POV-Ray : Newsgroups : povray.text.scene-files : Code for NURBS surfaces as mesh2{} objects Server Time
1 Nov 2024 05:21:51 EDT (-0400)
  Code for NURBS surfaces as mesh2{} objects (Message 1 to 4 of 4)  
From: Tor Olav Kristensen
Subject: Code for NURBS surfaces as mesh2{} objects
Date: 25 Mar 2002 15:28:38
Message: <3C9F86D5.778C126F@hotmail.com>
A little bit later than promised, but here it is.

I recommend strongly to read a little about NURBS
and POV functions before using the code below.

Note that the code below will not work with POV-
Ray v3.5 Beta 13.

This is work in progress, so there might be many
errors and that anything may change.

I'll explain more about how to use the macros later
(if I can find time).

Now have fun.


Tor Olav


// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Copyright 2002 by Tor Olav Kristensen
// Email: tor### [at] hotmailcom
// http://www.crosswinds.net/~tok
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

// A simple NURBS surface as a mesh2{} object

#version 3.5; // Beta 14 or later (?)

#include "colors.inc"

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Macros needed because of bug in POV-Ray v3.1 and v3.5 Beta 1 to 13

#macro writeM(AA, FileName)

  #local Dim = dimension_size(AA, 1);
  #fopen ArrayFile FileName write
  #write (ArrayFile, "array[", Dim, "] { ")
  #local Cnt = 0;
  #while (Cnt < Dim)
    #write (ArrayFile, AA[Cnt])
    #if (Cnt < Dim - 1)
      #write (ArrayFile, ", ")
    #end // if
    #local Cnt = Cnt + 1;
  #end // while
  #write (ArrayFile, " }\n")
  #fclose ArrayFile

#end // macro writeM


#macro Mread(FileName)

  #include FileName

#end // macro Mread


#macro Mret(AA)

  writeM(AA, "Temp.txt")
  Mread("Temp.txt")

#end // macro Mret


#macro writeMM(AA, FileName)

  #local DimR = dimension_size(AA, 1);
  #local DimC = dimension_size(AA, 2);
  #fopen ArrayFile FileName write
  #write (ArrayFile, "array[", DimR, "][", DimC,"] {\n")
  #local CntR = 0;
  #while (CntR < DimR)
    #write (ArrayFile, " { ")
    #local CntC = 0;
    #while (CntC < DimC)
      #write (ArrayFile, AA[CntR][CntC])
      #if (CntC < DimC - 1)
        #write (ArrayFile, ", ")
      #end // if
      #local CntC = CntC + 1;
    #end // while
    #write (ArrayFile, " }")
    #if (CntR < DimR - 1)
      #write (ArrayFile, ",")
    #end // if
    #write (ArrayFile, "\n")
    #local CntR = CntR + 1;
  #end // while
  #write (ArrayFile, "}\n")
  #fclose ArrayFile

#end // macro writeMM


#macro MMread(FileName)

  #include FileName

#end // macro MMread


#macro MMret(AA)

  writeMM(AA, "Temp.txt")
  MMread("Temp.txt")

#end // macro MMret

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

#macro printM(AA)

  #local Dim = dimension_size(AA, 1);
  #debug concat("array[", str(Dim, 0, 0), "] { ")
  #local Cnt = 0;
  #while (Cnt < Dim)
    #debug str(AA[Cnt], 0, -1)
    #if (Cnt < Dim - 1)
      #debug ", "
    #end // if
    #local Cnt = Cnt + 1;
  #end // while
  #debug " }\n"

#end // macro printMM


#macro printMM(AA)

  #local DimR = dimension_size(AA, 1);
  #local DimC = dimension_size(AA, 2);
  #debug concat("array[", str(DimR, 0, 0), "]")
  #debug concat("[", str(DimC,0, 0), "] {\n")
  #local CntR = 0;
  #while (CntR < DimR)
    #debug " { "
    #local CntC = 0;
    #while (CntC < DimC)
      #debug str(AA[CntR][CntC], 0, -1)
      #if (CntC < DimC - 1)
        #debug ", "
      #end // if
      #local CntC = CntC + 1;
    #end // while
    #debug " }"
    #if (CntR < DimR - 1)
      #debug ","
    #end // if
    #debug "\n"
    #local CntR = CntR + 1;
  #end // while
  #debug "}\n"

#end // macro printMM

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Macros for making a mesh from 3 uv-functions

#macro ParametricMesh(xxFn, yyFn, zzFn, UVmin, UVmax, NrUV)

