POV-Ray : Newsgroups : povray.advanced-users : PatchWork macro [was bigPatch update] Server Time
29 Jul 2024 04:28:46 EDT (-0400)
  PatchWork macro [was bigPatch update] (Message 1 to 2 of 2)  
From: Will W
Subject: PatchWork macro [was bigPatch update]
Date: 1 Apr 2003 02:31:05
Message: <3e894039@news.povray.org>
PatchWork(PointArray) takes a two dimension array of point vectors as a map
from which it constructs a bicubic mesh. It is smaller and faster than its
predecessor, bigPatch. It is also much more capable: the points don't need
to be on a rectangular grid, so long as they proceed from smallest value to
largest value in the x and z dimensions. PatchWork also seems to handle
uv_mapping properly (which was a big problem with the earlier version).

This is still an alpha pre-release (v0.83 if anyone is counting). I'm not
aware of any bugs at this point.

Here's the code:
===============================================
#macro PatchWork (G) object {
   #local Cols = dimension_size(G, 2); // number of cols
   #local Rows = dimension_size(G, 1); // number of rows
   union {
     #local R = 0;
      #while (R<Rows-1)
         #local C=0;
         #while (C<Cols-1)
            #local BLC  = G[R][C];              // bot left corner current
patch
            #local BRC  = G[R][C+1];            // bot right corner
            #local TLC  = G[R+1][C];            // top left corner
            #local TRC  = G[R+1][C+1];          // top right corner
            // more horizontal points of interest
            #if (C>0)
               #local LBLC = G[R][C-1];         // left of bot left corner
               #local LTLC = G[R+1][C-1];       // left of top left corner
            #else
               #local LBLC = BLC;
               #local LTLC = TLC;
            #end
            #if (C+2<Cols)
               #local RBRC = G[R][C+2];         // right of bot right corner
               #local RTRC = G[R+1][C+2];       // right of top right corner
            #else
               #local RBRC = BRC;
               #local RTRC = TRC;
            #end
            // more vertical points of interest
            #if (R>0)
               #local BBLC = G[R-1][C];         // below bottom left corner
               #local BBRC = G[R-1][C+1];       // below bottom right corner
            #else
               #local BBLC = BLC;
               #local BBRC = BRC;
            #end
            #if (R+2<Rows)
               #local TTLC = G[R+2][C];         // top of top left corner
               #local TTRC = G[R+2][C+1];       // top of top right corner
            #else
               #local TTLC = TLC;
               #local TTRC = TRC;
            #end
            // There are four diagonal points of interest, too:
            #if (C>0)
               #if (R>0)
                  #local LLD = G[R-1][C-1];     // left lower diagonal
               #else
                  #local LLD = BLC;
               #end
               #if (R+2<Rows)
                  #local LUD = G[R+2][C-1];     // left upper diagonal
               #else
                  #local LUD = TLC;
               #end
            #else
               #local LLD = BLC;
               #local LUD = TLC;
            #end
            #if (C+2<Cols)
               #if (R>0)
                  #local RLD = G[R-1][C+2];     // right lower diagonal
               #else
                  #local RLD = BRC;
               #end
               #if (R+2<Rows)
                  #local RUD = G[R+2][C+2];     // right upper diagonal
               #else
                  #local RUD = TRC;
               #end
            #else
               #local RLD = BRC;
               #local RUD = TRC;
            #end
            // following for uv_vectors
            #local iX = G[0][0].x;
            #local iZ = G[0][0].z;
            #local denX = G[Rows-1][Cols-1].x-iX;
            #local denZ = G[Rows-1][Cols-1].z-iZ;
            bicubic_patch { type 1 flatness 0 u_steps 3 v_steps 3
               uv_vectors <(BLC.x-iX)/denX, (BLC.z-iZ)/denZ>,
                                  <(BRC.x-iX)/denX, (BRC.z-iZ)/denZ>,
                                  <(TRC.x-iX)/denX, (TRC.z-iZ)/denZ>,
                                  <(TLC.x-iX)/denX, (TLC.z-iZ)/denZ>
               // row 0
                  BLC // a given point
                  (
((LBLC.y<BLC.y&BLC.y<BRC.y)|(LBLC.y>BLC.y&BLC.y>BRC.y))?(BLC+BRC)/2:
<(BLC.x+BRC.x)/2, BLC.y, (BLC.z+BRC.z)/2> )
                  (
((BLC.y<BRC.y&BRC.y<RBRC.y)|(BLC.y>BRC.y&BRC.y>RBRC.y))?(BLC+BRC)/2:
<(BLC.x+BRC.x)/2, BRC.y, (BLC.z+BRC.z)/2> )
                  BRC // a given point
               // row 1
                  (
((BBLC.y<BLC.y&BLC.y<TLC.y)|(BBLC.y>BLC.y&BLC.y>TLC.y))?(BLC+TLC)/2:
<(BLC.x+TLC.x)/2, BLC.y, (BLC.z+TLC.z)/2> )
                    (
((LLD.y<BLC.y&BLC.y<TRC.y)|(LLD.y>BLC.y&BLC.y>TRC.y))?(BLC+TRC)/2:
<(BLC.x+TRC.x)/2, BLC.y, (BLC.z+TLC.z)/2> )
                    (
((RLD.y<BRC.y&BRC.y<TLC.y)|(RLD.y>BRC.y&BRC.y>TLC.y))?(BRC+TLC)/2:
<(BRC.x+TLC.x)/2, BRC.y, (BRC.z+TLC.z)/2> )
                  (
((BBRC.y<BRC.y&BRC.y<TRC.y)|(BBRC.y>BRC.y&BRC.y>TRC.y))?(BRC+TRC)/2:
<(BRC.x+TRC.x)/2, BRC.y, (BRC.z+TRC.z)/2> )
               // row 2
                  (
((BLC.y<TLC.y&TLC.y<TTLC.y)|(BLC.y>TLC.y&TLC.y>TTLC.y))?(TLC+BLC)/2:
<(TLC.x+BLC.x)/2, TLC.y, (TLC.z+BLC.z)/2> )
                    (
((BRC.y<TLC.y&TLC.y<LUD.y)|(BRC.y>TLC.y&TLC.y>LUD.y))?(BRC+TLC)/2:
<(BRC.x+TLC.x)/2, TLC.y, (BRC.z+TLC.z)/2> )
                    (
((BLC.y<TRC.y&TRC.y<RUD.y)|(BLC.y>TRC.y&TRC.y>RUD.y))?(BLC+TRC)/2:
<(BLC.x+TRC.x)/2, TRC.y, (BLC.z+TLC.z)/2> )
                  (
((BRC.y<TRC.y&TRC.y<TTRC.y)|(BRC.y>TRC.y&TRC.y>TTRC.y))?(TRC+BRC)/2:
<(TRC.x+BRC.x)/2, TRC.y, (TRC.z+BRC.z)/2> )
               // row 3
                  TLC
                  (
((LTLC.y<TLC.y&TLC.y<TRC.y)|(LTLC.y>TLC.y&TLC.y>TRC.y))?(TLC+TRC)/2:
<(TLC.x+TRC.x)/2, TLC.y, (TLC.z+TRC.z)/2> )
                  (
((TLC.y<TRC.y&TRC.y<RTRC.y)|(TLC.y>TRC.y&TRC.y>RTRC.y))?(TLC+TRC)/2:
<(TLC.x+TRC.x)/2, TRC.y, (TLC.z+TRC.z)/2> )
                  TRC
            }
            #local C=C+1;
         #end
         #local R=R+1;
      #end
   }
}
#end

