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As far as I can tell, there is quite a bit of duplicated maths in the
path-based POV-Ray shapes. I don't understand *any* of the maths used, so I
can't really tell if it's the same...
In particular, prisms and lathes seem to use quite similar code for testing
if a point lies inside the object (see in_curve in prism.cpp and
Inside_Lathe in lathe.cpp).
I wanted to try implementing a new feature which would involve testing if
points lie inside closed areas (which could be using straight lines,
quadratic curves and bezier curves all in the same path!), and I found it
strange that POV-Ray doesn't already have reusable functions to do the
maths for that.
Are the maths actually *that* different for intersecting paths in prism,
lathe, sor, and truetype fonts? Or could they possibly be combined into
reusable functions used by all (or most) shapes?
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