LIGHTSPEED(1) General Commands Manual LIGHTSPEED(1)NAME
lightspeed - Shows how objects moving at speeds near the speed of light look like.
SYNOPSIS
lightspeed [-hsa] [object]
DESCRIPTION
Light Speed! is a simulator which can illustrate the effects of special relativity on the appearance of objects travelling at ultra-high
speeds. Depending on the particular speed, and one's point of view, relativistic effects can cause the object to appear shorter, longer,
brighter, darker, deformed and/or off-color.
CONTROLS
To adjust the velocity, use the slider along the right edge of the main window. You can also type in a value, using the entry at the top
right (press <Enter> once it is in). To change the units shown, press the button to the right of the entry, and it will cycle through a
small list.
The object travels in the positive-x direction, which can be visually checked by activating Objects -> Coordinate axes.
Most interactive control is performed with the mouse. By holding down a particular button, and dragging the pointer around, various camera
motions can be obtained:
Left button: Revolve camera around view target
Left button + Shift key: Revolve view target around camera
Middle button: Translate camera left, right, up or down
Right button: Dolly in or out
The first and last motions are generally the most useful. Should the camera become difficult to control at any point, it may be re-ini-
tialized by selecting Camera -> Reset View.
OPTIONS -h, --help
Print this help screen
-s, --simple
Use simplified interface
-a, --advanced
Use advanced interface (default)
object 3D file to load on startup (.3DS or .LWO)
April 2000 LIGHTSPEED(1)
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persp_project(3alleg4) Allegro manual persp_project(3alleg4)NAME
persp_project, persp_project_f - Projects a 3d point into 2d screen space. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void persp_project(fixed x, fixed y, fixed z, fixed *xout, fixed *yout);
void persp_project_f(float x, float y, float z, float *xout, float *yout);
DESCRIPTION
Projects the 3d point (x, y, z) into 2d screen space, storing the result in (*xout, *yout) and using the scaling parameters previously set
by calling set_projection_viewport(). This function projects from the normalized viewing pyramid, which has a camera at the origin and fac-
ing along the positive z axis. The x axis runs left/right, y runs up/down, and z increases with depth into the screen. The camera has a 90
degree field of view, ie. points on the planes x=z and -x=z will map onto the left and right edges of the screen, and the planes y=z and
-y=z map to the top and bottom of the screen. If you want a different field of view or camera location, you should transform all your
objects with an appropriate viewing matrix, eg. to get the effect of panning the camera 10 degrees to the left, rotate all your objects 10
degrees to the right.
SEE ALSO set_projection_viewport(3alleg4), get_camera_matrix(3alleg4), ex3d(3alleg4), exstars(3alleg4)Allegro version 4.4.2 persp_project(3alleg4)
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