  #local NrU = NrUV.u;
  #local NrV = NrUV.v;
  #local NrUP = NrU + 1;
  #local NrVP = NrV + 1;
  #local NrOfVertices = NrUP*NrVP;
  #local Nothing = 1E-9;
  #local dUV = (UVmax - UVmin - Nothing*<1, 1>)/<NrU, NrV>; 

  #local pVertices = array[NrUP][NrVP]

  #local UU = 0;
  #while (UU < NrUP)
    #local VV = 0;
    #while (VV < NrVP)
      #local UV = UVmin + <UU, VV>*dUV;
      #local U = UV.u;
      #local V = UV.v;
      #local pVertices[UU][VV] = <xxFn(U, V), yyFn(U, V), zzFn(U, V)>;
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while

  #local NrOfFaces =2*NrU*NrV;
  #local vFaces1 = array[NrU][NrV]
  #local vFaces2 = array[NrU][NrV]
  #local vFace1Normals = array[NrU][NrV]
  #local vFace2Normals = array[NrU][NrV]
  #local FST = array[NrU][NrV] // Face Split Type

  #local UU = 0;
  #while (UU < NrU)
    #local UP = UU + 1;
    #local VV = 0;
    #while (VV < NrV)
      #local VP = VV + 1;
      #local UVmid = UVmin + <UU + 0.5, VV + 0.5>*dUV;
      #local U = UVmid.u;
      #local V = UVmid.v;
      #local pMid = <xxFn(U, V), yyFn(U, V), zzFn(U, V)>;
      #local pUUVV = pVertices[UU][VV];
      #local pUPVP = pVertices[UP][VP];
      #local pUPVV = pVertices[UP][VV];
      #local pUUVP = pVertices[UU][VP];
      #local pMeanF = (pUUVV + pUPVP)/2;
      #local pMeanB = (pUPVV + pUUVP)/2;
      #if (vlength(pMeanF - pMid) < vlength(pMeanB - pMid))
        #local FST[UU][VV] = 0;
        #local vFace1Normals[UU][VV] =
          vcross(pUPVP - pUUVV, pUUVP - pUUVV);
        #local vFace2Normals[UU][VV] =
          vcross(pUPVV - pUUVV, pUPVP - pUUVV);
        #local vFaces1[UU][VV] = <UU, UP, UU>*NrVP + <VV, VP, VP>;
        #local vFaces2[UU][VV] = <UU, UP, UP>*NrVP + <VV, VV, VP>;
      #else
        #local FST[UU][VV] = 1;
        #local vFace1Normals[UU][VV] =
          vcross(pUPVV - pUUVV, pUUVP - pUUVV);
        #local vFace2Normals[UU][VV] =
          vcross(pUUVP - pUPVP, pUPVV - pUPVP);
        #local vFaces1[UU][VV] = <UU, UP, UU>*NrVP + <VV, VV, VP>;
        #local vFaces2[UU][VV] = <UP, UU, UP>*NrVP + <VP, VP, VV>;
      #end // if
      #local VV = VP;
    #end // while
    #local UU = UP;
  #end // while

  #local vNormals = array[NrUP][NrVP]

  #local UU = 0;
  #while (UU < NrUP)
    #local NFU = (UU > 0); // Not First U
    #local NLU = (UU < NrU); // Not Last U
    #local UM = UU - 1; // U Minus 1
    #local VV = 0;
    #while (VV < NrVP)
      #local NFV = (VV > 0); // Not First V
      #local NLV = (VV < NrV); // Not Last V
      #local VM = VV - 1; // V Minus 1
      #local vNormals[UU][VV] =
        vnormalize(
          <0, 0, 0>
          #if (NFU)
            #if (NFV)
              #if (FST[UM][VM] = 0)
               +vFace1Normals[UM][VM]
              #end // if
             +vFace2Normals[UM][VM]
            #end // if
            #if (NLV)
              #if (FST[UM][VV] = 1)
               +vFace1Normals[UM][VV]
              #end // if
             +vFace2Normals[UM][VV]
            #end // if
          #end // if
          #if (NLU)
            #if (NFV)
             +vFace1Normals[UU][VM]
              #if (FST[UU][VM] = 1)
               +vFace2Normals[UU][VM]
              #end // if
            #end // if
            #if (NLV)
             +vFace1Normals[UU][VV]
              #if (FST[UU][VV] = 0)
               +vFace2Normals[UU][VV]
              #end // if
            #end // if
          #end // if
        );
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while

