT_Scalar DT_GetClosestPair(DT_ObjectHandle object1, DT_ObjectHandle object2,
DT_Vector3 point1, DT_Vector3 point2);
DT_Bool DT_GetCommonPoint(DT_ObjectHandle object1, DT_ObjectHandle object2,
DT_Vector3 point);
DT_Bool DT_GetPenDepth(DT_ObjectHandle object1, DT_ObjectHandle object2,
DT_Vector3 point1, DT_Vector3 point2);
</pre></td></tr></table>The command <CODE>DT_GetClosestPair</CODE> returns the distance between
<CODE>object1</CODE> and <CODE>object2</CODE>, and a pair of closest points
<CODE>point1</CODE> and <CODE>point2</CODE> given in world coordinates
The command <CODE>DT_GetCommonPoint</CODE> returns a boolean that denotes
whether the objects <CODE>object1</CODE> and <CODE>object2</CODE> intersect, and, in
case of an intersection, returns a common point <CODE>point</CODE> in world
coordinates.
The command <CODE>DT_GetPenDepth</CODE> also returns a boolean that denotes
whether the objects <CODE>object1</CODE> and <CODE>object2</CODE> intersect, and, in
case of an intersection, returns a pair of witness points of the
penetration depth <CODE>point1</CODE> and <CODE>point2</CODE> in world coordinates.
</P><P>
The maximum relative error in the closest points and penetration depth
computation can be set using
<TABLE><tr><td> </td><td class=example><pre>
void DT_SetAccuracy(DT_Scalar max_error);
</pre></td></tr></table>The default for <CODE>max_error</CODE> is 1.0e-3. Larger errors result
in better performance. Non-positive error tolerances are ignored.
</P><P>
The maximum tolerance on relative errors due to rounding is set using
<TABLE><tr><td> </td><td class=example><pre>
void DT_SetTolerance(DT_Scalar tol_error);
</pre></td></tr></table>This value is the estimated relative rounding error in complex computations
and is used for determining whether a floating-point number should be regarded
as zero or not. The default value for `tol_error' is the machine epsilon,
which is <CODE>FLT_EPSILON</CODE> when floats are used, and <CODE>DBL_EPSILON</CODE> when
double-precision floating-point numbers are used internally. Very large
tolerances result in false collisions. Setting tol_error too small
results in missed collisions. Non-positive error tolerances are ignored.
</P><P>
Furthermore, objects can be queried to return data maintained internally.
The world-axes aligned bounding box of an object is returned using
<TABLE><tr><td> </td><td class=example><pre>
void DT_GetBBox(DT_ObjectHandle object, DT_Vector3 min, DT_Vector3 max);
</pre></td></tr></table>Here, <CODE>min</CODE> and <CODE>max</CODE> are the vertices of the box with
respectively the least and greatest world coordinates.
The local-to-world transformation of an object can be returned using
<TABLE><tr><td> </td><td class=example><pre>
void DT_GetMatrixf(DT_ObjectHandle object, float *m);
void DT_GetMatrixd(DT_ObjectHandle object, double *m);
</pre></td></tr></table>The arguments of these commands are again arrays of 16 floating-point numbers
that represent a 4x4 column-major matrix as discussed above.
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<H2> 4.3 Scenes </H2>
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<P>
For scenes with many objects the number of pairwise intersection queries can
become quite large.
To overcome this bottleneck, objects are maintained in scenes.
The commands for construction and destroying scenes are:
<TABLE><tr><td> </td><td class=example><pre>
DT_SceneHandle DT_CreateScene();
void DT_DestroyScene(DT_SceneHandle scene);
void DT_AddObject(DT_SceneHandle scene,
DT_ObjectHandle object);
void DT_RemoveObject(DT_SceneHandle scene,
DT_ObjectHandle object);
</pre></td></tr></table>Objects can be shared by multiple scenes.
Each scene tracks the changes of
placement and deformations of its objects, and updates its cached data
accordingly. In this way, global collision queries using <CODE>DT_Test</CODE> (see
below) can be processed much faster.
</P><P>
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<H2> 4.4 Response Handling </H2>
<!--docid::SEC21::-->
<P>
Collision response in SOLID is handled by means of callback functions.
