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Wlodzimierz ABX Skiba wrote:
>
> there is more about my idea in p.u-p in todays posts
>
Yes !!!
> I don't want tesselate anything without agreement of user
>
Agreed, now that I've seen your approach...
I would still think it would have been a new object (kind of
CSG variants/mutation...)
> well written documentation should have description what deform{} cause
Yes. But that's probably for later...
> I plan support this built-in engine of warps
>
That's a good thing!
>
> Well, currently I play with pure mechanism of inheriting of textures
> You can halp me with type of deformations
> every deformations should have described four things
> b) undeform function
This limit you to inversable transformation.
Beware, some warps have singularity...
> a) deform function (with calculation of new normal)
I am wrong in thinking that the deformation of the normal
is simply the resulting deformation of both extremity ?
> c) calculation of new bbox of deformed bbox
Yes, not obvious for some deformation.
But if you have a container object, I do not see the need
for that.
> d) calculations of begining and ending of ray crossing deformed shape (for
> twisting it is cylinder)
That's the all_intersection of the container, isn't it ?
> for i=depth1 to depth2 step accuracy
That was the reason of my 'Ouch...'
It may slow down a lot!
>
> after advice of Chris Huff I plan to omit this limitations
Which one ? the reversable transform ? How ?
> > > > But I cannot still understand
> > > > how you can apply them into the resolving intersection of a line
> > > > and a sphere (e.g. as is currently the function for the sphere object)
> > > > when applied to a true basic object (and not a set of triangles)
> > >
> > > by spliting ray to short segments and deform them and intersect base object
> >
> > Ouch...
>
> sorry, what's wrong ? :-)
>
I just imagined the explosion of additional rays to cast...
> > > http://www.abx.art.pl/pov/nonlinear/step3.jpg
> >
> > Nice!!!
> > I can imagine how to do it with a warp-based mesh deformation,
> > but you probably did it with a real checkered box.
>
> right, with uv-mapping
>
Why ? a warp should have been enough...
(deform the box, warp the texture, with the same equations...)
> > But may I ask to have some background checkered planes and some
> > shadows of the box casted on them. I'm really curious.
>
> as I said I'll prepare some images for you
>
Thanks you.
> ok. here is current list of closed modifications
>
> new module deform.c with definition of Deform object
So, it is an object... I like it.
> new Parse_Deform() in parse.c
Obviously.
> new closing parts of functions called Parse_Object_Mod()
> new CASE in Parse_Object_Mod()
Here we had a little divergence of opinions, but
please do it your way.
> some new tokens
Yes, Obviously.
> new field in ISTACK
> new parameter to all All_Intersections with max_depth
These I will probably not like either...
Have a nice week-end.
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