POV-Ray : Newsgroups : povray.binaries.scene-files : Polyhedra include file Server Time
2 Sep 2024 16:22:15 EDT (-0400)
  Polyhedra include file (Message 1 to 5 of 5)  
From: Dan Johnson
Subject: Polyhedra include file
Date: 10 Jan 2001 23:20:43
Message: <3A5D35C4.9677F832@hotmail.com>
Include file with many shapes, and a scene file that uses all of them.


Post a reply to this message


Attachments:
Download 'polyhedra_demo.pov.txt' (8 KB) Download 'us-ascii' (25 KB)

From: Dan Johnson
Subject: Revised demo file
Date: 12 Jan 2001 00:01:39
Message: <3A5E9098.CECF6A5B@hotmail.com>
Revised demo for my include file.  Text is easier to read in rendered image.
Dan Johnson


Post a reply to this message


Attachments:
Download 'polyhedra_demo.pov.txt' (8 KB)

From: Tor Olav Kristensen
Subject: Re: Polyhedra include file
Date: 13 Jan 2001 14:46:46
Message: <3A60AF53.49F05C6E@online.no>
Dan Johnson wrote:
> 
> #macro Arrange_3d (A,B,C,N)
>        ( (mod(N+A-1,A))*x + (B-mod(div(N+A-1,A)+B-1,B))*y +
(mod(div(N+B*A-1,B*A)+C-1,C))*z -<A-1,B+1,C-1>/2)
> #end  // use only natural numbers aka 1,2,3,4,5,6... no fractions 0 or negative
numbers
>...

A little nit-picking from me follows ...

The above macro could be slightly simplified like this:

#macro Arrange_3d(A, B, C, N)
  (< mod(N+A-1,A),
    -mod(div(N+A-1,A)+B-1,B),
     mod(div(N+B*A-1,B*A)+C-1,C)>-
   <A-1,-B+1,C-1>/2)
#end // macro Arrange_3d


Or like this:

#macro MM(M,N)
  mod(N+M-1,M)
#end // macro MM

#macro DD(M,N)
  div(N+M-1,M)
#end // macro DD

#macro Arrange_3d(A,B,C,N)
  (<MM(A,N),MM(B,DD(A,N)),MM(C,DD(A*B,N))>-<A-1,B-1,C-1>/2)*(x-y+z)
#end // macro Arrange_3d



> #declare Golden2 = (Golden -1); // the golden ratio is the only ratio where one is
the difference between it and its inverse

I didn't know that. Interesting fact.


It's a lot of math work you have done with this include !

Maybe you could make some more general macros that
handles arrays containing the coordinates for the 
different cylinders, spheres, torii and planes and
then "spreads" them around to their positions ?


E.g.
If you declared and array like this:

#declare IcosahedronVertexArray =
array [12] {
  < Golden2,        0,  Golden3>,
  < Golden2,        0, -Golden3>,
  < Golden3,  Golden2,        0>,
  < Golden3, -Golden2,        0>,
  <       0,  Golden3,  Golden2>,
  <       0,  Golden3, -Golden2>,
  <       0, -Golden3,  Golden2>,
  <       0, -Golden3, -Golden2>,
  <-Golden3,  Golden2,        0>,
  <-Golden3, -Golden2,        0>,
  <-Golden2,        0,  Golden3>,
  <-Golden2,        0, -Golden3>
}


Then you could write things like this:

#include "glass.inc"

#declare SphereCentreArray =
  ScaleArray(IcosahedronVertexArray, 3);

#declare SphereRadii = 0.5;

merge {
  SphereSpread(SphereCenterArray, SphereRadii)
  interior { I_Glass }
  texture { T_Glass3 }  
}


The ScaleArray macro just multiplies every 
vector in the array by a scalar.

And the SphereSpread macro just puts a sphere
in every position given in the array.