  mesh2 {
    vertex_vectors {
      NrOfVertices,
      #local UU = 0;
      #while (UU < NrUP)
        #local VV = 0;
        #while (VV < NrVP)
          pVertices[UU][VV],
          #local VV = VV + 1;
        #end // while
        #local UU = UU + 1;
      #end // while
    }
    uv_vectors {
      NrOfVertices,
      #local UU = 0;
      #while (UU < NrUP)
        #local VV = 0;
        #while (VV < NrVP)
          (UVmin + <UU, VV>*dUV),
          #local VV = VV + 1;
        #end // while
        #local UU = UU + 1;
      #end // while
    }
    normal_vectors {
      NrOfVertices,
      #local UU = 0;
      #while (UU < NrUP)
        #local VV = 0;
        #while (VV < NrVP)
          vNormals[UU][VV],
          #local VV = VV + 1;
        #end // while
        #local UU = UU + 1;
      #end // while
    }
    face_indices {
      NrOfFaces,
      #local UU = 0;
      #while (UU < NrU)
        #local VV = 0;
        #while (VV < NrV)
          vFaces1[UU][VV],
          vFaces2[UU][VV],
          #local VV = VV + 1;
        #end // while
        #local UU = UU + 1;
      #end // while
    }
  }

#end // macro ParametricMesh


#macro WriteParamMesh(xxFn, yyFn, zzFn, UVmin, UVmax, NrUV, FileName)

  #local NrU = NrUV.u;
  #local NrV = NrUV.v;
  #local NrUP = NrU + 1;
  #local NrVP = NrV + 1;
  #local NrOfVertices = NrUP*NrVP;
  #local Nothing = 1E-9;
  #local dUV = (UVmax - UVmin - Nothing*<1, 1>)/<NrU, NrV>; 

  #local pVertices = array[NrUP][NrVP]

  #local UU = 0;
  #while (UU < NrUP)
    #local VV = 0;
    #while (VV < NrVP)
      #local UV = UVmin + <UU, VV>*dUV;
      #local U = UV.u;
      #local V = UV.v;
      #local pVertices[UU][VV] = <xxFn(U, V), yyFn(U, V), zzFn(U, V)>;
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while

  #local NrOfFaces =2*NrU*NrV;
  #local vFaces1 = array[NrU][NrV]
  #local vFaces2 = array[NrU][NrV]
  #local vFace1Normals = array[NrU][NrV]
  #local vFace2Normals = array[NrU][NrV]
  #local FST = array[NrU][NrV] // Face Split Type

  #local UU = 0;
  #while (UU < NrU)
    #local UP = UU + 1;
    #local VV = 0;
    #while (VV < NrV)
      #local VP = VV + 1;
      #local UVmid = UVmin + <UU + 0.5, VV + 0.5>*dUV;
      #local U = UVmid.u;
      #local V = UVmid.v;
      #local pMid = <xxFn(U, V), yyFn(U, V), zzFn(U, V)>;
      #local pUUVV = pVertices[UU][VV];
      #local pUPVP = pVertices[UP][VP];
      #local pUPVV = pVertices[UP][VV];
      #local pUUVP = pVertices[UU][VP];
      #local pMeanF = (pUUVV + pUPVP)/2;
      #local pMeanB = (pUPVV + pUUVP)/2;
      #if (vlength(pMeanF - pMid) < vlength(pMeanB - pMid))
        #local FST[UU][VV] = 0;
        #local vFace1Normals[UU][VV] =
          vcross(pUPVP - pUUVV, pUUVP - pUUVV);
        #local vFace2Normals[UU][VV] =
          vcross(pUPVV - pUUVV, pUPVP - pUUVV);
        #local vFaces1[UU][VV] = <UU, UP, UU>*NrVP + <VV, VP, VP>;
        #local vFaces2[UU][VV] = <UU, UP, UP>*NrVP + <VV, VV, VP>;
      #else
        #local FST[UU][VV] = 1;
        #local vFace1Normals[UU][VV] =
          vcross(pUPVV - pUUVV, pUUVP - pUUVV);
        #local vFace2Normals[UU][VV] =
          vcross(pUUVP - pUPVP, pUPVV - pUPVP);
        #local vFaces1[UU][VV] = <UU, UP, UU>*NrVP + <VV, VV, VP>;
        #local vFaces2[UU][VV] = <UP, UU, UP>*NrVP + <VP, VP, VV>;
      #end // if
      #local VV = VP;
    #end // while
    #local UU = UP;
  #end // while