The callback functions have the type <CODE>DT_ResponseCallback</CODE> defined by
<TABLE><tr><td> </td><td class=example><pre>
typedef DT_Bool (*DT_ResponseCallback)(void *client_data,
void *client_object1,
void *client_object2,
const DT_CollData *coll_data);
</pre></td></tr></table>Here, <CODE>client_data</CODE> is a pointer to an arbitrary structure in the
client application, <CODE>client_object1</CODE> and <CODE>client_object2</CODE> are
the pointers to structures in the client application specified in
<CODE>DT_CreateObject</CODE>, and <CODE>coll_data</CODE> is the response data computed by
SOLID.
The Boolean value returned by a callback functions indicates whether
further processing of callbacks is needed.
If <CODE>DT_FALSE</CODE> or <CODE>DT_CONTINUE</CODE> is returned, then the remaining
colliding object pairs are processed.
If <CODE>DT_TRUE</CODE> or <CODE>DT_DONE</CODE> is returned, then the call to
<CODE>DT_Test</CODE> is exited without further processing.
We discuss the <CODE>DT_Test</CODE> further on.
Currently, there are three types of response: <EM>simple</EM>,
<EM>depth</EM> and <EM>witnessed</EM> response. For simple response the value
of <CODE>coll_data</CODE> is <CODE>NULL</CODE>.
For depth and witnessed response <CODE>coll_data</CODE> points to the
following structure
<TABLE><tr><td> </td><td class=example><pre>
typedef struct DT_CollData {
DT_Vector3 point1;
DT_Vector3 point2;
DT_Vector3 normal;
} DT_CollData;
</pre></td></tr></table>An object of this type represents a pair of points of the respective
objects. The points <CODE>point1</CODE> and <CODE>point2</CODE> are given relative
to the world coordinate system. The <CODE>normal</CODE> field is used for
depth response only.
</P><P>
For witnessed response, the points represent a witness of the collision.
Both points are contained in the intersection of the colliding objects.
Note that the witness points are not necessarily equal.
For depth response, the <CODE>normal</CODE> represent the penetration depth
vector.
The penetration depth vector is the shortest vector over which one
object needs to be translated in order to bring the two objects into
touching contact.
The <CODE>point1</CODE> and <CODE>point2</CODE> fields contain the witness points of
the penetration depth, thus <CODE>normal = point2 - point1</CODE>.
</P><P>
Response callbacks are managed in <EM>response tables</EM>.
Response tables are defined independent of the scenes in which they are used.
Multiple response tables can be used in one scene, and a response table
can be shared among scenes.
Responses are defined on (pairs of) response classes. Each response table
maintains its set of response classes.
A response table is created and destroyed using the commands
<TABLE><tr><td> </td><td class=example><pre>
DT_RespTableHandle DT_CreateRespTable();
void DT_DestroyRespTable(DT_RespTableHandle respTable);
</pre></td></tr></table>A response class for a response table is generated using
<TABLE><tr><td> </td><td class=example><pre>
DT_ResponseClass DT_GenResponseClass(DT_RespTableHandle respTable);
</pre></td></tr></table>To each object for which a response is defined in the response table a
response class needs to be assigned. This is done using
<TABLE><tr><td> </td><td class=example><pre>
void DT_SetResponseClass(DT_RespTableHandle respTable,
DT_ObjectHandle object,
DT_ResponseClass responseClass);
</pre></td></tr></table>For each pair of objects multiple responses can be defined. A response
is a callback together with its response type and client data.
The <CODE>DT_ResponseType</CODE> is defined by
<TABLE><tr><td> </td><td class=example><pre>
typedef enum DT_ResponseType {
DT_NO_RESPONSE,
DT_SIMPLE_RESPONSE,
DT_WITNESSED_RESPONSE
DT_DEPTH_RESPONSE,
} DT_ResponseType;
</pre></td></tr></table>Responses can be defined for all pairs of response classes...
<TABLE><tr><td> </td><td class=example><pre>
void DT_AddDefaultResponse(DT_RespTableHandle respTable,
DT_ResponseCallback response,
DT_ResponseType type,
void *client_data);
void DT_RemoveDefaultResponse(DT_RespTableHandle respTable,
DT_ResponseCallback response);
</pre></td></tr></table>...per response class...
