intercol maps

the map coordinate system

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the map coordinate system

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2D map coordinates
Maps are accessed using map coordinates. For 2D maps, a surface coordinate system is used. All GIG objects have their inherent 2D surface coordinate system. This makes a direct mapping of a 2D map to a surface possible. Every location on the surface can be described with 2D coordinates.

This is similar to the geographic information we use every day. We specify locations of cities by longitude and lattitude values using the map coordinates u and v along the two surface directions. For a cube this is clear: a cube consists of six 2D faces where u corresponds to the horizontal edge and v corresponds to the vertical edge of the individual faces. For a sphere, u corresponds to the longitude and v to the latitude.

The texture coordinates can be used to write more advanced map expressions, as will be described below. Other primitives have surface coordinates too: cylinders and cones can be measured with a height and an angle around their axes. Freeform patches have an inherent 2D coordinate system; they are defined using a distance value from their origin in two dimensions.

Comment
Polygon objects do not have an inherent surface coordinate system. A direct mapping is therefore not possible with imported polygon objects, in which case projection mapping must be used.

3D map coordinates systems
3D map coordinates depend on a position inside the "material cube" that is defined by the map function. As we are not describing coordinates glued to a surface, here we have to use real 3D coordinates x, y and z. The texture of the surface of the object that intersects with this "material cube" depends on the position of the object relative to the origin of the map.

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