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Thanks to those who helped last week when I needed to find a point on an
arbitrary axis between two points. The vnormalize has worked brilliantly.
Now I come to beg more wisdom from you.
Lets say there's two points: l_source and l_point_at. Last weeks question
gave me l_desitination which is a point on the axis between those two. I've
drawn a cylinder there with a matchine sphere at l_source.
I've hollowed the object and now need to punch some holes around the edge.
These holes have a focal point around the l_source and need to be angled
along the same axis as the cylinder. After learning about vnormalize I went
looking and found a couple of other v___ funtions. Hobbling them together I
got the following:
union {
// Put vent holes around the source
#local x_point = vcross(l_source, l_point_at); // get a perpendicular
#declare loop_index = 1;
#while (loop_index <= hole_count)
#local x_point = vaxis_rotate(x_point, vnormalize(l_source -
l_point_at), 360/hole_count);
cylinder {
<0,0,0>
x_point
snoot_radius / 20
translate l_source
pigment { Yellow }
}
#declare loop_index = loop_index + 1;
#end
}
Amazingly this works! Almost.
When l_point_at is <0,0,0> or some point along the path between l_source and
<0,0,0> I get a parse error:
Parse Error: Degenerate cylinder, base point = apex point.
I figure it's going to be as easy as extending something a little bit in
some direction somewhere. But where? Help me, O Learned Ones.
Cheers!
Rick
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> #local x_point = vcross(l_source, l_point_at); // get a perpendicular
Well, if l_source and l_point_at are parallel vectors, then vcross will give
you <0,0,0> as its result.
It looks to me like you're trying to get a vector perpendicular to
l_point_at, but it doesn't matter what vector it is as long as it's
perpendicular.
To get a vector perpendicular to another vector, you just do a vcross with
any other vector:
#local x_point = vcross(x, l_point_at); // get a perpendicular
But this can always pose a problem, since you have to ensure that the vector
you choose (x in this case, l_source in your case) isn't parallel to the
vector you're finding a perpendicular for (l_point_at).
The simplest solution is this:
#local x_point = vcross(x, l_point_at);
#if (vlength(x_point) = 0)
#local x_point = vcross(y, l_point_at); // if x was parallel to
l_point_at, try y instead
#end
In any case, there is a function in math.inc, VPerp_To_Vector(V), which will
find a vector perpendicular to l_point_at if you do
VPerp_To_Vector(l_point_at). I wouldn't be surprised if it uses the same
method I just mentioned.
- Slime
[ http://www.slimeland.com/ ]
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Rick Measham wrote:
> Thanks to those who helped last week when I needed to find a point on an
> arbitrary axis between two points. The vnormalize has worked brilliantly.
>
> Now I come to beg more wisdom from you.
>
> Lets say there's two points: l_source and l_point_at. Last weeks question
> gave me l_desitination which is a point on the axis between those two. I've
> drawn a cylinder there with a matchine sphere at l_source.
>
> I've hollowed the object and now need to punch some holes around the edge.
> These holes have a focal point around the l_source and need to be angled
> along the same axis as the cylinder. After learning about vnormalize I went
> looking and found a couple of other v___ funtions. Hobbling them together I
> got the following:
>
> union {
> // Put vent holes around the source
> #local x_point = vcross(l_source, l_point_at); // get a perpendicular
> #declare loop_index = 1;
> #while (loop_index <= hole_count)
> #local x_point = vaxis_rotate(x_point, vnormalize(l_source -
> l_point_at), 360/hole_count);
> cylinder {
> <0,0,0>
> x_point
> snoot_radius / 20
> translate l_source
> pigment { Yellow }
> }
> #declare loop_index = loop_index + 1;
> #end
> }
>
> Amazingly this works! Almost.
>
> When l_point_at is <0,0,0> or some point along the path between l_source and
> <0,0,0> I get a parse error:
> Parse Error: Degenerate cylinder, base point = apex point.
