|
|
Chris Huff wrote:
> You shouldn't need to use "inverse". Just make sure that a point in the
> room is "inside" all of the planes, and intersect them all together.
> What is the data you have to work with? Axis-aligned planes and
> transformations? Plane normal and distance? Vertices?
> You could start with something like this as a base:
>
> #declare CeilingTrans = transform {...}
> #declare FloorTrans = transform {...}
> #declare LeftWallTrans = transform {...}
> #declare RightWallTrans = transform {...}
> #declare FarWallTrans = transform {...}
> #declare NearWallTrans = transform {...}
>
> intersection {
> plane {y, 0 transform CeilingTrans translate y}
> plane {-y, 0 transform FloorTrans translate -y}
> plane {x, 0 transform LeftWallTrans translate x}
> plane {-x, 0 transform RightWallTrans translate -x}
> plane {z, 0 transform FarWallTrans translate z}
> plane {-z, 0 transform NearWallTrans translate -z}
> }
> This should give you an axis-aligned cube where you can adjust each wall
> individually.
>
Great! Looks like I'm going to use something based on this one.
Thanks for the help,
Remco Poelstra
Post a reply to this message
|
|