POV-Ray : Newsgroups : povray.binaries.images : BlendPov-alternative: screenshots : Re: BlendPov-alternative: screenshots Server Time
5 Jul 2024 15:59:25 EDT (-0400)
  Re: BlendPov-alternative: screenshots  
From: And
Date: 17 Apr 2016 02:50:01
Message: <web.571331aba4dc7df277cf13520@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > "LanuHum" <Lan### [at] yandexru> wrote:
> > > "And" <49341109@ntnu.edu.tw> wrote:
> > > > "LanuHum" <Lan### [at] yandexru> wrote:
> > > > > "And" <49341109@ntnu.edu.tw> wrote:
> > > > >
> > > > > > Parallel Bezier curve... sounds a challenge. I use Inkscape to do this
operation
> > > > > > sometimes.(But only 2-D) Keep it up.
> > > > >
> > > > > The problem is solved.
> > > > > Inkscape won't help. Parallel curves shall have number of control points
equal
> > > > > to number of control points of the original (sample).
> > > > > I will use only the Blender tools.
> > > > > Yesterday I already built a parallel bezier curve(3D) in Blender, using
Python
> > > > > and formulas. :)))))))
> > > >
> > > > Wow, that's great.
> > >
> > > It's a go. Parallel curves are constructed automatically.
> > > Now control of a UV-mapping is necessary.
> >
> > Do you write them by yourself? I recall that you ever said your math was not
> > good enough to deal with such a thing.
>
> How many there is math?
>
> import bpy
> scene = bpy.context.scene
> ob = bpy.context.object
> cu = ob.parent
> pd = cu.data.path_duration
> frames = 4*[1]
> frames[1] = pd/3
> frames[2] = pd/3*2
> frames[3] = pd
> duplis = []
> for i in range(4):
>     scene.frame_set(frames[i],0.0)
>     bpy.ops.object.duplicate()
>     du = bpy.context.object
>     duplis.append(du)
>     cu.select = True
>     scene.objects.active = cu
>     bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
>     du.select = False
>     cu.select = False
>     ob.select = True
>     scene.objects.active = ob
> ob.select = False
> bpts = []
> for i in range(4):
>     bpts.append(duplis[i].data.splines[0].bezier_points)
> all_coords = []
> for i, pt in enumerate(bpts[0]):
>     coords = []
>     for p in range(4):
>         co = duplis[p].matrix_world * bpts[p][i].handle_left
>         coords.append(co[:])
>     all_coords.append(coords)
>     coords = []
>     for p in range(4):
>         co = duplis[p].matrix_world * bpts[p][i].co
>         coords.append(co[:])
>     all_coords.append(coords)
>     all_coords.append(coords)
>     coords = []
>     for p in range(4):
>         co = duplis[p].matrix_world * bpts[p][i].handle_right
>         coords.append(co[:])
>     all_coords.append(coords)
> all_coords.append(all_coords[0])
> all_coords.pop(0)
> all_coords.append(all_coords[0])
> all_coords.pop(0)
> cu = None
>
> for i, coords in enumerate(all_coords):
>     if i % 4 == 0:
>         cu = bpy.data.curves.new('MyCurve', 'CURVE')
>         cu.dimensions = '3D'
>         obj = bpy.data.objects.new('MyCurveObject', cu)
>         bpy.context.scene.objects.link(obj)
>     x0 = coords[0][0]
>     y0 = coords[0][1]
>     z0 = coords[0][2]
>     x1 = coords[1][0]
>     y1 = coords[1][1]
>     z1 = coords[1][2]
>     x2 = coords[2][0]
>     y2 = coords[2][1]
>     z2 = coords[2][2]
>     x3 = coords[3][0]
>     y3 = coords[3][1]
>     z3 = coords[3][2]
>
>     p1x=(-5*x0+18*x1-9*x2+2*x3)/6
>     p1y=(-5*y0+18*y1-9*y2+2*y3)/6
>     p1z=(-5*z0+18*z1-9*z2+2*z3)/6
>     p2x=(2*x0-9*x1+18*x2-5*x3)/6
>     p2y=(2*y0-9*y1+18*y2-5*y3)/6
>     p2z=(2*z0-9*z1+18*z2-5*z3)/6
>
>     bezier = [((x0,y0,z0),(x0,y0,z0),(p1x,p1y,p1z)),
>               ((x3,y3,z3),(p2x,p2y,p2z),(x3,y3,z3))]
>
>     spline = cu.splines.new('BEZIER')
>     spline.bezier_points.add(1)
>     for n in range(2):
>         bpt = spline.bezier_points[n]
>         bpt.co[:] = bezier[n][0]
>         bpt.handle_left[:] = bezier[n][1]
>         bpt.handle_right[:] = bezier[n][2]

You say that it doesn't have many mathematics. Ok.
By contrast, I can't understand this code.


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