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1 Nov 2024 13:20:03 EDT (-0400)
  Turn an arrow (Message 1 to 10 of 10)  
From: Oleguer Vilella
Subject: Turn an arrow
Date: 22 Jul 2005 06:09:36
Message: <42e0c5e0@news.povray.org>
Hi all,

I've done this arrow:
======================================
union {
cone { <0,0,0>,2,<3,0,0>,0  }
cylinder  { <-5,0,0>,<0,0,0>,1 }
pigment { color  Gray*1.2   }
scale <3, 1.6, 1>
scale 0.5
rotate <0, 0, -90>
}
======================================
Now I was thinking how can I turn the cylinder like a bridge.

I thought that using a spline would work, but I'm not sure if it's the
easiest way, because I think should be another easier way to turn the


Using this:

#local yPos = Ampl*sin(xFreq*xCnt/xNr*2*pi)*cos(zFreq*zCnt/zNr*2*pi);

and then declaring:

#declare Amplitude = 30;

to make the arch.

Any ideas?

Thanks in advance,
Oleguer


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From: Slime
Subject: Re: Turn an arrow
Date: 22 Jul 2005 07:12:33
Message: <42e0d4a1$1@news.povray.org>
> Now I was thinking how can I turn the cylinder like a bridge.

Will a segment of a torus do? You can intersect a torus with two planes to
get a small piece of it.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Oleguer Vilella
Subject: Re: Turn an arrow
Date: 22 Jul 2005 07:27:08
Message: <42e0d80c@news.povray.org>
Yeah, good idea Slime! I haven't thought it.

But, should be a way to turn the cylinder like a half torus and I don't know 
how can I do it.

Best regards,
Oleguer



news:42e0d4a1$1@news.povray.org...
>> Now I was thinking how can I turn the cylinder like a bridge.
>
> Will a segment of a torus do? You can intersect a torus with two planes to
> get a small piece of it.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>


Post a reply to this message

From: B  Gimeno
Subject: Re: Turn an arrow
Date: 23 Jul 2005 18:01:44
Message: <42e2be48$1@news.povray.org>
Investiga con matrix keyword, tal vez no sea exactamente lo que buscas, pero

http://enphilistor.users4.50megs.com/matrix.htm

--
light_source{0,1}#macro C(r,p)cylinder{x*-2,x*2,.9 pigment { rgb
p} /* B Gimeno estoeslarealidad */ rotate p*90 } #end difference
{box {-1,1} C(z /* http://usuarios.lycos.es/game2413 */,x)C(x,y)
C(z,z) pigment{rgb 2} rotate 45 translate z*4} // www.povray.org


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From: Slime
Subject: Re: Turn an arrow
Date: 23 Jul 2005 18:52:28
Message: <42e2ca2c$1@news.povray.org>
> But, should be a way to turn the cylinder like a half torus and I don't
know
> how can I do it.

I'm not quite sure what you're asking if my reply didn't answer it.

Let's say you had a cylinder, along the Y axis from <0,0,0> to <0,H,0> with
radius R. You want to curl the cylinder by X degrees towards the x-axis. You
could do it like this:

#declare H = 2;
#declare X = 90;
#declare R = .2;

intersection {
    torus {
        // we want X/360 * circumference of torus to equal H
        #declare MajorRad = H*360/(X*2*pi);
        MajorRad,
        // minor radius = cylinder's radius
        R

    }

    #if (X < 180)
        intersection {
    #else
        union {
    #end
        // cut off the bottom
        plane {
            -z,0
        }
        // cut off the other end
        plane {
            z,0
            rotate X*y
        }
    }

    translate MajorRad*x
    rotate -90*x

    pigment {rgb 1}

    rotate 90*x
}

It sounds like you want X = 180 if you want "half a torus." Watch what
happens as you bring X from 0 to 90, 180 and even up to 360.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Warp
Subject: Re: Turn an arrow
Date: 24 Jul 2005 01:58:48
Message: <42e32e18@news.povray.org>
B. Gimeno <NO_### [at] lycoses> wrote:
> Investiga con matrix keyword, tal vez no sea exactamente lo que buscas, pero

> http://enphilistor.users4.50megs.com/matrix.htm

  Matrix transformations can only perform linear transformations. They
can't bend a cylinder into a torus segment.

-- 

                                                          - Warp


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From: Oleguer Vilella
Subject: Re: Turn an arrow
Date: 30 Jul 2005 14:52:35
Message: <42ebcc73@news.povray.org>
Hi all,

Yeah, you've used a torus to do it.

Sorry for the late reply, I was outside of Lleida.