>
> I figure it's going to be as easy as extending something a little bit in
> some direction somewhere. But where? Help me, O Learned Ones.
The code below should work.
I recommend that you read this section in the manual:
http://www.povray.org/documentation/view/3.6.0/49/
(2.1.2.2.2 #declare vs. #local)
- if you haven't already done so.
Tor Olav
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#version 3.6;
#include "colors.inc"
#include "math.inc" // For the VPerp_To_Vector() macro
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Set known constants
#declare NrOfHoles = 6;
#declare CylinderRadius = 0.6;
#declare HolesRadius = 0.2;
#declare pSource = <-3, -2, -2>;
#declare pPointAt = <3, 2, 3>;
#declare DistFromSource = 1.5;
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Solve problem
#declare vDir = pPointAt - pSource;
#declare vPerp = VPerp_To_Vector(vDir);
difference {
cylinder {
pSource, pPointAt, CylinderRadius
pigment { color Yellow }
}
#declare Cnt = 0;
#while (Cnt < NrOfHoles)
#declare pAround = vaxis_rotate(vPerp, vDir, Cnt/NrOfHoles*360);
cylinder {
<0, 0, 0>, pAround, HolesRadius
translate pSource + DistFromSource*vnormalize(vDir)
pigment { color Red*2 }
}
#declare Cnt = Cnt + 1;
#end
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Shoot
light_source { <3, 6, -4>*10 color White }
camera {
location <0, 1, -3>*3
look_at <0, 0, 0>
}
background { color Grey }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
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Slime wrote:
...
> To get a vector perpendicular to another vector, you just do a vcross with
> any other vector:
>
> #local x_point = vcross(x, l_point_at); // get a perpendicular
>
> But this can always pose a problem, since you have to ensure that the vector
> you choose (x in this case, l_source in your case) isn't parallel to the
> vector you're finding a perpendicular for (l_point_at).
>
> The simplest solution is this:
>
> #local x_point = vcross(x, l_point_at);
> #if (vlength(x_point) = 0)
> #local x_point = vcross(y, l_point_at); // if x was parallel to
> l_point_at, try y instead
> #end
>
> In any case, there is a function in math.inc, VPerp_To_Vector(V), which will
> find a vector perpendicular to l_point_at if you do
> VPerp_To_Vector(l_point_at). I wouldn't be surprised if it uses the same
> method I just mentioned.
It's a little bit different.
--
Tor Olav
http://subcube.net
http://subcube.com
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I read your post again.
Now I suspect that you wanted something like this:
Tor Olav
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#version 3.6;
#include "colors.inc"
#include "math.inc" // For the VPerp_To_Vector() macro
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#declare NrOfHoles = 6;
#declare OuterRadius = 0.6;
#declare WallThickness = 0.1;
#declare HolesRadius = 0.2;
#declare pSource = <-3, -2, -2>;
#declare pPointAt = <3, 2, 3>;
#declare DistFromSource = 3;
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#declare InnerRadius = OuterRadius - WallThickness;
#declare vDir = vnormalize(pPointAt - pSource);
#declare vPerp = VPerp_To_Vector(vDir);
difference {
cylinder {
pSource, pPointAt, OuterRadius
pigment { color Yellow }
}
cylinder {
pSource - 0.01*vDir, pPointAt + 0.01*vDir, InnerRadius
pigment { color Blue*2 }
}
#declare Cnt = 0;
#while (Cnt < NrOfHoles)
#declare pAround = vaxis_rotate(vPerp, vDir, Cnt/NrOfHoles*360);
cylinder {
<0, 0, 0>, pAround + DistFromSource*vDir, HolesRadius
translate pSource
pigment { color Red*2 }
}
#declare Cnt = Cnt + 1;
#end // while
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
light_source { <3, 6, -4>*10 color White }
light_source { <-3, -6, -8>*10 color White }
camera {
location <-1, 0, -2>*4
look_at <0, 0, 0>
}
background { color Grey }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
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