#declare pwTest = array[5][5] {
   { < 0, 0, 0>,  < 1, 0, 0>,  < 2, 0, 0>,  < 3, 0, 0>,  < 4, 0, 0> },
   { < 0, 0, 1>,  < 1.7, 1, 1.7>,  < 2, 0, 1>,  < 3, 1, 1>,  < 4, 0, 1> },
   { < 0, 0, 2>,  < 1, 0, 2>,  < 2, 0, 2>,  < 3, 0, 2>,  < 4, 0, 2> },
   { < 0, 0, 3>,  < 1,-1, 3>,  < 2, 0, 3>,  < 3,-1, 3>,  < 4, 0, 3> },
   { < 0, 0, 4>,  < 1, 0, 4>,  < 2, 0, 4>,  < 3, 0, 4>,  < 4, 0, 4> }
}

#include "colors.inc"
#include "textures.inc"
light_source { <5,25,-10> rgb <1,1,0.8> }
camera { location < 1.1, 3, -1.1> look_at <2,0,2> angle 67 }

object { PatchWork( pwTest )
   uv_mapping
   texture {
      pigment {
         image_map {
            png "PiThing.png"
            map_type 0  // planar, from <0,0,0> to <1,1,0>
            interpolate 0
            once
         }
      }
//      finish { Shiny }
   }
}


// eof
=========================================


--
Will Woodhull
Thornhenge, SW Oregon, USA
willl.at.thornhenge.net


Post a reply to this message

From: Will W
Subject: patches.inc now in beta [was Re: PatchWork...]
Date: 11 Apr 2003 00:36:07
Message: <3e964637@news.povray.org>
POVPatches, at http://will.thornhenge.net/povpatches/ , is a place where
you can read about, and download, three macros for use in POV-Ray. These
come bundled in patches.inc. They let the POV-Ray user build smooth
bicubic_patch meshes within POV-Ray itself.

This code is now in late beta: it is very stable and has come together in a
rather elegant way. I really don't anticipate any further changes, but it's
always possible that someone else will have a flash of insight that would
make some part of just so much better.


--
Will Woodhull
Thornhenge, SW Oregon, USA
willl.at.thornhenge.net


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