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From: Jo Jaquinta
Subject: Deck 6
Date: 4 Mar 2005 10:01:30
Message: <4228784a$1@news.povray.org>
Here's the hard deck. All those curved rooms is the reason I didn't 
start this project years ago! :-)

Jo


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From: Stefan Viljoen
Subject: Re: Deck 6
Date: 5 Mar 2005 16:29:08
Message: <422a24a4@news.povray.org>
The right honourable Jo Jaquinta spake:

> Here's the hard deck. All those curved rooms is the reason I didn't
> start this project years ago! :-)
> 
> Jo

Impressive - how'd you do that?

Regards,

-- 
---
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions


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From: Banan Banansen
Subject: Re: Deck 6
Date: 6 Mar 2005 16:06:53
Message: <422b70ed$1@news.povray.org>
cool, reminds me of the labyrinth in "indiana jones and the fate of
atlantis"


"Jo Jaquinta" <jo### [at] 111georgecom> skrev i melding
news:4228784a$1@news.povray.org...
> Here's the hard deck. All those curved rooms is the reason I didn't
> start this project years ago! :-)
>
> Jo
>
>
>


----------------------------------------------------------------------------
----


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From: Jo Jaquinta
Subject: Re: Deck 6
Date: 7 Mar 2005 15:52:46
Message: <422cbf1e@news.povray.org>
Stefan Viljoen wrote:
> Impressive - how'd you do that?
Thanks! I started by scanning the blueprints. They get scaled to the POV 
resolution I'm using (1 unit = 1 meter) and I can turn them on or off 
for each deck when I render. They are then a guide for laying the other 
stuff out.
The gazillion curved staterooms turned out to be easier than I had 
expected. In the end I was able to do them all with three macros,
which, themselves, called one basic macro. It looks like this:

// left & right from POV of center of circle
// leftAngle      : left/anticockwise side
// rightAngle     : right/clockwise side
// insideRadius   : inner wall
// outsideRadius  : outer wall
// leftWall       : 0 = skip, 1 = solid, 2 = partition, 3 = door
// rightWall      : 0 = skip, 1 = solid, 2 = partition, 3 = door
// insideWall     : 0 = skip, 1 = solid, 2 = solid with doors
// outsideWall    : 0 = skip, 1 = solid, 2 = solid with doors
#macro deck_room(leftAngle, rightAngle, insideRadius, outsideRadius, 
leftWall, rightWall, insideWall, outsideWall)

Basically it draws a curved rectangular room. Instead of "left, right, 
top, bottom", you pass in "left angle, right angle, inner radius, outer 
radius". The remaining variables control what sorts of walls are drawn 
(if any).

This gets rolled up into three higher level macros for drawing the three 
basic room types: lounges, bedrooms, and bathrooms.

#macro deck_room_lounge(leftAngle, rightAngle, insideRadius, 
outsideRadius, leftWall, rightWall, insideWall, outsideWall)
#macro deck_room_bedroom(leftAngle, rightAngle, insideRadius, 
outsideRadius, leftWall, rightWall, insideWall, outsideWall)
#macro deck_room_bathroom(leftAngle, rightAngle, insideRadius, 
outsideRadius, leftWall, rightWall, insideWall, outsideWall)

Presently these macros just draw the walls. Ultimately they would put 
all the furnishings into the room as well.
These three macros are then used by the final macros:

#macro deck_room_stateroom_onedouble(leftAngle, rightAngle, 
insideRadius, outsideRadius, leftWall, rightWall, insideWall, outsideWall)
#macro deck_room_stateroom_twodoubles(leftAngle, rightAngle, 
insideRadius, outsideRadius, leftWall, rightWall, insideWall, outsideWall)
#macro deck_room_stateroom_quad(leftAngle, rightAngle, insideRadius, 
outsideRadius, leftWall, rightWall, insideWall, outsideWall, leftDouble, 
rightDouble)

These lay out the basic room group types. These final macros are then 
used when laying out the deck. E.g:

   // ring 5
   #local a = deck_width_to_angle(DECK_ELEVATOR_RADIUS, 
DECK6_CORR3_OUTER_RADIUS);
   deck_room_stateroom_twodoubles(   0+a,  30-a, 
DECK6_CORR3_OUTER_RADIUS, DECK6_CORR4_INNER_RADIUS, 0, 1, 2, 1)
   deck_room_stateroom_twodoubles(  30+a,  60-a, 
DECK6_CORR3_OUTER_RADIUS, DECK6_CORR4_INNER_RADIUS, 1, 1, 2, 1)
   deck_room_stateroom_twodoubles(  60+a,  90-a, 
DECK6_CORR3_OUTER_RADIUS, DECK6_CORR4_INNER_RADIUS, 1, 1, 2, 1)
   deck_room_stateroom_twodoubles(  90+a, 120-a, 
DECK6_CORR3_OUTER_RADIUS, DECK6_CORR4_INNER_RADIUS, 1, 0, 2, 1)


I've posted the entire deckroom.inc file over in p.t.scene-files if you 
are interested. The whole source code is a bit large. But I have it on a 
public CVS server if anyone is interested. Collaborators welcome!

