A single point in 3-D space, rendered as a viewport-facing dot.
Unlike most line/surface primitives, Dot has a visible default radius; topology dots created internally by other constructors are invisible unless styled.
By default each visible cell gets one flat color sampled at the cell corner. Pass smooth = 1 to color vertices for smooth interpolation, or pass a callable as the fourth argument to use it as the mask while keeping flat colors. color_at receives (pos, [ix, iy]); mask receives pos.
Sample a mesh-producing function over a rectangular field.
mesh_at receives (pos, [ix, iy]); mask receives pos. Calls are batched internally, so this is the preferred way to build repeated arrows/glyphs on a grid.
The image is rendered as a textured upright rectangle in the XY plane. name may be a bundled asset name or a project-relative path resolved by the runtime.
letImage=|name,center=[0,0,0],size=[1,1]|...
name
image asset name or path, relative to the currently invoked scene or library
Attach tags to text fragments before they become mesh contours.
Use text tags for equation transforms and selective coloring inside Tex/Latex. The tag can be an integer or a list of integers; the wrapper lowers to the LaTeX \text_tag{...}{...} marker before rendering.
This is a configuration operator; compose it before Axis1d, Axis2d, or Axis3d. It uses set_default internally, so axis settings interpolate cleanly when the axis is animated.
Three-dimensional coordinate axes, optionally with grid lines.
label_up controls how tick labels and titles are oriented per axis; pass three up vectors when default text orientation is not readable from the active camera.
Fill the signed area between two explicit functions.
Returns two tagged filled regions, one for where f is below g and one for where it is above. This is useful for shaded inequalities or visualizing approximation error.
Replace mesh tags, optionally filtered by existing tags.
Tags are stable identities for filters and tag-aware animations. A scalar tag becomes a one-element tag list; a list can give one mesh several identities.
Promote lower-dimensional topology into higher-dimensional topology.
uprank turns point chains into line segments and closed line contours into tessellated filled surfaces. It is useful before operations that expect surfaces, such as extrude, or when a closed outline should become fillable.
Demote higher-dimensional topology into lower-dimensional topology.
downrank turns surfaces into boundary strokes and strokes into endpoint dots. Use it for outlines/wire geometry, or to expose a filled shape's boundary for stroke-only proofs and construction diagrams.
Rewrites line geometry into dash segments while preserving fills and dots in the same mesh tree. A scalar lengths value uses the same dash and gap length.
Keep a mesh fixed relative to the frame while camera changes.
Remaps mesh positions from original_camera to live_camera so the mesh keeps the same apparent screen placement during camera motion. Use this for overlays, labels, and callouts that should not drift while the camera lerps.
Maps each point p to axis_center + x_unit * p.x + y_unit * p.y + z_unit * p.z, and remaps dot/line normal hints through the same basis. This is commonly used to build graphs in axis coordinates and then embed them into global scene coordinates.
Compute an intermediate Trans morph value between two meshes.
This is the pure value form behind the Trans animation. path_arc bends point paths through circular arcs; pass 0 for straight-line motion or a 3-vector whose direction chooses the arc plane and whose length is the arc angle in radians.