POV-Ray : Newsgroups : povray.advanced-users : SplineTransform on points? Server Time
1 Nov 2024 01:23:38 EDT (-0400)
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From: Tyler Eaves
Subject: SplineTransform on points?
Date: 6 Apr 2003 22:00:00
Message: <3e90dba0@news.povray.org>
How can I do the same calculation as SplineTransform in transform.inc on a
point? IE, something analagous to v_rotate and friends.


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From: ABX
Subject: Re: SplineTransform on points?
Date: 7 Apr 2003 01:43:10
Message: <up329vgbfaibvhb25s0hme29i4doi3re5g@4ax.com>
On Sun, 06 Apr 2003 22:59:03 -0400, Tyler Eaves <tyl### [at] hotpopcom> wrote:
> How can I do the same calculation as SplineTransform in transform.inc on a
> point? IE, something analagous to v_rotate and friends.

This not clear question. Do you want rotate spline just like you already can
rotate point (vector) or do you want to do something with point (vector)?

ABX


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From: Tyler Eaves
Subject: Re: SplineTransform on points?
Date: 7 Apr 2003 06:51:43
Message: <3e91583f@news.povray.org>
ABX wrote:

> On Sun, 06 Apr 2003 22:59:03 -0400, Tyler Eaves <tyl### [at] hotpopcom> wrote:
>> How can I do the same calculation as SplineTransform in transform.inc on
>> a point? IE, something analagous to v_rotate and friends.
> 
> This not clear question. Do you want rotate spline just like you already
> can rotate point (vector) or do you want to do something with point
> (vector)?
> 
> ABX

Okay, imagine the following code.

#declare myspline = spline{spline stuff...}

sphere{<0,0,0>,1
Spline_Trans(myspline,.5, y, .1, 0);
}

With me do far? That'll place a sphere at the .5 posisition on the spline.

The funtion I desire, called like, say, the following:
magic_func(<0,0,0,>,myspline,.5,y,.1,0) would return the same same point the
sphere ends up at.

The final goal is something like this:

cylinder{
magic_func(<2,0,0,>,myspline,pos,y,.1,0),magic_func(<2,0,0,>,myspline,pos+.01,y,.1,0),1
}


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From: ABX
Subject: Re: SplineTransform on points?
Date: 7 Apr 2003 07:03:39
Message: <0im29vgst14pk7n1404n4ehhi0vfg07ol7@4ax.com>
On Mon, 07 Apr 2003 07:50:46 -0400, Tyler Eaves <tyl### [at] hotpopcom> wrote:
> Okay, imagine the following code.
>
> #declare myspline = spline{spline stuff...}
>
> sphere{<0,0,0>,1
> Spline_Trans(myspline,.5, y, .1, 0);
> }

Sorryy but I still not understand. What's your problem. Except semicolon there
seems nothing wrong in above syntax. Perhaps you are asking about existence of
vtransform():

#declare myspline = spline{spline stuff...}
sphere{vtransform(<0,0,0>,Spline_Trans(myspline,.5, y, .1, 0)),1}

ABX


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From: Tyler Eaves
Subject: Re: SplineTransform on points?
Date: 7 Apr 2003 07:29:25
Message: <3e916114@news.povray.org>
ABX wrote:

> On Mon, 07 Apr 2003 07:50:46 -0400, Tyler Eaves <tyl### [at] hotpopcom> wrote:
>> Okay, imagine the following code.
>>
>> #declare myspline = spline{spline stuff...}
>>
>> sphere{<0,0,0>,1
>> Spline_Trans(myspline,.5, y, .1, 0);
>> }
> 
> Sorryy but I still not understand. What's your problem. Except semicolon
> there seems nothing wrong in above syntax. Perhaps you are asking about
> existence of vtransform():
> 
> #declare myspline = spline{spline stuff...}
> sphere{vtransform(<0,0,0>,Spline_Trans(myspline,.5, y, .1, 0)),1}

Ahh! That's what I need! Great, thanks!


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From: Tyler Eaves
Subject: Re: SplineTransform on points?
Date: 7 Apr 2003 09:05:30
Message: <3e917799@news.povray.org>
ABX wrote:

> On Mon, 07 Apr 2003 07:50:46 -0400, Tyler Eaves <tyl### [at] hotpopcom> wrote:
>> Okay, imagine the following code.
>>
>> #declare myspline = spline{spline stuff...}
>>
>> sphere{<0,0,0>,1
>> Spline_Trans(myspline,.5, y, .1, 0);
>> }
> 
> Sorryy but I still not understand. What's your problem. Except semicolon
> there seems nothing wrong in above syntax. Perhaps you are asking about
> existence of vtransform():
> 
> #declare myspline = spline{spline stuff...}
> sphere{vtransform(<0,0,0>,Spline_Trans(myspline,.5, y, .1, 0)),1}
> 
> ABX

Here's a peak at what I'm doing with all this:

http://bwphosting.com/~tyler/render.png

I'm hardcoding bezier curves in a file, and then have a python script that
makes a POV-Ray spline with lots of points.


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