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global_settings { ambient_light 4 }
//
#include "colors.inc"
#include "shapes.inc"
#include "math.inc"
#macro round_cone_triangle ( p1, p2, p3, r1, r2, r3, bT, rT, gT, vT)
//Joining lines
//
#local EdgeRadius = 1;
union{
object{Round_Cone2(p3, r3, p1, r1, EdgeRadius)texture{rT} }
object{Round_Cone2(p1, r1, p2, r2, EdgeRadius)texture{bT} }
object{Round_Cone2(p2, r2, p3, r3, EdgeRadius)texture{gT} }
#end
//
//Triangle definitions
//
#declare p1 = <-5,0,0>;
#declare p2 = <5,4,0>;
#declare p3 = <-5,9,0>;
#declare r1 = 5;
#declare r2 = 3;
#declare r3 = 1;
//Colour Textures
#declare bT = texture{ pigment { rgb<0,0,1> } } //Blue
#declare rT = texture{ pigment { rgb<1,0,0> } } //Red
#declare gT = texture{ pigment { rgb<0,1,0> } } //Green
#declare vT = texture{ pigment { rgb<0.5,0,1> }} //Violet
object{round_cone_triangle ( p1, p2, p3, r1, r2, r3, bT, rT, gT, vT) }
//
#macro
SF_roundtriangleintpoints(Point1,Point2,iNorm,vertA,vertB,vertC,radA,radB,radC)
//
#local vertA = <-5,0,0>;
#local vertB = <5,4,0>;
#local vertC = <-5,9,0>;
#local radA = 5;
#local radB = 3;
#local radC = 1;
//
#if(radA<=0)
#local iNorm = 0;
#local Point1 = vertA;
#local Point2 = vertA;
#else
#local AtoB = vertB - vertA;
#local ellAB = vlength(AtoB);
#if(ellAB>abs(radA-radB))
// May not degenerate to a single roundcone
#local AtoB = AtoB/ellAB;
#local cyl1AB = vertA + radA*(radA - radB)*AtoB/ellAB;
#local sinalphaAB = (radA - radB)/ellAB;
// Given the #if condition, 0 < sinalphaAB < 1
#local cosalphaAB = sqrt(1-sinalphaAB*sinalphaAB);
#local AtoC = vertC - vertA;
#local ellAC = vlength(AtoC);
#if(ellAC>abs(radA-radC))
// May not degenerate to a single roundcone
#local AtoC = AtoC/ellAC;
#local cyl1AC = vertA + radA*(radA - radA)*AtoC/ellAC;
#local cyl2AC = vertC + radC*(radA - radC)*AtoC/ellAC;
#local sinalphaAC = (radA - radC)/ellAC;
// Given the #if condition, 0 < sinalphAC < 1
#local cosalphaAC = sqrt(1-sinalphaAC*sinalphaAC);
#local cosbetaABC = vdot(AtoB,AtoC);
#if(cosbetaABC > 1)
#local cosbetaABC = 1;
#end
#local sinbetaABC = sqrt(1 - cosbetaABC*cosbetaABC);
#local AtoBperpC = AtoC - cosbetaABC*AtoB;
#local lAtoBperpC = vlength(AtoBperpC);
#if(lAtoBperpC > 0)
#local AtoBperpC = AtoBperpC/vlength(AtoBperpC);
#end
#local ABCperp = vcross(AtoB,AtoC);
#local ABCArea = vlength(ABCperp);
#if(ABCArea > 0)
#local ABCperp = ABCperp/ABCArea;
#local yABC =
radA*((radA-radC)/ellAC-cosbetaABC*(radA-radB)/ellAB)/sinbetaABC;
#local zABC = radA*radA - yABC*yABC -
(radA*(radA-radB)/ellAB)*(radA*(radA-radB)/ellAB);
#else
#local zABC = -1;
#end
#if(zABC>=0.000000001)
// Didn't degenerate into a single roundcone
#local zABC = sqrt(zABC);
#local iNorm = 1;
#local Point1 = cyl1AB + yABC*AtoBperpC + zABC*ABCperp;
#local Point2 = cyl1AB + yABC*AtoBperpC - zABC*ABCperp;
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end
#end
//
//
object{SF_roundtriangleintpoints(Point1,Point2,iNorm,vertA,vertB,vertC,radA,radB,radC)}
background {color White}
light_source { <20,20,-20> White shadowless}
camera{orthographic location <0,0,-10> look_at <0,0,0> }
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Well, you were obviously missing an #end.
