User Guide
ADOBE ATMOSPHERE 263
User Guide
lengths of both A and B. The direction of C can be determined by the “right hand rule”: curl the fi ngers of your
right hand in the direction from A to B, then your thumb points in the direction of C.)
upVec = rightVec.cross(forwardVec);
addScaled(B, scale)
Returns the sum of this Vector with a scaled version of Vector B.
// Same as c = a.add(b.scale(.3)); but faster
c = a.addScaled(b, .3);
blend(B, fraction)
Returns a Vector interpolated the specifi ed fraction from this Vector to Vector B.
// 50% blend gives average.
midPoint = minPoint.blend(maxPoint, .5);
Returns the Vector encoded as a string. This provides a way in which vector information can be sent over
the chat line to another visitor in the same world. The receiving visitor can then decode the vector using this
approach:
tempVector = Vector(newVector.toString())
newVector = currentVector.toString()
Effects
Fog
The fog effect causes your world to be fi lled with a mist that obscures objects based on their distance from the user.
The near and far properties determine the range of this transition and the dropOff property controls the rate of
change within that range. For highly complex large worlds, using fog will improve rendering performance, since
geometry beyond the far fog distance is effi ciently culled from the rendering process.
An alternative use of fog is to approximate the appearance of localized lighting around the user, by using a fog color
of black.
Global Properties
fog
This is the global fog effect for the current world.
// Display current fog settings
dump(fog);
Properties
active
Specifi es whether the fog is active.