Thanks,
Oleguer





news:42e2ca2c$1@news.povray.org...
>> But, should be a way to turn the cylinder like a half torus and I don't
> know
>> how can I do it.
>
> I'm not quite sure what you're asking if my reply didn't answer it.
>
> Let's say you had a cylinder, along the Y axis from <0,0,0> to <0,H,0> 
> with
> radius R. You want to curl the cylinder by X degrees towards the x-axis. 
> You
> could do it like this:
>
> #declare H = 2;
> #declare X = 90;
> #declare R = .2;
>
> intersection {
>    torus {
>        // we want X/360 * circumference of torus to equal H
>        #declare MajorRad = H*360/(X*2*pi);
>        MajorRad,
>        // minor radius = cylinder's radius
>        R
>
>    }
>
>    #if (X < 180)
>        intersection {
>    #else
>        union {
>    #end
>        // cut off the bottom
>        plane {
>            -z,0
>        }
>        // cut off the other end
>        plane {
>            z,0
>            rotate X*y
>        }
>    }
>
>    translate MajorRad*x
>    rotate -90*x
>
>    pigment {rgb 1}
>
>    rotate 90*x
> }
>
> It sounds like you want X = 180 if you want "half a torus." Watch what
> happens as you bring X from 0 to 90, 180 and even up to 360.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>


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From: Oleguer Vilella
Subject: Re: Turn an arrow
Date: 30 Jul 2005 14:55:11
Message: <42ebcd0f@news.povray.org>
Hi Bruno,

Thanks for the page. I will read it, it looks interesting.

Regards,
Oleguer



news:42e2be48$1@news.povray.org...
> Investiga con matrix keyword, tal vez no sea exactamente lo que buscas, 
> pero

> http://enphilistor.users4.50megs.com/matrix.htm
>
> --
> light_source{0,1}#macro C(r,p)cylinder{x*-2,x*2,.9 pigment { rgb
> p} /* B Gimeno estoeslarealidad */ rotate p*90 } #end difference
> {box {-1,1} C(z /* http://usuarios.lycos.es/game2413 */,x)C(x,y)
> C(z,z) pigment{rgb 2} rotate 45 translate z*4} // www.povray.org
>
>


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From: Oleguer Vilella
Subject: Re: Turn an arrow
Date: 1 Aug 2005 05:25:48
Message: <42edea9c@news.povray.org>
Hi Slime and all,

Using your code like this:
======================================
#declare H = 2;
#declare X = 90;
#declare R = .2;

#declare Fletxa = object {
intersection {
torus {
// we want X/360 * circumference of torus to equal H
#declare MajorRad = H*360/(X*2*pi);
MajorRad,
// minor radius = cylinder's radius
R }
#if (X < 180)
intersection {
#else

union {
#end
// cut off the bottom
plane { -z, 0 }
// cut off the other end
plane { z, 0
rotate X*y } }

translate MajorRad*x
rotate -90*x
pigment { rgb 1 }
rotate 90*x
translate <0, 0, 0> + Direction
}}

#declare Punta = object {
cone { <0,0,0>,0.5,<1.5,0,0>,0
pigment { rgb 1 } }
scale 0.5
translate <0, 6, 0> + Direction
}

union {
object { Fletxa }
object { Punta rotate <0, 90, 0> } }
======================================
How can I calculate the position of the cone the place it exactly on the end 
of the torus?

Regards,
Oleguer



news:42ebcc73@news.povray.org...
> Hi all,
>
> Yeah, you've used a torus to do it.
>
> Sorry for the late reply, I was outside of Lleida.
>
> Thanks,
> Oleguer
>
>
>
>

> news:42e2ca2c$1@news.povray.org...
>>> But, should be a way to turn the cylinder like a half torus and I don't
>> know
>>> how can I do it.
>>
>> I'm not quite sure what you're asking if my reply didn't answer it.
>>
>> Let's say you had a cylinder, along the Y axis from <0,0,0> to <0,H,0> 
>> with
>> radius R. You want to curl the cylinder by X degrees towards the x-axis. 
>> You
>> could do it like this:
>>
>> #declare H = 2;
>> #declare X = 90;
>> #declare R = .2;
>>
>> intersection {
>>    torus {
>>        // we want X/360 * circumference of torus to equal H
>>        #declare MajorRad = H*360/(X*2*pi);
>>        MajorRad,
>>        // minor radius = cylinder's radius
>>        R
>>
>>    }
>>
>>    #if (X < 180)
>>        intersection {
>>    #else
>>        union {
>>    #end
>>        // cut off the bottom
>>        plane {
>>            -z,0
>>        }
>>        // cut off the other end
>>        plane {
>>            z,0
>>            rotate X*y
>>        }
>>    }
>>
>>    translate MajorRad*x
>>    rotate -90*x
>>
>>    pigment {rgb 1}
>>
>>    rotate 90*x
>> }
>>
>> It sounds like you want X = 180 if you want "half a torus." Watch what
>> happens as you bring X from 0 to 90, 180 and even up to 360.
>>
>> - Slime
>> [ http://www.slimeland.com/ ]
>>
>>
>
>