I indented the [many :O ] nested #if/#else/#end statements and commented the
#ends, and then added variable definitions before the invocation of the second
macro, but that macro doesn't yet define an object to be used in an object {}
statement...
This ought to get you most of the way there:
#version 3.71;
global_settings {
assumed_gamma 1.0
ambient_light 4
}
#include "colors.inc"
#include "shapes.inc"
#include "math.inc"
#macro round_cone_triangle ( p1, p2, p3, r1, r2, r3, bT, rT, gT, vT)
//Joining lines
#local EdgeRadius = 1;
union {
object{Round_Cone2(p3, r3, p1, r1, EdgeRadius)texture{rT} }
object{Round_Cone2(p1, r1, p2, r2, EdgeRadius)texture{bT} }
object{Round_Cone2(p2, r2, p3, r3, EdgeRadius)texture{gT} }
}
#end
//Triangle definitions
#declare p1 = <-5,0,0>;
#declare p2 = <5,4,0>;
#declare p3 = <-5,9,0>;
#declare r1 = 5;
#declare r2 = 3;
#declare r3 = 1;
//Colour Textures
#declare bT = texture{ pigment { rgb<0,0,1> } } //Blue
#declare rT = texture{ pigment { rgb<1,0,0> } } //Red
#declare gT = texture{ pigment { rgb<0,1,0> } } //Green
#declare vT = texture{ pigment { rgb<0.5,0,1> }} //Violet
object {round_cone_triangle ( p1, p2, p3, r1, r2, r3, bT, rT, gT, vT) }
#macro SF_roundtriangleintpoints
(Point1,Point2,iNorm,vertA,vertB,vertC,radA,radB,radC)
//
#local vertA = <-5,0,0>;
#local vertB = <5,4,0>;
#local vertC = <-5,9,0>;
#local radA = 5;
#local radB = 3;
#local radC = 1;
//
#if(radA<=0)
#local iNorm = 0;
#local Point1 = vertA;
#local Point2 = vertA;
#else
#local AtoB = vertB - vertA;
#local ellAB = vlength(AtoB);
#if(ellAB>abs(radA-radB))
// May not degenerate to a single roundcone
#local AtoB = AtoB/ellAB;
#local cyl1AB = vertA + radA*(radA - radB)*AtoB/ellAB;
#local sinalphaAB = (radA - radB)/ellAB;
// Given the #if condition, 0 < sinalphaAB < 1
#local cosalphaAB = sqrt(1-sinalphaAB*sinalphaAB);
#local AtoC = vertC - vertA;
#local ellAC = vlength(AtoC);
#if(ellAC>abs(radA-radC))
// May not degenerate to a single roundcone
#local AtoC = AtoC/ellAC;
#local cyl1AC = vertA + radA*(radA - radA)*AtoC/ellAC;
#local cyl2AC = vertC + radC*(radA - radC)*AtoC/ellAC;
#local sinalphaAC = (radA - radC)/ellAC;
// Given the #if condition, 0 < sinalphAC < 1
#local cosalphaAC = sqrt(1-sinalphaAC*sinalphaAC);
#local cosbetaABC = vdot(AtoB,AtoC);
#if(cosbetaABC > 1)
#local cosbetaABC = 1;
#end // end #if(cosbetaABC > 1)
#local sinbetaABC = sqrt(1 - cosbetaABC*cosbetaABC);
#local AtoBperpC = AtoC - cosbetaABC*AtoB;
#local lAtoBperpC = vlength(AtoBperpC);
#if(lAtoBperpC > 0)
#local AtoBperpC = AtoBperpC/vlength(AtoBperpC);
#end // end #if(lAtoBperpC > 0)
#local ABCperp = vcross(AtoB,AtoC);
#local ABCArea = vlength(ABCperp);
#if(ABCArea > 0)
#local ABCperp = ABCperp/ABCArea;
#local yABC =
radA*((radA-radC)/ellAC-cosbetaABC*(radA-radB)/ellAB)/sinbetaABC;
#local zABC = radA*radA - yABC*yABC -
(radA*(radA-radB)/ellAB)*(radA*(radA-radB)/ellAB);
#else
#local zABC = -1;
#end // end #if(ABCArea > 0)
#if(zABC>=0.000000001)
// Didn't degenerate into a single roundcone
#local zABC = sqrt(zABC);
#local iNorm = 1;
#local Point1 = cyl1AB + yABC*AtoBperpC + zABC*ABCperp;
#local Point2 = cyl1AB + yABC*AtoBperpC - zABC*ABCperp;
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end // end #if(zABC>=0.000000001)
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end // end #if(ellAC>abs(radA-radC))
#else
#local iNorm = -1;
#local Point1 = vertA;
#local Point2 = vertA;
#end // end #if(ellAB>abs(radA-radB))
#end // end #if(radA<=0)
#end // end macro
#declare Point1 = <0, 0, 0>;
#declare Point2 = <5, 5, 5>;
#declare iNorm = 1;
#declare vertA = <2, 2, 2>;
#declare vertB = <3, 3, 3>;
#declare vertC = <4, 4, 4>;
#declare radA = 0.25;
#declare radB = 0.35;
#declare radC = 0.1;
// Nowhere in the SF_roundtriangleintpoints do you actually define an object....