Cheers,

Jo


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From: Alf Peake
Subject: Re: Deck 6
Date: 8 Mar 2005 15:03:11
Message: <422e04ff@news.povray.org>
Hi Jo,

Neat and looks very complicated. I look forward to the animated 
walk-through ;)

I have not checked your source but wonder if you calculate all 4 walls
of a room at the same time?  Around 30 years ago I was playing with 3D
mazes and realised you only need a left and back wall to a cell, the
right and front walls will be defined in adjacent cells. The floor
will also be the ceiling of the cell below. Saved a lot of valuable
mem and time in those days ;)

Alf


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From: Jo Jaquinta
Subject: Re: Deck 6
Date: 9 Mar 2005 09:52:05
Message: <422f0d95$1@news.povray.org>
Alf Peake wrote:
> Neat and looks very complicated. I look forward to the animated 
> walk-through ;)
Ha ha ha! The cross section took 36 hours to render! I've come up with a 
bounded_by for the curved rectangular rooms that will hopefully cut that 
down. Also the way the model is designed I can draw only one deck at a 
time. So there could be animated walk throughs in the future. I'd love 
to do one zooming up and down the central staircases.

> I have not checked your source but wonder if you calculate all 4 walls
> of a room at the same time?
Not necessarily. The basic macros let you choose what perimeter walls to 
draw. They are also smart enough to override those to draw interior 
walls. It was a little tricky to work out, but I'm a programmer by 
profession, not an artist, so it was familiar territory.

For example for the port staterooms, ring one looks like this:
deck_room_stateroom_twodoubles(DECK6_MESS_ANG, 120-a, 
DECK6_CORR1_OUTER_RADIUS, DECK6_ROOM12_RADIUS, 1, 0, 2, 1)
// second four parameters = draw left wall, don't draw right wall,
//   draw inner wall with doors, draw outer wall
And ring two:
deck_room_stateroom_quad(DECK6_MESS_ANG+a, 120-a, DECK6_ROOM12_RADIUS, 
DECK6_CORR2_INNER_RADIUS, 1, 0, 0, 2, 1, 0)
// second four parameters = draw left wall, don't draw right wall
//    don't draw inner wall, draw outer wall with doors
I.e. the rings are adjacent so ring 1's outer wall becomes ring 2's 
inner wall. So it should be reasonably optimal.

 > The floor will also be the ceiling of the cell below.
I have that with the decks too. But I've got a lot more work to do on 
putting in ceiling and wall decorations. (The original sets didn't have 
ceilings!)

30 years ago? Wow. I can only imagine the impositions on rendering time.
:-)

Cheers,

Jo


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From: Alf Peake
Subject: Re: Deck 6
Date: 9 Mar 2005 17:25:09
Message: <422f77c5@news.povray.org>
"Jo Jaquinta" wrote:

> 30 years ago? Wow. I can only imagine the impositions on rendering 
> time.

On a 6502 CPU with clock about 0.5MHz :(
_Very_ simple mono text graphics 40w*80h giving about 2 secs per 
frame.

Alf


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From: Alf Peake
Subject: Re: Deck 6
Date: 9 Mar 2005 17:27:15
Message: <422f7843@news.povray.org>
"Alf Peake" wrote:
> _Very_ simple mono text graphics 40w*80h giving about 2 secs per

Oooops - 40w * 25 lines :-/

Alf


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From: Alain
Subject: Re: Deck 6
Date: 9 Mar 2005 18:07:10
Message: <422f819e@news.povray.org>
Alf Peake nous apporta ses lumieres en ce 2005-03-09 17:00:
> "Jo Jaquinta" wrote:
> 
> 
>>30 years ago? Wow. I can only imagine the impositions on rendering 
>>time.
> 
> 
> On a 6502 CPU with clock about 0.5MHz :(
> _Very_ simple mono text graphics 40w*80h giving about 2 secs per 
> frame.
> 
> Alf
> 
> 
Was that an Aple 1? How much RAM?
My Apple ][+ was fully loaded with 48Kb RAM plus 16 Kb ROM, running at 1 MHz.

Alain


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From: Alf Peake
Subject: OT Re: Deck 6
Date: 10 Mar 2005 07:11:58
Message: <4230398e@news.povray.org>
"Alain" wrote:
> Was that an Aple 1? How much RAM?

A Commodore (CBM) PET, 2001-8. 8K RAM, I later upgraded to 32K.

> My Apple ][+ was fully loaded with 48Kb RAM plus 16 Kb ROM, running 
> at 1 MHz.

<Jealous> Wow! </Jealous>

Alf


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