<TABLE><tr><td> </td><td class=example><pre>
void DT_AddClassResponse(DT_RespTableHandle respTable,
DT_ResponseClass responseClass,
DT_ResponseCallback response,
DT_ResponseType type,
void *client_data);
void DT_RemoveClassResponse(DT_RespTableHandle respTable,
DT_ResponseClass responseClass,
DT_ResponseCallback response);
</pre></td></tr></table>... and per pair of response classes...
<TABLE><tr><td> </td><td class=example><pre>
void DT_AddPairResponse(DT_RespTableHandle respTable,
DT_ResponseClass responseClass1,
DT_ResponseClass responseClass2,
DT_ResponseCallback response,
DT_ResponseType type,
void *client_data);
void DT_RemovePairResponse(DT_RespTableHandle respTable,
DT_ResponseClass responseClass1,
DT_ResponseClass responseClass2,
DT_ResponseCallback response);
</pre></td></tr></table>If for an object pair, one of the objects has a class object response defined,
that needs to be overruled by a pair response, then you should remove
the callback defined in the class response for the pair and add the pair
response, thus
<TABLE><tr><td> </td><td class=example><pre>
DT_AddClassResponse(respTable, class1, classResponse,
DT_SIMPLE_RESPONSE, client_data);
DT_RemovePairResponse(respTable, class1, class2, classResponse);
DT_AddPairResponse(respTable, class1, class2, pairResponse,
DT_DEPTH_RESPONSE, client_data);
</pre></td></tr></table>In the same way, a default response can be overruled by a class or pair
response.
</P><P>
The response callback functions are executed by calling
<TABLE><tr><td> </td><td class=example><pre>
DT_Count DT_Test(DT_SceneHandle scene, DT_RespTableHandle respTable);
</pre></td></tr></table>This command calls for each colliding pair of objects the corresponding
callback function until all pairs are processed or until a callback function
returns <CODE>DT_TRUE</CODE> or <CODE>DT_DONE</CODE>.
It returns the number of object pairs for which callback functions have been
executed.
</P><P>
Note: If the response classes of the objects in a callback differ, then
<CODE>client_object1</CODE> has a `lower' response class than
<CODE>client_object2</CODE>. That is, the response class of <CODE>client_object1</CODE> is
generated before the response class of <CODE>client_object2</CODE>.
</P><P>
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<H2> 4.5 Deformable Models </H2>
<!--docid::SEC22::-->
<P>
SOLID handles deformations of complex shapes. In this context
deformations are specified by changes of vertex positions.
Complex shapes that are defined using a vertex array in the client
application may be deformed by changing the array elements, or
specifying a new array.
SOLID is notified of a change of vertices by the command
<TABLE><tr><td> </td><td class=example><pre>
void DT_ChangeVertexBase(DT_VertexBaseHandle vertexBase,
const void *pointer);
</pre></td></tr></table>Note that polytopes constructed from a vertex base using <CODE>DT_NewPolytope</CODE> are not affected
by a change of vertices.
</P><P>
<HR SIZE="6">
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<H2> 4.6 Ray Cast </H2>
<!--docid::SEC23::-->
<P>
NOTE: This feature is currently implemented for spheres, boxes, triangles, and
triangle meshes only.
Also, margins are ignored for ray casts.
</P><P>
The commands for performing ray casts are
<TABLE><tr><td> </td><td class=example><pre>
void *DT_RayCast(DT_SceneHandle scene, void *ignore_client,
const DT_Vector3 source,
const DT_Vector3 target,
DT_Scalar max_param,
DT_Scalar *param, DT_Vector3 normal);
DT_Bool DT_ObjectRayCast(DT_ObjectHandle object,
const DT_Vector3 source,
const DT_Vector3 target,
DT_Scalar max_param,
DT_Scalar *param, DT_Vector3 normal);
</pre></td></tr></table>The ray is given by <CODE>source</CODE>, <CODE>target</CODE>, and <CODE>max_param</CODE>.
It represents the line segment <EM><CODE>source</CODE> + (<CODE>target</CODE> - <CODE>source</CODE>) * t</EM>,
where <EM>t</EM> is a member of the interval <EM>[0, <CODE>max_param</CODE>]</EM>.
