Help
Tips : Chose a preset and click the VRML1.0 or VRML 2.0 button to start. Then change the values to experiment with Lsystem based axiom/rules exploration. Use progrssive values to start as it can grow very fast and may sufocate your system with megs of code to handle... no fool control!
Commands (case sensitive)
Orientation Drawing Incr./Decr. --------------------- ------------------- ------------------- + turn left (*) F draw forward " incr. length - turn right (*) f move forward ' decr. length & pitch down (*) o() change object ; incr. angle ^ pitch up (*) Structure : decr. angle < roll left (*) ------------------- ? incr. thickness > roll right (*) [ push state ! decr. thickness | mirror left/right ] pop state c incr. color (hue) % mirror up/down (*) accept argument in degr. Objects o(type) Animations ~(type,value,dur.) ------------------------------------- ---------------------------- triangleFace circleLine cube ball spin move scale squareLine squareFace tube line bounce pulse waveUsing arguments in directional commandsYou can force the orientation angle in directional commands by adding the value enclosed in parenthesis. The command +(60) will turn left 60 degres.
Switching object type
You can use diferent objects in the same LSystem by using the o command with the object name as parameter. The command o(triangleFace) will switch to the plain triangle shape.
Animations VRML 2.0
You can add simple cyclic animations at any place in your LSystem to simulate waving, breathing or motion with the tilde command ~. This command needs several arguments to define the animation that will affect all the underlying objects. The general form is :
~(animTypeXYZ, value, duration) expl. : ~(wave100, 10, 8) Wave around X axis of +/-10 degres over 8 secondsanimTypes are listed above. The XYZ values define the axis on or around which the animation takes place. You can specify more than one axis by putting 1s at the corresponding place. Those three 0s and 1s must be placed right after the animType (no space).The value depends on the animType : spin and wave use degrees, move, scale, bounce and pulse use percentages.
Duration is the time in second for the animation to go full cycle
Saving a VRML model
To save a VRML model, just click on source, wait for the code to be displayed, click in the viewing frame, press Ctrl-A (select all), Ctrl-C (copy) and paste it in your favorite text editor to save it with a '.wrl' extension.