I hope this triggers some ideas...  :)


Regards,

Tor Olav
-- 
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


Post a reply to this message

From: Dan Johnson
Subject: Re: Polyhedra include file
Date: 19 Jan 2001 02:17:22
Message: <3A67EB4C.EFE1B3BD@hotmail.com>
Tor Olav Kristensen wrote:

> Dan Johnson wrote:
> >
> > #macro Arrange_3d (A,B,C,N)
> >        ( (mod(N+A-1,A))*x + (B-mod(div(N+A-1,A)+B-1,B))*y +
(mod(div(N+B*A-1,B*A)+C-1,C))*z -<A-1,B+1,C-1>/2)
> > #end  // use only natural numbers aka 1,2,3,4,5,6... no fractions 0 or negative
numbers
> >...
>
> A little nit-picking from me follows ...
>
> The above macro could be slightly simplified like this:
>
> #macro Arrange_3d(A, B, C, N)
>   (< mod(N+A-1,A),
>     -mod(div(N+A-1,A)+B-1,B),
>      mod(div(N+B*A-1,B*A)+C-1,C)>-
>    <A-1,-B+1,C-1>/2)
> #end // macro Arrange_3d
>
> Or like this:
>
> #macro MM(M,N)
>   mod(N+M-1,M)
> #end // macro MM
>
> #macro DD(M,N)
>   div(N+M-1,M)
> #end // macro DD
>
> #macro Arrange_3d(A,B,C,N)
>   (<MM(A,N),MM(B,DD(A,N)),MM(C,DD(A*B,N))>-<A-1,B-1,C-1>/2)*(x-y+z)
> #end // macro Arrange_3d
>

I think it took me three days to figure out how to make that macro work.  After that I
didn't want to look at it anymore.  Do you
understand what it does, and how?

This function started when I made my fist cube out of cylinders, and I looked at the
resulting points.
<0,0,0>
<0,0,1>
<0,1,0>
<0,1,1>
<1,0,0>
<1,0,1>
<1,1,0>
<1,1,1>

Hmm binary.  So I made a little macro based on base10 to binary conversion.

//macro Cube_points returns a vector for a corner of a cube given an integer 1-8
periodic after 8
#macro Cube_points (N)
        (mod(N,2)*2*z + mod(div(N+1,2),2)*2*y + mod(div(N+3,4),2)*2*x -1)
#end

Then I realized that it could be made much more versatile, and I set out to make a
cubic lattice of any dimensions.  Since the
order of placement was still based on my binary algorithm it arranged things in a way
people don't usually think.  I changed
things around until it went left to right, top to bottom, front to back ( like a
book).  The arrange 3d function is the result.

More recently I figured out that it could be made even more versatile.  I could do
things like have three in one row, and four in
the next, and continue alternating.  I think I may be able to make a macro that will
spit out the coordinates of icosahedron
vertexes.  That would go a long way towards simplifying the process of making an 8
frequency geodesic dome.

>
> > #declare Golden2 = (Golden -1); // the golden ratio is the only ratio where one is
the difference between it and its inverse
>
> I didn't know that. Interesting fact.
>
> It's a lot of math work you have done with this include !
>
> Maybe you could make some more general macros that
> handles arrays containing the coordinates for the
> different cylinders, spheres, torii and planes and
> then "spreads" them around to their positions ?
>
> E.g.
> If you declared and array like this:
>
> #declare IcosahedronVertexArray =
> array [12] {
>   < Golden2,        0,  Golden3>,
>   < Golden2,        0, -Golden3>,
>   < Golden3,  Golden2,        0>,
>   < Golden3, -Golden2,        0>,
>   <       0,  Golden3,  Golden2>,
>   <       0,  Golden3, -Golden2>,
>   <       0, -Golden3,  Golden2>,
>   <       0, -Golden3, -Golden2>,
>   <-Golden3,  Golden2,        0>,
>   <-Golden3, -Golden2,        0>,
>   <-Golden2,        0,  Golden3>,
>   <-Golden2,        0, -Golden3>
> }
>
> Then you could write things like this:
>
> #include "glass.inc"
>
> #declare SphereCentreArray =
>   ScaleArray(IcosahedronVertexArray, 3);
>
> #declare SphereRadii = 0.5;
>
> merge {
>   SphereSpread(SphereCenterArray, SphereRadii)
>   interior { I_Glass }
>   texture { T_Glass3 }
> }
>
> The ScaleArray macro just multiplies every
> vector in the array by a scalar.
>
> And the SphereSpread macro just puts a sphere
> in every position given in the array.
>

Didn't understand how the array function worked, makes sense now.