So, if <CODE>max_param</CODE> is 1, then the ray is simply the line segment from
<CODE>source</CODE> to <CODE>target</CODE>, whereas if <CODE>max_param</CODE> is equal to
<CODE>FLT_MAX</CODE>, then the ray is `infinite'.
</P><P>
<CODE>DT_RayCast</CODE> returns a pointer to the client object of an object in
<CODE>scene</CODE> that is hit first by the ray, or <CODE>NULL</CODE> if no object is hit.
<CODE>DT_ObjectRayCast</CODE> performs a ray cast on a single object and
returns a Boolean indicating a hit.
In case of a hit, <CODE>param</CODE> points to the <EM>t</EM> of the hit spot,
and <CODE>normal</CODE> is a normal to the object's surface in world coordinates.
The normal always points towards the <CODE>source</CODE>.
An object can be made transparent for the ray cast by specifying the
object's client object as <CODE>ignore_client</CODE>.
This is useful if you need to ignore hits of the ray with the source
object of the ray.
For instance terrain following can be implemented by casting a ray down
and setting the moving object at a distance above the spot.
In this case, you are probably interested in hits with the terrain only,
and do not need reports of hits with the moving object.
</P><P>
<A NAME="Projects"></A>
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<H1> 5. Projects and other things left to do </H1>
<!--docid::SEC24::-->
<P>
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<H2> 5.1 Coming Attractions </H2>
<!--docid::SEC25::-->
<P>
SOLID 4 will have the following added features:
<OL>
<LI>Compressed AABB trees for reducing the memory footprint of triangle
meshes to roughly 18 bytes per triangle.
<P>
<LI>A general ray cast for all shape types.
<P>
<LI>Shape casting: returning the first collision of a shape that is translated along
a ray.
<P>
<LI>Scene graphs for managing complex shapes.
<P>
<LI>A binary format for streaming of shapes.
<P>
</OL>
<P>
<A NAME="Bugs"></A>
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<H1> 6. Bug Reports </H1>
<!--docid::SEC26::-->
<P>
Please send remarks, questions, and bug reports to gino@dtecta.com.
</P><P>
NOTE: There is no termination after a fixed maximum number of
iterations of GJK in this version of SOLID, since I believe in an
industrial-strength GJK without resorting to tolerance tweaking or forced
termination after a certain number of iterations. I welcome any reports
of SOLID misbehaving.
</P><P>
<A NAME="GPL"></A>
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<H1> A. GNU GENERAL PUBLIC LICENSE </H1>
<!--docid::SEC27::-->
<center>
Version 2, June 1991
</center>
<P>
<TABLE><tr><td> </td><td class=display><pre style="font-family: serif">Copyright © 1989, 1991 Free Software Foundation, Inc.
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
</pre></td></tr></table></P><P>
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<H2> Preamble </H2>
<!--docid::SEC28::-->
<P>
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
</P><P>
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
</P><P>
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
</P><P>
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
</P><P>
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
</P><P>
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
</P><P>
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
</P><P>
The precise terms and conditions for copying, distribution and
modification follow.
</P><P>
<center>
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
</center>
</P><P>
<OL>
<LI>
This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
<P>
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
</P><P>
<LI>
You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
<P>
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
</P><P>
<LI>
You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
<P>
<OL>
<LI>
You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
<P>
<LI>
You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
<P>
<LI>
If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
</OL>
<P>
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
</P><P>
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
</P><P>
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
</P><P>
<LI>
You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
<P>
<OL>
<LI>
Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
<P>
<LI>
Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
<P>
<LI>
Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
</OL>
<P>
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
</P><P>
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
</P><P>
<LI>
You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
<P>
<LI>
You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
<P>
<LI>
Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
<P>
<LI>
If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
<P>
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
</P><P>
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
</P><P>
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
</P><P>
<LI>
If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
<P>
<LI>
The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
<P>
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
</P><P>
<LI>
If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
<P>
<center>
NO WARRANTY
</center>
</P><P>
<LI>
BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
<P>
<LI>
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
</OL>
<P>
<center>
END OF TERMS AND CONDITIONS
</center>
</P><P>
<HR SIZE="6">
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<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="solid3.html#SEC_About"> ? </A>]</TD>
</TR></TABLE>
<H2> Appendix: How to Apply These Terms to Your New Programs </H2>
<!--docid::SEC29::-->
<P>
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
</P><P>
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
</P><P>
<TABLE><tr><td> </td><td class=smallexample><FONT SIZE=-1><pre><VAR>one line to give the program's name and a brief idea of what it does.</VAR>
Copyright (C) <VAR>yyyy</VAR> <VAR>name of author</VAR>
This program 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 2 of the License, or
(at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
</FONT></pre></td></tr></table></P><P>
Also add information on how to contact you by electronic and paper mail.
