
View3D 4.0 — Windows pack
=========================

What this is
------------
View3D calculates geometric view factors between planar triangles
and convex quadrilaterals, including simple obstructions.

This folder is a convenience pack: a Windows x64 executable plus
three example input files from the public source. It is not a
commercial installer.

Credits, license, and source: see NOTICE.txt and LICENSE.
Source: https://github.com/jasondegraw/View3D

Requirements
------------
- 64-bit Windows
- PowerShell or Command Prompt
- No extra libraries to install

If Windows SmartScreen warns that the app is unrecognized, that is
because the executable is unsigned. You may also build from the
GitHub source yourself.

Quick start (required check)
----------------------------
1. Unzip so you see view3d.exe and an examples folder in the same
   directory as this README.
2. Open PowerShell in that directory (File Explorer: File ->
   Open Windows PowerShell, or cd to the folder).
3. Run:

   .\view3d.exe examples\cube.vs3 cube.out
   type cube.out

4. Confirm these values in cube.out:

   - First line includes View3D 4.0.0 and 6 surfaces
   - Opposite-face view factor 0.199825
   - Adjacent-face view factors 0.200044
   - Last line: 0.500 six times

If those numbers match, the program is working.

Two more shipped examples
-------------------------
   .\view3d.exe examples\square-obstruction.vs3 obst.out
   .\view3d.exe examples\pinney-bean-test-4.vs3 pb.out

cube.vs3 is a closed unit cube (no obstruction).
square-obstruction.vs3 is two squares with a plate between them.
pinney-bean-test-4.vs3 is a published L-shaped room test.

Output
------
View3D writes the named output file and View3D.log in the current
directory.

Command form:

   view3d.exe  <input.vs3>  <outputfile>

Writing your own .vs3 files
---------------------------
Not covered in this pack. Use the three examples as templates and
read the notes and examples in the source repository:

   https://github.com/jasondegraw/View3D

Surfaces must be planar and convex. Vertex winding sets the face
normal; a zero view factor between faces that should see each
other usually means a reversed normal.