object {SF_roundtriangleintpoints (Point1, Point2, iNorm, vertA, vertB, vertC,
radA, radB, radC) }
background {color White}
light_source { <20,20,-20> White shadowless}
camera {orthographic location <0, 0, -10> look_at <0, 0, 0>}
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Thank you
im self teaching myself Pov-RAY finding it very difficult
so sf_roundtrianglepoints are just points i need so im guessing it shouldnt be
an object
i put the corrected code you produced onto pov ray and it worked but i cannot
see the points
altogether i need 6 points
really appreciate your help! :)
"Bald Eagle" <cre### [at] netscapenet> wrote:
> Well, you were obviously missing an #end.
> I indented the [many :O ] nested #if/#else/#end statements and commented the
> #ends, and then added variable definitions before the invocation of the second
> macro, but that macro doesn't yet define an object to be used in an object {}
> statement...
>
> This ought to get you most of the way there:
>
>
> #version 3.71;
> global_settings {
> assumed_gamma 1.0
> ambient_light 4
> }
>
>
> #include "colors.inc"
> #include "shapes.inc"
> #include "math.inc"
>
> #macro round_cone_triangle ( p1, p2, p3, r1, r2, r3, bT, rT, gT, vT)
>
> //Joining lines
>
> #local EdgeRadius = 1;
>
> union {
> object{Round_Cone2(p3, r3, p1, r1, EdgeRadius)texture{rT} }
> object{Round_Cone2(p1, r1, p2, r2, EdgeRadius)texture{bT} }
> object{Round_Cone2(p2, r2, p3, r3, EdgeRadius)texture{gT} }
> }
> #end
>
> //Triangle definitions
>
> #declare p1 = <-5,0,0>;
> #declare p2 = <5,4,0>;
> #declare p3 = <-5,9,0>;
> #declare r1 = 5;
> #declare r2 = 3;
> #declare r3 = 1;
>
> //Colour Textures
> #declare bT = texture{ pigment { rgb<0,0,1> } } //Blue
> #declare rT = texture{ pigment { rgb<1,0,0> } } //Red
> #declare gT = texture{ pigment { rgb<0,1,0> } } //Green
> #declare vT = texture{ pigment { rgb<0.5,0,1> }} //Violet
>
> object {round_cone_triangle ( p1, p2, p3, r1, r2, r3, bT, rT, gT, vT) }
>
>
> #macro SF_roundtriangleintpoints
> (Point1,Point2,iNorm,vertA,vertB,vertC,radA,radB,radC)
> //
> #local vertA = <-5,0,0>;
> #local vertB = <5,4,0>;
> #local vertC = <-5,9,0>;
> #local radA = 5;
> #local radB = 3;
> #local radC = 1;
> //
> #if(radA<=0)
> #local iNorm = 0;
> #local Point1 = vertA;
> #local Point2 = vertA;
> #else
> #local AtoB = vertB - vertA;
> #local ellAB = vlength(AtoB);
>
> #if(ellAB>abs(radA-radB))
> // May not degenerate to a single roundcone
> #local AtoB = AtoB/ellAB;
> #local cyl1AB = vertA + radA*(radA - radB)*AtoB/ellAB;
> #local sinalphaAB = (radA - radB)/ellAB;
> // Given the #if condition, 0 < sinalphaAB < 1
> #local cosalphaAB = sqrt(1-sinalphaAB*sinalphaAB);
> #local AtoC = vertC - vertA;
> #local ellAC = vlength(AtoC);
>
> #if(ellAC>abs(radA-radC))
> // May not degenerate to a single roundcone
> #local AtoC = AtoC/ellAC;
> #local cyl1AC = vertA + radA*(radA - radA)*AtoC/ellAC;
> #local cyl2AC = vertC + radC*(radA - radC)*AtoC/ellAC;
> #local sinalphaAC = (radA - radC)/ellAC;
> // Given the #if condition, 0 < sinalphAC < 1
> #local cosalphaAC = sqrt(1-sinalphaAC*sinalphaAC);
> #local cosbetaABC = vdot(AtoB,AtoC);
>
> #if(cosbetaABC > 1)
> #local cosbetaABC = 1;
> #end // end #if(cosbetaABC > 1)
>
> #local sinbetaABC = sqrt(1 - cosbetaABC*cosbetaABC);