  #local vNormals = array[NrUP][NrVP]

  #local UU = 0;
  #while (UU < NrUP)
    #local NFU = (UU > 0); // Not First U
    #local NLU = (UU < NrU); // Not Last U
    #local UM = UU - 1; // U Minus 1
    #local VV = 0;
    #while (VV < NrVP)
      #local NFV = (VV > 0); // Not First V
      #local NLV = (VV < NrV); // Not Last V
      #local VM = VV - 1; // V Minus 1
      #local vNormals[UU][VV] =
        vnormalize(
          <0, 0, 0>
          #if (NFU)
            #if (NFV)
              #if (FST[UM][VM] = 0)
               +vFace1Normals[UM][VM]
              #end // if
             +vFace2Normals[UM][VM]
            #end // if
            #if (NLV)
              #if (FST[UM][VV] = 1)
               +vFace1Normals[UM][VV]
              #end // if
             +vFace2Normals[UM][VV]
            #end // if
          #end // if
          #if (NLU)
            #if (NFV)
             +vFace1Normals[UU][VM]
              #if (FST[UU][VM] = 1)
               +vFace2Normals[UU][VM]
              #end // if
            #end // if
            #if (NLV)
             +vFace1Normals[UU][VV]
              #if (FST[UU][VV] = 0)
               +vFace2Normals[UU][VV]
              #end // if
            #end // if
          #end // if
        );
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while

  #fopen Meshfile FileName write
  #write (Meshfile, "mesh2 {\n")
  #write (Meshfile, "  vertex_vectors {\n")
  #write (Meshfile, "    ", NrOfVertices, ",\n")
  #local UU = 0;
  #while (UU < NrUP)
    #local VV = 0;
    #while (VV < NrVP)
      #write (Meshfile, "    <")
      #write (Meshfile, vstr(3, pVertices[UU][VV], ", ", 0, -1))
      #write (Meshfile, ">,\n")
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while
  #write (Meshfile, "  }\n")
  #write (Meshfile, "  uv_vectors {\n")
  #write (Meshfile, "    ", NrOfVertices, ",\n")
  #local UU = 0;
  #while (UU < NrUP)
    #local VV = 0;
    #while (VV < NrVP)
      #write (Meshfile, "    <")
      #write (Meshfile, vstr(2, UVmin + <UU, VV>*dUV, ", ", 0, -1))
      #write (Meshfile, ">,\n")
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while
  #write (Meshfile, "  }\n")
  #write (Meshfile, "  normal_vectors {\n")
  #write (Meshfile, "    ", NrOfVertices, ",\n")
  #local UU = 0;
  #while (UU < NrUP)
    #local VV = 0;
    #while (VV < NrVP)
      #write (Meshfile, "    <")
      #write (Meshfile, vstr(3, vNormals[UU][VV], ", ", 0, -1))
      #write (Meshfile, ">,\n")
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while
  #write (Meshfile, "  }\n")
  #write (Meshfile, "  face_indices {\n")
  #write (Meshfile, "    ", NrOfFaces, ",\n")
  #local UU = 0;
  #while (UU < NrU)
    #local VV = 0;
    #while (VV < NrV)
      #write (Meshfile, "    <")
      #write (Meshfile, vstr(3, vFaces1[UU][VV], ", ", 0, -1))
      #write (Meshfile, ">, <")
      #write (Meshfile, vstr(3, vFaces2[UU][VV], ", ", 0, -1))
      #write (Meshfile, ">,\n")
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while
  #write (Meshfile, "  }\n")
  #write (Meshfile, "}\n")
  #fclose Meshfile

#end // macro WriteParamMesh


#macro CylinderMesh(xxFn, yyFn, zzFn, UVmin, UVmax, NrUV, CylRad)

  #local NrU = NrUV.u;
  #local NrV = NrUV.v;
  #local NrUP = NrU + 1;
  #local NrVP = NrV + 1;
  #local NrOfVertices = NrUP*NrVP;
  #local Nothing = 1E-9;
  #local dUV = (UVmax - UVmin - Nothing*<1, 1>)/<NrU, NrV>; 

