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For the relations between objects, I used the those rules where G is
constant and m is the mass. There's a test in the calculation of the SPEED
where I define the collisions. It works well for to elements, but not for
many.
; --( ACCELERATION )--
#macro _a (_p1, _p2)
( G*((m*40)/(pow(vlength( _p2-_p1 ), 3)) )*(_p2-_p1) ) #end
; --( VITESSE )--
#macro _v (_p1, _p2, vx)
#if (vlength( _p2-_p1 ) > 70 )
( vx + _a(_p1, _p2)*_t )
#else
( vx + _a(_p2, _p1)*_t )
#end #end
; --( EMPLACEMENT )--
#macro _p (_p1, _p2, vx)
( _p1 + _v(_p1, _p2, vx)*_t ) #end
To have rapid results, I used a system based on projective geometry. It
gives true CSG operations and there's no facets, so this is much more rapid.
This is a project developed at the university. It use SCHEME, a dialect of
LISP and there's no raytracing. I heard that they were planning to release
an open version.
"Kitsune_e" <kit### [at] hotmailcom> wrote in message
news:web.3eb1d626652ba6a980837b940@news.povray.org...
> INVALID_ADDRESS wrote:
> >This is a volumetric substraction.
> >
>
> Its odd... I read the previous post, and so I know the what and how... but
> to me it looks like a spline used to subtract sphere placed along said
> spline from another larger sphere.
>
> Like: object{My_sphere translate My_spline(clock)}
>
> plus a loop that says like:
> difference{
> Big_sphere
> #while(step<clock)
> object{My_sphere translate My_spline(step)}
> #declare step = step + (1/final_frame)
> #end
> }
>
> so that you get a chunk taken out wherever a sphere passes through the
> larger sphere. Though you might not want the steps to be based on the
> clock...
>
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