POV-Ray : Newsgroups : povray.binaries.images : LegoRoad macro v2.5.0 Server Time
14 Nov 2024 22:21:21 EST (-0500)
  LegoRoad macro v2.5.0 (Message 1 to 6 of 6)  
From: SharkD
Subject: LegoRoad macro v2.5.0
Date: 20 Dec 2008 22:50:00
Message: <web.494dbbd7e71b3bc929983cd0@news.povray.org>
I've updated my LegoRoad macro to version 2.5.0.

Fixes:
2.50
- All road objects are now solid and can be used within CSG operations.
- Added optional road embankments. The angle of the embankment is
  determined by the embankment slope and sky vector.
- Fixed the bug in flat intersections where gaps would appear at corners
  when roads intersected at angles greater than 180 degrees.
- The curve formed when roads intersect at angles greater than 180
  degrees now is more logical. The curve is continuous and no longer
  wastes space.
- Hermite spline roads can now accept any number of end and tangent
  points. Previously there was a limit of two of each.
- The height of flat intersections can now be specified.
- Spiral and elliptical roads can now have a minimum and maximum height
  instead of just a maximum.
- The entire texture for each road component (i.e. road surface,
  road stripe, shoulder stripe, etc.) can now be specified explicitely
  instead of only the pigment.
- Certain macro parameters have been removed and changed into globally-
  declared variables instead.
- Certain macro parameters have been changed so that indices start at 0
  instead of 1.
- Debug marker objects have been re-enabled or added if missing, and can
  be toggled on and off by setting the debug level to greater than 1.
- The texture macros have been modified slightly. They now all check for
  the road type.
- Many of the local variables have been renamed to be more consistent.
- The placement of the crosswalks in intersections is now more accurate.
- The macros now quit with an error and description of the problem in
  certain instances.
- Many other internal changes to the macros, including a heavier use of
  arrays to store pre-calculated information.


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Attachments:
Download 'legoroad.png' (93 KB)

Preview of image 'legoroad.png'
legoroad.png


 

From: alphaQuad
Subject: Re: LegoRoad macro v2.5.0
Date: 21 Dec 2008 18:45:00
Message: <web.494ed43f83e8951df798649f0@news.povray.org>
divide by zero warnings?


I've never *been able* to divide by zero and have it still work like you can.
Truly amazing.
#declare LRoad_RoadWidth =  array[3] {280,306,360,}
#declare LRoad_StripeInterval =  array[3] { 64, 64, 64,}
#declare LRoad_CornerRadius =  array[3] { 23, 36, 63,}
#declare LRoad_MajorArc =  array[3] { 52,  0, 10,}
#declare LRoad_WalkDistance =  array[3] { 75, 75, 75,}
#declare LRoad_WalkWidth =  array[3] {234,234,234,}
#declare LRoad_WalkLength =  array[3] { 60, 60, 60,}
#declare LRoad_WalkStripeWidth = array[3] { 25, 25, 25,}
#declare LRoad_DistanceUnit =   10;
#declare LRoad_RoadColor =  color rgb <0.682353,0.682353,0.682353>;
#declare LRoad_EdgeColor =  color rgb <0.117647,0.627451,0.227451>;
#declare LRoad_StrpColor =  color rgb 1;
#include "LegoRoad_macro.inc"

#declare roads = array[2] { < -50000,0,0 >,< 50000,0,0 > }
object { LRoad_Intersection_Macro(roads,1,0) scale < .4,1,.5 > translate
<32,0,-126> }


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From: SharkD
Subject: Re: LegoRoad macro v2.5.0
Date: 22 Dec 2008 16:25:00
Message: <web.495004a183e8951db0bcadd30@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> divide by zero warnings?

The bug should be fixed now.

-Mike


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From: alphaQuad
Subject: Re: LegoRoad macro v2.5.0
Date: 23 Dec 2008 11:50:01
Message: <web.495115b283e8951dfa62dc780@news.povray.org>
"SharkD" <nomail@nomail> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > divide by zero warnings?
>
> The bug should be fixed now.
>
> -Mike

googled download legoroad and 2.5.2 came up

what happened to the crosswalk?


/*  (  2.15
  array,
  1,
  no,
 )


( 2.5.2    with Lego finish
  roadCoo,
  roadHgh,
  roadTyp,
  showCrs,
  showBed,
 )
   */

#declare roads = array[2] { < -50000,0,0 >,< 50000,0,0 > }

#include "LegoRoad_macro252.inc"
//#include "LegoRoad_macro215.inc"
object { LRoad_Intersection_Macro252(roads,.1,1,1,0) scale < .4,1,.5 > translate
<32,0,-126> }
//object { LRoad_Intersection_Macro(roads,1,0) scale < .4,1,.5 > translate
<32,0,-126> }

-aQ


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Attachments:
Download 'lego_pool_04a.png' (138 KB)

Preview of image 'lego_pool_04a.png'
lego_pool_04a.png


 

From: SharkD
Subject: Re: LegoRoad macro v2.5.0
Date: 23 Dec 2008 20:00:00
Message: <web.495188a783e8951d289e01370@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> "SharkD" <nomail@nomail> wrote:
> > "alphaQuad" <alp### [at] earthlinknet> wrote:
> > > divide by zero warnings?
> >
> > The bug should be fixed now.
> >
> > -Mike
>
> googled download legoroad and 2.5.2 came up
>
> what happened to the crosswalk?

The macro syntax changed in 2.5.0. Check the demo scene that comes with it.

-Mike


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From: alphaQuad
Subject: Re: LegoRoad macro v2.5.0
Date: 24 Dec 2008 09:15:01
Message: <web.4952433c83e8951dd0a728390@news.povray.org>
"SharkD" <nomail@nomail> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > "SharkD" <nomail@nomail> wrote:
> > > "alphaQuad" <alp### [at] earthlinknet> wrote:
> > > > divide by zero warnings?
> > >
> > > The bug should be fixed now.
> > >
> > > -Mike
> >
> > googled download legoroad and 2.5.2 came up
> >
> > what happened to the crosswalk?
>
> The macro syntax changed in 2.5.0. Check the demo scene that comes with it.
>
> -Mike

more like mistakenly reversed without testing
#declare LRoad_WalkWidth = array[3] {234,234,234 }
#declare LRoad_WalkLength =  array[3] { 60, 60, 60 }

Vs.

    #declare LRoad_WalkWidth =    array[3] { 60,60,60 }
    #declare LRoad_WalkLength =   array[3] {234,234,234}


"SharkD" <nomail@nomail> wrote:
> The bug should be fixed now.
Usually when ppl dont know what they are talking about, they dont.


This guy didn't think it thru or wouldnt be trying to dvide by zero.
I am trashing the whole thing and making a new one with correct logic.

2.15 tried to set all pigs then do a finish, gong show bell.
So I textured 2.15 since 2.5.2 is all messed up.
texture {
pigment {color LRoad_RoadColor}
finish { ambient 0.1 phong .5 phong_size 450 roughness 0.05 metallic brilliance
0.75 reflection 0.05 } }

Here's the new 2.15 finish to match Lego.


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Attachments:
Download 'lego_pool_04c.png' (675 KB)

Preview of image 'lego_pool_04c.png'
lego_pool_04c.png


 

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