>
> I hope this triggers some ideas...  :)
>

It has.

>
> Regards,
>
> Tor Olav
> --
> mailto:tor### [at] hotmailcom
> http://www.crosswinds.net/~tok/tokrays.html

Dan Johnson


Post a reply to this message

From: Tor Olav Kristensen
Subject: Re: Polyhedra include file
Date: 23 Jan 2001 19:55:35
Message: <3A6E27C8.5A71B161@online.no>
Dan Johnson wrote:
> 
> Tor Olav Kristensen wrote:
> 
> > Dan Johnson wrote:
> > >
> > > #macro Arrange_3d (A,B,C,N)
> > >        ( (mod(N+A-1,A))*x + (B-mod(div(N+A-1,A)+B-1,B))*y +
(mod(div(N+B*A-1,B*A)+C-1,C))*z -<A-1,B+1,C-1>/2)
> > > #end  // use only natural numbers aka 1,2,3,4,5,6... no fractions 0 or negative
numbers
> > >...
> 
>...
> I think it took me three days to figure out how to make that macro work.  After that
I didn't want to look at it anymore.  Do you
> understand what it does, and how?

Yes, I understand what it does.
And now I also understand what's going on.

I think this macro is a clever idea !


> This function started when I made my fist cube out of cylinders, and I looked at the
resulting points.
> <0,0,0>
> <0,0,1>
> <0,1,0>
> <0,1,1>
> <1,0,0>
> <1,0,1>
> <1,1,0>
> <1,1,1>
> 
> Hmm binary.  So I made a little macro based on base10 to binary conversion.
> 
> //macro Cube_points returns a vector for a corner of a cube given an integer 1-8
periodic after 8
> #macro Cube_points (N)
>         (mod(N,2)*2*z + mod(div(N+1,2),2)*2*y + mod(div(N+3,4),2)*2*x -1)
> #end

Of course I have to "twist" your code a little bit  ;)

<mod(div(N + 3, 4), 2), mod(div(N + 1, 2), 2), mod(N, 2)>*2 - <1, 1, 1>


Hmmm... so it would go on like this:

mod(div(N + (2^0 - 1), 2^0), 2) -> mod(div(N +  0,  1), 2) -> mod(N, 2)
mod(div(N + (2^1 - 1), 2^1), 2) -> mod(div(N +  1,  2), 2)
mod(div(N + (2^2 - 1), 2^2), 2) -> mod(div(N +  3,  4), 2)
mod(div(N + (2^3 - 1), 2^3), 2) -> mod(div(N +  7,  8), 2)
mod(div(N + (2^4 - 1), 2^4), 2) -> mod(div(N + 15, 16), 2)
...


> Then I realized that it could be made much more versatile, and I set out to make a
cubic lattice of any dimensions.  Since the
> order of placement was still based on my binary algorithm it arranged things in a
way people don't usually think.  I changed
> things around until it went left to right, top to bottom, front to back ( like a
book).  The arrange 3d function is the result.
> 
> More recently I figured out that it could be made even more versatile.  I could do
things like have three in one row, and four in
> the next, and continue alternating.  I think I may be able to make a macro that will
spit out the coordinates of icosahedron
> vertexes.  That would go a long way towards simplifying the process of making an 8
frequency geodesic dome.

If you manage to do that (or even if you come close) 
then please post your results !


-- 
Best regards,

Tor Olav

mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.