Post a reply to this message

From: Oleguer Vilella
Subject: Re: Turn an arrow
Date: 1 Aug 2005 06:00:55
Message: <42edf2d7@news.povray.org>
If I do this:
======================================
#declare H = 2;
#declare X = 90;
#declare R = .2;
#declare Fletxa = object {
intersection {
torus {
// we want X/360 * circumference of torus to equal H
#declare MajorRad = H*360/(X*2*pi);
MajorRad,
// minor radius = cylinder's radius
R }
#if (X < 180)
intersection {
#else

union {
#end
// cut off the bottom
plane { -z, 0 }
// cut off the other end
plane { z, 0
rotate X*y } }

translate MajorRad*x
rotate -90*x
pigment { rgb 1 }
rotate 90*x
translate <1.06, -0.7, 0> + Direction*3
rotate <180, 0, 0>
}}

#declare Punta = object {
cone { <0,0,0>,0.5,<1.5,0,0>,0
pigment { rgb 1 } }
scale 0.5
translate <1.5, 3, 0> + Direction*3
rotate <0, 180, 180>
}


union {
object { Fletxa }
object { Punta }
translate <6, 0, 0> + Direction }
======================================
When I translate all the union, the cylinder isn't moving following the 
torus. Why? They are into an union, so, the translate vector should move all 
the object. Isn't it?

Regards,
Oleguer




news:42edea9c@news.povray.org...
> Hi Slime and all,
>
> Using your code like this:
> ======================================
> #declare H = 2;
> #declare X = 90;
> #declare R = .2;
>
> #declare Fletxa = object {
> intersection {
> torus {
> // we want X/360 * circumference of torus to equal H
> #declare MajorRad = H*360/(X*2*pi);
> MajorRad,
> // minor radius = cylinder's radius
> R }
> #if (X < 180)
> intersection {
> #else
>
> union {
> #end
> // cut off the bottom
> plane { -z, 0 }
> // cut off the other end
> plane { z, 0
> rotate X*y } }
>
> translate MajorRad*x
> rotate -90*x
> pigment { rgb 1 }
> rotate 90*x
> translate <0, 0, 0> + Direction
> }}
>
> #declare Punta = object {
> cone { <0,0,0>,0.5,<1.5,0,0>,0
> pigment { rgb 1 } }
> scale 0.5
> translate <0, 6, 0> + Direction
> }
>
> union {
> object { Fletxa }
> object { Punta rotate <0, 90, 0> } }
> ======================================
> How can I calculate the position of the cone the place it exactly on the 
> end of the torus?
>
> Regards,
> Oleguer
>
>

> news:42ebcc73@news.povray.org...
>> Hi all,
>>
>> Yeah, you've used a torus to do it.
>>
>> Sorry for the late reply, I was outside of Lleida.
>>
>> Thanks,
>> Oleguer
>>
>>
>>
>>

>> news:42e2ca2c$1@news.povray.org...
>>>> But, should be a way to turn the cylinder like a half torus and I don't
>>> know
>>>> how can I do it.
>>>
>>> I'm not quite sure what you're asking if my reply didn't answer it.
>>>
>>> Let's say you had a cylinder, along the Y axis from <0,0,0> to <0,H,0> 
>>> with
>>> radius R. You want to curl the cylinder by X degrees towards the x-axis. 
>>> You
>>> could do it like this:
>>>
>>> #declare H = 2;
>>> #declare X = 90;
>>> #declare R = .2;
>>>
>>> intersection {
>>>    torus {
>>>        // we want X/360 * circumference of torus to equal H
>>>        #declare MajorRad = H*360/(X*2*pi);
>>>        MajorRad,
>>>        // minor radius = cylinder's radius
>>>        R
>>>
>>>    }
>>>
>>>    #if (X < 180)
>>>        intersection {
>>>    #else
>>>        union {
>>>    #end
>>>        // cut off the bottom
>>>        plane {
>>>            -z,0
>>>        }
>>>        // cut off the other end
>>>        plane {
>>>            z,0
>>>            rotate X*y
>>>        }
>>>    }
>>>
>>>    translate MajorRad*x
>>>    rotate -90*x
>>>
>>>    pigment {rgb 1}
>>>
>>>    rotate 90*x
>>> }
>>>
>>> It sounds like you want X = 180 if you want "half a torus." Watch what
>>> happens as you bring X from 0 to 90, 180 and even up to 360.
>>>
>>> - Slime
>>> [ http://www.slimeland.com/ ]
>>>
>>>
>>
>>
>
>


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