|  |  | 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
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