</P><P>
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
</P><P>
<TABLE><tr><td> </td><td class=smallexample><FONT SIZE=-1><pre>Gnomovision version 69, Copyright (C) 19<VAR>yy</VAR> <VAR>name of author</VAR>
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
</FONT></pre></td></tr></table></P><P>
The hypothetical commands `<SAMP>show w</SAMP>' and `<SAMP>show c</SAMP>' should show
the appropriate parts of the General Public License. Of course, the
commands you use may be called something other than `<SAMP>show w</SAMP>' and
`<SAMP>show c</SAMP>'; they could even be mouse-clicks or menu items--whatever
suits your program.
</P><P>
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
</P><P>
<TABLE><tr><td> </td><td class=example><pre>Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<VAR>signature of Ty Coon</VAR>, 1 April 1989
Ty Coon, President of Vice
</pre></td></tr></table></P><P>
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.
</P><P>
<A NAME="QPL"></A>
<HR SIZE="6">
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<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="solid3.html#SEC_About"> ? </A>]</TD>
</TR></TABLE>
<H1> B. THE Q PUBLIC LICENSE </H1>
<!--docid::SEC30::-->
<center>
version 1.0
</center>
<P>
<TABLE><tr><td> </td><td class=display><pre style="font-family: serif">Copyright © 1999 Troll Tech AS, Norway.
Everyone is permitted to copy and
distribute this license document.
</pre></td></tr></table></P><P>
The intent of this license is to establish freedom to share and change the
software regulated by this license under the open source model.
</P><P>
This license applies to any software containing a notice placed by the
copyright holder saying that it may be distributed under the terms of
the Q Public License version 1.0. Such software is herein referred to as
the Software. This license covers modification and distribution of the
Software, use of third-party application programs based on the Software,
and development of free software which uses the Software.
</P><P>
<HR SIZE="6">
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</TR></TABLE>
<H2> Granted Rights </H2>
<!--docid::SEC31::-->
<P>
<OL>
<LI>
You are granted the non-exclusive rights set forth in this license
provided you agree to and comply with any and all conditions in this
license. Whole or partial distribution of the Software, or software
items that link with the Software, in any form signifies acceptance of this license.
<P>
<LI>
You may copy and distribute the Software in unmodified form provided
that the entire package, including - but not restricted to - copyright,
trademark notices and disclaimers, as released by the initial developer of the Software, is distributed.
<P>
<LI>
You may make modifications to the Software and distribute your modifications, in a form that is separate from the Software, such as patches. The following restrictions apply to modifications:
<P>
<OL>
<LI>
Modifications must not alter or remove any copyright notices in the Software.
<P>
<LI>
When modifications to the Software are released under this license, a non-exclusive royalty-free right is granted to the initial developer of the Software to distribute your modification in future versions of the Software provided such versions remain available under these terms in addition to any other license(s) of the initial developer.
<P>
</OL>
<P>
<LI>
You may distribute machine-executable forms of the Software or machine-executable forms of modified versions of the Software, provided that you meet these restrictions:
<P>
<OL>
<LI>
You must include this license document in the distribution.
<P>
<LI>
You must ensure that all recipients of the machine-executable forms are
also able to receive the complete machine-readable source code to the
distributed Software, including all modifications, without any charge beyond the costs of data transfer, and place prominent notices in the distribution explaining this.
<P>
<LI>
You must ensure that all modifications included in the machine-executable forms are available under the terms of this license.
<P>
</OL>
<P>
<LI>
You may use the original or modified versions of the Software to compile, link and run application programs legally developed by you or by others.
<P>
<LI>
You may develop application programs, reusable components and other software items that link with the original or modified versions of the Software. These items, when distributed, are subject to the following requirements:
<P>
<OL>
<LI>
You must ensure that all recipients of machine-executable forms of these items are also able to receive and use the complete machine-readable source code to the items without any charge beyond the costs of data transfer.
