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  A handy include file based on vanSickle's matrix code (Message 1 to 1 of 1)  
From: Jerry Anning
Subject: A handy include file based on vanSickle's matrix code
Date: 19 Jun 1998 02:00:43
Message: <3589FE8B.DAE2AED7@dhol.com>
Someone in comp.graphics.rendering.raytracing recently asked how to
place a possibly scaled sphere so that it is tangent to two given
points.  I answered in email with the following include file that I
threw together based on math from the Matrix Page of John vanSickle.  
Variations on this question seem to be pretty frequent and I myself use
various modifications of this math constantly, so I am publishing the
include file here.  (I did not publish it in cgrr because I get a spam
blizzard every time I post there.)  Cut it out, name it "tanball.inc"
and save it in your include directory.  Usage instructions are in the
include file.

// Begin POV code

/* tanball.inc - connects two points with a (possibly ellipsoidal)
"ball" tangent to each point.  The vector math is taken from a code
snippet on the Matrix Page of John vanSickle
(http://www.erols.com/vansickl/matrix.htm), which should be required
reading for any POV user.  Use this by declaring:

Tanball_Start_Point
Tanball_EndPoint

The points to be connected.  Default to <0, 0, 0> and <1, 1, 1>.  If the
points are equal, tanball will create a very slight difference to avoid
math trouble.

Tanball_Y_Size
Tanball_Z_Size 

The tanball is created as a unit sphere then stretched as needed in the
X direction and rotated.  Tanball_Y_Size and Tanball_Z_Size are the size
you want the directions transverse to the tanball axis to be.  If you
use 1 for both, the cross section at the widest point will be a unit
circle.  If you use the special value 0 (zero) for either or both of
these parameters, the relevant parameter will be set to be identical to
the tanball axis, so if you use 0 for both, the tanball will be a
sphere. Default to 1 and 1.  Note: If you get a warning about scaling by
0 in a matrix from tanball.inc, ignore it.

Tanball_Texture

The texture you want the tanball to have.  Default to
texture { pigment { color rgbt <1, 1, 0, .8> } }.

After you set up these parameters, say:

include "tanball.inc"

at any place where you want a tanball.  You can use it several times in
the same file and simply redeclare any variables that change before each
use. */


// Set defaults and trap trouble.

#ifndef (Tanball_Start_Point)
	#declare Tanball_Start_Point = <0, 0, 0>
#end

#ifndef (Tanball_End_Point)
	#declare Tanball_End_Point = <1, 1, 1>
#end

#ifndef (Tanball_Y_Size)
	#declare Tanball_Y_Size = 1
#end

#ifndef (Tanball_Z_Size)
	#declare Tanball_Z_Size = 1
#end

#ifndef (Tanball_Texture)
	#declare Tanball_Texture = texture { pigment { color rgbt <1, 1, 0, .8>
} }
#end

#declare Tanball_Dir_Vec = Tanball_End_Point - Tanball_Start_Point

#declare Tanball_X_Size = vlength(Tanball_Dir_Vec)

#if (Tanball_X_Size = 0)
	#declare Tanball_End_Point = Tanball_End_Point + .00001
	#declare Tanball_Dir_Vec = Tanball_End_Point - Tanball_Start_Point
	#declare Tanball_X_Size = vlength(Tanball_Dir_Vec)
#end

#if (Tanball_Y_Size = 0)
	#declare Tanball_Y_Size = Tanball_X_Size / 2
#end

#if (Tanball_Z_Size = 0)
	#declare Tanball_Z_Size = Tanball_X_Size / 2
#end

// Get under way

#declare VX1=vnormalize(<Tanball_X_Size, 0, 0>)
#declare VX2=vnormalize(Tanball_Dir_Vec)
#declare VY=vcross(VX2,VX1)
#declare VZ1=vcross(VY,VX1)
#declare VZ2=vcross(VY,VX2)

sphere { 0, .5
	scale <Tanball_X_Size, 2 * Tanball_Y_Size, 2 * Tanball_Z_Size>
	translate <.5 * Tanball_X_Size, 0, 0>
	matrix < VX1.x, VY.x, VZ1.x,
  	       VX1.y, VY.y, VZ1.y,
    	   	   VX1.z, VY.z, VZ1.z,
    	      	   0     0      0 >
	matrix < VX2.x, VX2.y, VX2.z,
  	        VY.x,  VY.y,  VY.z,
    		     VZ2.x, VZ2.y, VZ2.z,
    	  		       0,     0,     0 >
	translate Tanball_Start_Point
	texture { Tanball_Texture }
}

// End POV code

Jerry Anning
cle### [at] dholcom


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