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Contents
 
Contents
Contents
Introduction
Primitive drawing functions
Plot primitives
PC/DOS primitives
Objective C primitives
Point and line primitives
Vector and matrix algebra
Coordinate system
Representation of a sphere family
Vector Algebra
cartesian vector from polar coordinates
(vector z) = (zero vector)
(vector w) = (vector z)
(vector v) = (matrix o) * (vector z)
(vector w) = (matrix o)*(vector z)+(vector a)
(vector z) = (vector x) + (scalar f) * (vector y)
Matrix algebra
Zero matrix
Unit matrix
Copy matrix
Multiply matrices
Distance between centers
Rotation matrices
Angle and axis
Euler angles
Quaternion coordinates
Representation of a sphere
Spherical grid
Spiral running from pole to pole
Spherical Lissajous figure
Lettering
Random points
Fractals
Accounting for the intersection of spheres
Locating the intersection
The circle of intersection
Trigonometric solution
A projective version
A general procedure
Families of spheres
Drawing the family
Dipole moment
Quadrupole moment
Quartets of spheres
Four points determine a sphere
A sphere orthogonal to four others
A sphere tangent to four others
Casting shadows
Molecules
Benzene ring
Sulfur ring
Ferrocene molecule
Random spheres
Sphere Lattices
Main menu in Turbo C
Main menu in Objective C
Simple replacement of Turbo C GEOM
Single sphere demonstration
Double sphere demonstration
Quartet demonstration
Shadow demonstration
geom.h
GeomView.h
Programs for matrix inversion
Future developments
Program structure; manual presentation
Generating compounds from their names
Chemical data
Stereopairs; front and side views
Three-dimensional cutting and pasting
Projective geometry
Acknowledgements
Bibliography
About this document ...
Pedro Hernandez 2004-05-13