POV-Ray : Newsgroups : povray.general : Math Stuff Help Needed - Please : Re: Math Stuff Help Needed - Please Server Time
12 Aug 2024 11:17:43 EDT (-0400)
  Re: Math Stuff Help Needed - Please  
From: Ken
Date: 14 Feb 1999 21:35:27
Message: <36C7879E.B8BAC976@pacbell.net>
Stephen Lavedas wrote:
> 
> Okay Ken... you have a couple of magic numbers in here (a magic number
> is a number that is just there for some reason and no logical
> explaination is known except by the author)  The most important one is
> 1.6*pi/90-bb where did you get this figure?  I am trying to figure it
> out, and my guess is that you just kept tweaking it until there weren't
> any gaps...Also, where did you come up with the origial scale for the
> box?
> 
> Steve
> 

Don't you just love magic numbers :) 

The 1.6*pi/90-bb was arrived at by a certain amount of tweaking but you
would be surprised at how quickly I found it. The 1.6 is the box's Yscale
demension +.1 (Why ? because .1 worked better than just 1.5 that's why).
I can't remember why "pi" worked so well here but it does. The 90 part of
the equation comes from the number of degrees the box must travel to form
the section that will later be rotated 180 degrees to form the half dome.
The -bb is the regressive scaling factor. Simple no ?  This function is
necessary to scale each box in sucsession smaller than it predessesor.
Without it you have a terrible mess at the top of the dome. It seemed like
a logical approach at the time and there is no doubting that it works.

  The original scaling for the box was arrived ar to match the opening of
an archway with those demensions and the half dome had to conform to scene
elements that were already fixed and unchangable. As I mentioned I would like
(you) to set up the math in the script so that the box defines the rest of the
parameters. Changing the scale of the box for development purposes won't hurt
a thing.

Thanks for the continued support.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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