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"Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > Cousin Ricky <ric### [at] yahoocom> wrote:
> > >
> > > I am moving Bézier spline up on the priority list for a future version.
> > > However, implementation will not be straightforward, due to the
> > > possibility of disjointed spline segments.
> >
> >
> > Hello, Cousin Ricky, I'm not sure that you have the plane to make the Bezier
> > spline sphere sweep macros during the next weeks. Basically I've written one, at
> >
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.55d0c6ee48951ba98423d9aa0%40news.povray.org%3E/
> >
> > And maybe I will write a more general version that put a 'merge' feature and the
> > variant radius feature on it. We can discuss it.
>
> I began work on the Bezier sphere sweep last week. The Bezier calculation macro
> is already complete, and accommodates variable radii. The hard part is to
> integrate the Bezier calculation into my existing macros.
>
> I will take a look at your file. Please be aware that the Object Collection
> requires the GNU Lesser General Public License (LGPL) 2.1, so if I end up
> borrowing any of your code, you will need to consent to offering that license
> before I can upload it. The LGPL is just about the most generous license out
> there, leaving you with little more than token ownership of your intellectual
> property, so you'll want to read it very carefully before consenting to offer
> it.
Ok. Thank you very much.
Well, I wondering what the radius formula do others like you apply? I think that
it can be the similar form as the bezier curve in a sense:
r = r0*pow(1-t,3) + r1*pow(1-t,2)*t + r2*(1-t)*pow(t,2) + r3*pow(t,3)
0 <= t <= 1
That is, four points and four radii decide a segment.
Wondering how do you think?
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