POV-Ray : Newsgroups : povray.general : Hierarchy in POV-Ray ? : Re: Hierarchy in POV-Ray ? Server Time
5 Nov 2024 03:15:19 EST (-0500)
  Re: Hierarchy in POV-Ray ?  
From: Oodini
Date: 1 Jul 2003 21:57:53
Message: <3F023D19.9010107@free.Fr>
>>>Does POV-Ray support hierarchy of objects ?
>>>
>>>I don't find anything about that in the doc.
>>
> 
>     You'll have to be a little more descriptive with your 
> questions...what kind of heirarchy are you thinking of? Nested unions 
> can give you a hierarchical way of handling transformations and 
> textures, is that what you meant?

I mean a parent-child relationship, as in VRML.
If I move the parent, the child moves too.
If I rotate the child, it turns around the parent.

>     I kind of doubt you are asking about the bounding heirarchies used 
> for optimization, but if you are, POV does support it. There is an 
> automatically generated bounding heirarchy for all finite objects, and 
> some objects such as blobs, meshes, and height fields support their own 
> internal heirarchies.

Are you talking about what I just described ??

>>If you suggest me Union, where is the new centroid ?
> 
>     That would depend on the objects you are using. POV doesn't know and 
> doesn't care. There are several ways you could define it, the method you 
> use depends in part on what you're going to use it for. I have a hunch 
> that you think transformations have something to do with the centroid of 
> an object...this is not the case, all transformations are relative to 
> the origin: < 0, 0, 0>

I did think the centroid have something to do with transformations.
I meant that the transformations are supposed to be relative this point 
(at least for me :-) )

Actually, I am doing a renderer for a school project, and I intended to 
use basic POV files as input files. As I implemented a tree structure 
for objects (geometry, cameras...), I was wondering if POV does use this 
system.


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