<P>
<LI>
You must explicitly license all recipients of your items to use and re-distribute original and modified versions of the items in both machine-executable and source code forms. The recipients must be able to do so without any charges whatsoever, and they must be able to re-distribute to anyone they choose.
<P>
<LI>
If the items are not available to the general public, and the initial developer of the Software requests a copy of the items, then you must supply one.
<P>
</OL>
</OL>
<P>
<HR SIZE="6">
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<H2> Limitations of Liability </H2>
<!--docid::SEC32::-->
In no event shall the initial developers or copyright holders be liable
for any damages whatsoever, including - but not restricted to - lost
revenue or profits or other direct, indirect, special, incidental or
consequential damages, even if they have been advised of the possibility
of such damages, except to the extent invariable law, if any, provides
otherwise.
<P>
<HR SIZE="6">
<A NAME="SEC33"></A>
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</TR></TABLE>
<H2> No Warranty </H2>
<!--docid::SEC33::-->
<P>
The Software and this license document are provided AS IS with NO WARRANTY
OF ANY KIND, INCLUDING THE WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE.
</P><P>
<HR SIZE="6">
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</TR></TABLE>
<H2> Choice of Law </H2>
<!--docid::SEC34::-->
<P>
This license is governed by the Laws of Norway. Disputes shall be settled
by Oslo City Court.
</P><P>
<HR SIZE="6">
<A NAME="SEC_Contents"></A>
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</TR></TABLE>
<H1>Table of Contents</H1>
<BLOCKQUOTE>
<A NAME="TOC1" HREF="solid3.html#SEC1">1. License</A>
<BR>
<A NAME="TOC2" HREF="solid3.html#SEC2">2. Introduction</A>
<BR>
<BLOCKQUOTE>
<A NAME="TOC3" HREF="solid3.html#SEC3">2.1 Overview</A>
<BR>
<BLOCKQUOTE>
<A NAME="TOC4" HREF="solid3.html#SEC4">2.1.1 Shape Definition</A>
<BR>
<A NAME="TOC5" HREF="solid3.html#SEC5">2.1.2 Object Placement and Motion</A>
<BR>
<A NAME="TOC6" HREF="solid3.html#SEC6">2.1.3 Scene Management</A>
<BR>
<A NAME="TOC7" HREF="solid3.html#SEC7">2.1.4 Response Definition</A>
<BR>
<A NAME="TOC8" HREF="solid3.html#SEC8">2.1.5 Global Actions</A>
<BR>
<A NAME="TOC9" HREF="solid3.html#SEC9">2.1.6 Broad Phase</A>
<BR>
</BLOCKQUOTE>
<A NAME="TOC10" HREF="solid3.html#SEC10">2.2 Software Package</A>
<BR>
<A NAME="TOC11" HREF="solid3.html#SEC11">2.3 New Features of SOLID version 3</A>
<BR>
</BLOCKQUOTE>
<A NAME="TOC12" HREF="solid3.html#SEC12">3. Installing the SOLID SDK</A>
<BR>
<BLOCKQUOTE>
<A NAME="TOC13" HREF="solid3.html#SEC13">3.1 Requirements</A>
<BR>
<A NAME="TOC14" HREF="solid3.html#SEC14">3.2 Installation</A>
<BR>
</BLOCKQUOTE>
<A NAME="TOC15" HREF="solid3.html#SEC15">4. The SOLID API</A>
<BR>
<BLOCKQUOTE>
<A NAME="TOC16" HREF="solid3.html#SEC16">4.1 Building Shapes</A>
<BR>
<A NAME="TOC17" HREF="solid3.html#SEC17">4.2 Creating and Moving Objects</A>
<BR>
<BLOCKQUOTE>
<A NAME="TOC18" HREF="solid3.html#SEC18">4.2.1 Who's Afraid of Quaternions?</A>
<BR>
<A NAME="TOC19" HREF="solid3.html#SEC19">4.2.2 Proximity Queries</A>
<BR>
</BLOCKQUOTE>
<A NAME="TOC20" HREF="solid3.html#SEC20">4.3 Scenes</A>
<BR>
<A NAME="TOC21" HREF="solid3.html#SEC21">4.4 Response Handling</A>
<BR>
