One way to avoid complex calculations for general intersections of
objects in 3D space is to assemble composite objects at the origin or on
a convenient coordinate axis. With the centers or edges of objects at
the origin, finding tangents and intersections is usually simple. After
a larger object is assembled, rotate and translate it into final position.
Mark
Bjorn Jonsson wrote:
>
> The point is that while making this
> model I have found it almost impossible to construct certain parts of it
> without using lots of small 'command line' utilities I wrote in C++ to do
> some geometric calculations...
>
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