POV-Ray : Newsgroups : povray.newusers : Help with spline & sphere_sweep : Re: Help with spline & sphere_sweep Server Time
3 May 2024 09:42:55 EDT (-0400)
  Re: Help with spline & sphere_sweep  
From: Bald Eagle
Date: 31 Jul 2014 22:05:01
Message: <web.53daf5a59e0d00ba5e7df57c0@news.povray.org>
Well, I found this:

http://www.scivit.com/gb/Text/SphereSweep/sweep1.html

Which let me redefine my sphere sweep using an array.  (yay)

Now I'm trying to build a spline by cycling through the array - though either my
syntax is terrible, or I'm trying to something that isn't possible.

The idea with the whole "Tip" flag is that once I've cycled out to the tip of
the propeller (5 units), when I start to cycle back towards the hub, I keep
incrementing the XValue variable with my little equation.

Then I can use Rune's Spline_Trans to move along the automagically generated
spline and fan out my "filling" cylinders.   Which will perhaps become blob
cylinders.  Or something else entirely.

========================================

#declare PropSpline = spline {
  cubic_spline
  PropArraySize,
 #declare Loop = 0;
 #declare Tip = false;
 #while  (Loop < PropArraySize)
  //            Spline_Trans(Spline, Time, SkyVector, ForeSight, Banking):
  #local Vector = RadiusArray [Loop];
  #local XValue = Vector.x;
  #if (XValue = -5)
   #declare Tip = true;
  #end

  #if (Tip)
  5+(5-abs(XValue)), Vector
  #else
  abs(XValue), Vector
  #end

 #declare Loop = Loop + 1;
 #end
 }

#declare CylLoop = 0;
#while (CylLoop < 1)
 object{ cylinder {<0, Mid, 0>, Spline_Trans(PropSpline, Loop, y, 0.1, 0.0),
Thin texture {Propeller_Tex} }
 #declare CylLoop = CylLoop+1;
#end


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