<A NAME="TOC22" HREF="solid3.html#SEC22">4.5 Deformable Models</A>
<BR>
<A NAME="TOC23" HREF="solid3.html#SEC23">4.6 Ray Cast</A>
<BR>
</BLOCKQUOTE>
<A NAME="TOC24" HREF="solid3.html#SEC24">5. Projects and other things left to do</A>
<BR>
<BLOCKQUOTE>
<A NAME="TOC25" HREF="solid3.html#SEC25">5.1 Coming Attractions</A>
<BR>
</BLOCKQUOTE>
<A NAME="TOC26" HREF="solid3.html#SEC26">6. Bug Reports</A>
<BR>
<A NAME="TOC27" HREF="solid3.html#SEC27">A. GNU GENERAL PUBLIC LICENSE</A>
<BR>
<BLOCKQUOTE>
<A NAME="TOC28" HREF="solid3.html#SEC28">Preamble</A>
<BR>
<A NAME="TOC29" HREF="solid3.html#SEC29">Appendix: How to Apply These Terms to Your New Programs</A>
<BR>
</BLOCKQUOTE>
<A NAME="TOC30" HREF="solid3.html#SEC30">B. THE Q PUBLIC LICENSE</A>
<BR>
<BLOCKQUOTE>
<A NAME="TOC31" HREF="solid3.html#SEC31">Granted Rights</A>
<BR>
<A NAME="TOC32" HREF="solid3.html#SEC32">Limitations of Liability</A>
<BR>
<A NAME="TOC33" HREF="solid3.html#SEC33">No Warranty</A>
<BR>
<A NAME="TOC34" HREF="solid3.html#SEC34">Choice of Law</A>
<BR>
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<H1>Short Table of Contents</H1>
<BLOCKQUOTE>
<A NAME="TOC1" HREF="solid3.html#SEC1">1. License</A>
<BR>
<A NAME="TOC2" HREF="solid3.html#SEC2">2. Introduction</A>
<BR>
<A NAME="TOC12" HREF="solid3.html#SEC12">3. Installing the SOLID SDK</A>
<BR>
<A NAME="TOC15" HREF="solid3.html#SEC15">4. The SOLID API</A>
<BR>
<A NAME="TOC24" HREF="solid3.html#SEC24">5. Projects and other things left to do</A>
<BR>
<A NAME="TOC26" HREF="solid3.html#SEC26">6. Bug Reports</A>
<BR>
<A NAME="TOC27" HREF="solid3.html#SEC27">A. GNU GENERAL PUBLIC LICENSE</A>
<BR>
<A NAME="TOC30" HREF="solid3.html#SEC30">B. THE Q PUBLIC LICENSE</A>
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<H1>About this document</H1>
This document was generated
using <A HREF="http://www.mathematik.uni-kl.de/~obachman/Texi2html
"><I>texi2html</I></A>
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The buttons in the navigation panels have the following meaning:
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<table border = "1">
<TR>
<TH> Button </TH>
<TH> Name </TH>
<TH> Go to </TH>
<TH> From 1.2.3 go to</TH>
</TR>
<TR>
<TD ALIGN="CENTER">
[ < ] </TD>
<TD ALIGN="CENTER">
Back
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Forward
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Up
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FastForward
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Contents
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[Index] </TD>
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Index
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where the <STRONG> Example </STRONG> assumes that the current position
is at <STRONG> Subsubsection One-Two-Three </STRONG> of a document of
the following structure:
<UL>
<LI> 1. Section One </LI>
<UL>
<LI>1.1 Subsection One-One</LI>
<UL>
<LI> ... </LI>
</UL>
<LI>1.2 Subsection One-Two</LI>
<UL>
<LI>1.2.1 Subsubsection One-Two-One
</LI><LI>1.2.2 Subsubsection One-Two-Two
</LI><LI>1.2.3 Subsubsection One-Two-Three <STRONG>
<== Current Position </STRONG>
</LI><LI>1.2.4 Subsubsection One-Two-Four
</LI></UL>
<LI>1.3 Subsection One-Three</LI>
<UL>
<LI> ... </LI>
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<LI>1.4 Subsection One-Four</LI>
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