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| From: Mark M Wilson Subject: Partial sweeping around an axis
 Date:  4 Dec 2002 13:38:22
 Message: <3DEE4B86.30200@att.net>
 
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|  |  | Is there a way with SOR and lathe objects to limit the sweep to an arc 
of x degrees, where 0 < x < 360 ? -- WITHOUT differencing of any kind?
--Thanks
MMW
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|  |  | In article <3DE### [at] att net>, Mark M Wilson <mrm### [at] att  net> 
wrote:
> Is there a way with SOR and lathe objects to limit the sweep to an arc 
> of x degrees, where 0 < x < 360 ? -- WITHOUT differencing of any kind?
Well, you could use intersections instead...not what you want, I think. 
There is no way to do that without some kind of CSG or clipped_by.
-- 
Christopher James Huff <cja### [at] earthlink  net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag  povray  org
http://tag.povray.org/ Post a reply to this message
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|  |  | It seems like it _should_ be possible, considering how verbally easy the 
idea is to convey -- not that there's necessarily a correlation between 
the way an idea is expressed in words rather than equations! :-)
Maybe a feature for a future version?
--Mark
Christopher James Huff wrote:
> In article <3DE### [at] att net>, Mark M Wilson <mrm### [at] att  net> 
> wrote:
> 
> 
>>Is there a way with SOR and lathe objects to limit the sweep to an arc 
>>of x degrees, where 0 < x < 360 ? -- WITHOUT differencing of any kind?
>>
> 
> Well, you could use intersections instead...not what you want, I think. 
> There is no way to do that without some kind of CSG or clipped_by.
> 
> Post a reply to this message
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|  |  | In article <3DE### [at] att net>, Mark M Wilson <mrm### [at] att  net> 
wrote:
> It seems like it _should_ be possible, considering how verbally easy the 
> idea is to convey -- not that there's necessarily a correlation between 
> the way an idea is expressed in words rather than equations! :-)
> 
> Maybe a feature for a future version?
It would be very easy to do, and maybe it will someday be 
implemented...but there is already an easy way to do it, using CSG or 
clipped_by, and it is a very special-purpose feature, so there probably 
isn't much interest.
-- 
Christopher James Huff <cja### [at] earthlink  net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag  povray  org
http://tag.povray.org/ Post a reply to this message
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|  |  | > It seems like it _should_ be possible, considering how verbally easy the
> idea is to convey -- not that there's necessarily a correlation between
> the way an idea is expressed in words rather than equations! :-)
The math behind it would be exactly the same as the math behind a CSG.
Why can't you use a CSG?
 - Slime
[ http://www.slimeland.com/ ]
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|  |  | Since you had replied to my earlier posting about efficiency of CSG op's 
and bounding, you may have gathered that I'm "on a mission" to root out 
inefficiently coded CSG's, so I suppose I'm a little overzealous now in 
trying to find the most efficient ways of describing some of my scene 
elements. :-)
--MMW
Christopher James Huff wrote:
> 
> It would be very easy to do, and maybe it will someday be 
> implemented...but there is already an easy way to do it, using CSG or 
> clipped_by, and it is a very special-purpose feature, so there probably 
> isn't much interest.
> 
>
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|  |  | I've nothing against CSG's; see my reply to CJH's posting (12-04-02, 
2:38 pm) on this thread.
--MMW
Slime wrote:
> Why can't you use a CSG?
> 
>  - Slime
> [ http://www.slimeland.com/ ]
> 
> 
>
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|  |  | In article <3dee7287$1@news.povray.org>, "Slime" <slm### [at] slimeland com> 
wrote:
> The math behind it would be exactly the same as the math behind a CSG.
Not really. An intersection or difference with 2 planes does quite a bit 
more than necessary for this, there are a lot of possible optimizations 
that could save some processing power. It is too little for too much of 
a special case to get anyone excited about it though...
-- 
Christopher James Huff <cja### [at] earthlink  net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag  povray  org
http://tag.povray.org/ Post a reply to this message
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|  |  | "Mark M Wilson" <mrm### [at] att net> wrote in message
news:3DE### [at] att  net...
>  I'm "on a mission" to root out inefficiently coded CSG's,
>  so I suppose I'm a little overzealous now in
> trying to find the most efficient ways of describing some of my scene
> elements. :-)
> --MMW
Then code what you can as a mesh approximation, and stop top posting. A
partial lathe mesh would be simple. I'm sure that some have done it, and
there is likely an example somewhere in p.b.s-f.
 -Shay Post a reply to this message
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|  |  | What's "top posting?"  Whatever it is, it seems to really bother you!
Mind your tone.
Shay wrote:
> and stop top posting.  
> A partial lathe mesh would be simple.
Sorry, not for this newbie. ;-)
--Mark
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