> #local AtoBperpC = AtoC - cosbetaABC*AtoB;
> #local lAtoBperpC = vlength(AtoBperpC);
>
> #if(lAtoBperpC > 0)
> #local AtoBperpC = AtoBperpC/vlength(AtoBperpC);
> #end // end #if(lAtoBperpC > 0)
>
> #local ABCperp = vcross(AtoB,AtoC);
> #local ABCArea = vlength(ABCperp);
>
> #if(ABCArea > 0)
> #local ABCperp = ABCperp/ABCArea;
> #local yABC =
> radA*((radA-radC)/ellAC-cosbetaABC*(radA-radB)/ellAB)/sinbetaABC;
> #local zABC = radA*radA - yABC*yABC -
> (radA*(radA-radB)/ellAB)*(radA*(radA-radB)/ellAB);
> #else
> #local zABC = -1;
> #end // end #if(ABCArea > 0)
>
> #if(zABC>=0.000000001)
> // Didn't degenerate into a single roundcone
> #local zABC = sqrt(zABC);
> #local iNorm = 1;
> #local Point1 = cyl1AB + yABC*AtoBperpC + zABC*ABCperp;
> #local Point2 = cyl1AB + yABC*AtoBperpC - zABC*ABCperp;
> #else
> #local iNorm = -1;
> #local Point1 = vertA;
> #local Point2 = vertA;
> #end // end #if(zABC>=0.000000001)
>
> #else
> #local iNorm = -1;
> #local Point1 = vertA;
> #local Point2 = vertA;
> #end // end #if(ellAC>abs(radA-radC))
>
> #else
> #local iNorm = -1;
> #local Point1 = vertA;
> #local Point2 = vertA;
> #end // end #if(ellAB>abs(radA-radB))
> #end // end #if(radA<=0)
> #end // end macro
>
> #declare Point1 = <0, 0, 0>;
> #declare Point2 = <5, 5, 5>;
> #declare iNorm = 1;
> #declare vertA = <2, 2, 2>;
> #declare vertB = <3, 3, 3>;
> #declare vertC = <4, 4, 4>;
> #declare radA = 0.25;
> #declare radB = 0.35;
> #declare radC = 0.1;
>
> // Nowhere in the SF_roundtriangleintpoints do you actually define an object....
>
> object {SF_roundtriangleintpoints (Point1, Point2, iNorm, vertA, vertB, vertC,
> radA, radB, radC) }
>
> background {color White}
> light_source { <20,20,-20> White shadowless}
> camera {orthographic location <0, 0, -10> look_at <0, 0, 0>}
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"daisy807" <dri### [at] livecouk> wrote:
> Thank you
> im self teaching myself Pov-RAY finding it very difficult
Well, you're off to a pretty amazing start.
I find it useful to visual pair each opening and closing of a block of code with
another level of indent, plus commenting which #end is which.
It's also helpful when writing blocks of code like that to immediately terminate
the block with the matching ending, and then insert the filler code afterwards -
so every opening always has a matching ending.
#if // if #1
#if // # if #2
some code
#end // end if #2
#end // end if #1
That way I can lock my eyes on the opening, and scroll down until I hit the
close. (I need to start doing this with parentheses too)
I also do this with opening and closing curly braces for unions, textures, etc.
> so sf_roundtrianglepoints are just points i need so im guessing it shouldnt be
> an object
> i put the corrected code you produced onto pov ray and it worked but i cannot
> see the points
>
> altogether i need 6 points
You just need a sphere {} for every point. Points in POV-Ray aren't visible
objects - even "if they were" - they'd be infinitely small mathematical points
that were invisible anyway ;)
[back off pedants - you know what I mean! :D ]
So just make a
#declare Triangle = union {sphere {} sphere{} sphere {}}
with very small radii, and that ought to do it.
> really appreciate your help! :)
Sure thing
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