POV-Ray : Newsgroups : povray.animations : phisics + coliision detection + verctor math Server Time: 23 Oct 2019 03:03:30 GMT
  phisics + coliision detection + verctor math (Message 1 to 4 of 4)  
From: Blua Tigro
Subject: phisics + coliision detection + verctor math
Date: 15 Nov 2010 17:05:00
Message: <web.4ce167338d44b3547e8d1ab0@news.povray.org>
i know already to create parametered animations
in whits i can control a human until his fingers

but i want also contol objects whit phisics
[ i have some idea how to do that ]
and whit colision detection
but then i have to know the povray-vector math
i need :
newvector1 = <a,b,c> + <d,e,f> ;
newvector2 = <a,b,c> - <d,e,f> ;
newvector3 = <a,b,c> * double ;
newvector4 = <a,b,c> / double ;
newvector5 = < -a * double , b , c > ;
newdouble = length( <a,b,c> ) ;

even more advanced :
locking and unlocking objects
so my human can pickup [ and drop ] objects ?
[ or get hurt and lose a arm ]
revese kinetics ?

and isosurfaces act strange whit sin()
[ this i need to animate water ]

is it posible to alter a height-map in memory
while tracing ?
[ so my water reacts whit waving when hit ]
or have i to use a large array of points
whits control a triangle array
how big can this array be ?


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From: Christian Froeschlin
Subject: Re: phisics + coliision detection + verctor math
Date: 15 Nov 2010 19:39:19
Message: <4ce18c67$1@news.povray.org>
Blua Tigro wrote:

> locking and unlocking objects
> so my human can pickup [ and drop ] objects ?
> [ or get hurt and lose a arm ]
> revese kinetics ?

povray does none of this, although you can of course
implement almost anything in SDL with infinite time. You
might be better off using external software to generate
poses and only use POV-Ray to render the frames.

You might also have a look at MegaPOV which can
do some mechanical simulations.

> and isosurfaces act strange whit sin()
> [ this i need to animate water ]

this is not much information, but since your surface
will be where the function evaluates to 0 you should
try something like function {y-sin(x)} .

> is it posible to alter a height-map in memory
> while tracing ?

You're code doesn't do anything during tracing,
it's all finished after the parsing step. You may
use the trace function during parsing to find out
about some locations of interest. A height map
can't be modified as such but you could define
a water function for the isosurface depending
on the location where ripples should originate.


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From: Kenneth
Subject: Re: phisics + coliision detection + verctor math
Date: 16 Nov 2010 09:35:00
Message: <web.4ce250027e67147c196b08580@news.povray.org>
"Blua Tigro" <nomail@nomail> wrote:

> revese kinetics ?

If you mean 'inverse kinematics', RuneVision has a POV-Ray include-file which
might help (although I haven't used it as yet):

http://runevision.com/3d/include/include.asp

Ken


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From: Kenneth
Subject: Re: phisics + coliision detection + verctor math
Date: 16 Nov 2010 09:55:00
Message: <web.4ce254807e67147c196b08580@news.povray.org>
"Blua Tigro" <nomail@nomail> wrote:

> but i want also contol objects whit phisics
> [ i have some idea how to do that ]
> and whit colision detection

I found some other links which might be helpful; they both describe a POV-Ray
physics simulator, including collision detection...

http://www.imagico.de/pov/sim/index.html

and

http://www.imagico.de/simpov/docu03.html


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