  #local pVertices = array[NrUP][NrVP]
  #local UU = 0;
  #while (UU < NrUP)
    #local VV = 0;
    #while (VV < NrVP)
      #local UV = UVmin + <UU, VV>*dUV;
      #local U = UV.u;
      #local V = UV.v;
      #local pVertices[UU][VV] = <xxFn(U, V), yyFn(U, V), zzFn(U, V)>;
      #local VV = VV + 1;
    #end // while
    #local UU = UU + 1;
  #end // while

  union {
    #local UU = 0;
    #while (UU < NrU)
      #local UP = UU + 1;
      #local VV = 0;
      #while (VV < NrV)
        #local VP = VV + 1;
        #local UVmid = UVmin + <UU + 0.5, VV + 0.5>*dUV;
        #local U = UVmid.u;
        #local V = UVmid.v;
        #local pMid = <xxFn(U, V), yyFn(U, V), zzFn(U, V)>;
        #local pUUVV = pVertices[UU][VV];
        #local pUPVP = pVertices[UP][VP];
        #local pUPVV = pVertices[UP][VV];
        #local pUUVP = pVertices[UU][VP];
        #local pMeanF = (pUUVV + pUPVP)/2;
        #local pMeanB = (pUPVV + pUUVP)/2;
        #local LF = vlength(pMeanF - pMid);
        #local LB = vlength(pMeanB - pMid);
        #if (LF < LB)
          cylinder {
            pUUVV, pUPVP, CylRad
//            pigment { color Red }
          }
        #else
          cylinder {
            pUPVV, pUUVP, CylRad
//            pigment { color Red }
          }
        #end // if
        cylinder {
          pUUVV, pUPVV, CylRad
//          pigment { color White }
        }
        cylinder {
          pUUVV, pUUVP, CylRad
//          pigment { color White }
        }
        #if (VV = NrV - 1)
          cylinder {
            pUUVP, pUPVP, CylRad
//            pigment { color White }
          }
        #end // if
        #if (UU = NrU - 1)
          cylinder {
            pUPVV, pUPVP, CylRad
//            pigment { color White }
          }
        #end // if
        #local VV = VP;
      #end // while
      #local UU = UP;
    #end // while
  }

#end // macro CylinderMesh

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Macros for building blending functions
// v3.5 Beta 14 (or later ?) is needed for these macros

#macro DeCasteljau_U(Order, Knots, K)

  #local tA = Knots[K];
  #local tB = Knots[K + 1];
  #local tC = Knots[K + Order];
  #local tD = Knots[K + Order - 1];
  #local d1 = tD - tA;
  #local d2 = tC - tB;
  
  #if (Order > 1)
    #if (d1 = 0)
      #if (d2 = 0)
        0
      #else
        #if (tC = 0)
          -u
        #else
          (tC - u)
        #end // if
        #if (d2 != 1)
          /d2
        #end // if
        *DeCasteljau_U(Order - 1, Knots, K + 1)
      #end // if
    #else
      #if (d2 = 0)
        #if (tA = 0)
          u
        #else
          (u - tA)
        #end // if
        #if (d1 != 1)
          /d1
        #end // if
        *DeCasteljau_U(Order - 1, Knots, K)
      #else
        (
          #if (tA = 0)
            u
          #else
            (u - tA)
          #end // if
          #if (d1 != 1)
            /d1
          #end // if
          *DeCasteljau_U(Order - 1, Knots, K)
          #if (tC = 0)
            -u
          #else
            +(tC - u)
          #end // if
          #if (d2 != 1)
            /d2
          #end // if
          *DeCasteljau_U(Order - 1, Knots, K + 1)
        )
      #end // if
    #end // if
  #else
    #if (tA = 0)
      #if (tB = 0)
        select(u, 0, 1, 0) // or 0 ?
      #else
        select(u, 0, select(u - tB, 1, 0))
      #end // if
    #else
      #if (tB = 0)
        select(u - tA, 0, select(u, 1, 0))
      #else
        #if (tA = tB)
          select(u - tA, 0, 1, 0) // or 0 ?
        #else
          select(u - tA, 0, select(u - tB, 1, 0))
        #end // if
      #end // if
    #end // if
  #end // if

#end // macro DeCasteljau_U


#macro DeCasteljau_V(Order, Knots, K)

  #local tA = Knots[K];
  #local tB = Knots[K + 1];
  #local tC = Knots[K + Order];
  #local tD = Knots[K + Order - 1];
  #local d1 = tD - tA;
  #local d2 = tC - tB;
  
  #if (Order > 1)
    #if (d1 = 0)
      #if (d2 = 0)
        0
      #else
        #if (tC = 0)
          -v
        #else
          (tC - v)
        #end // if
        #if (d2 != 1)
          /d2
        #end // if
        *DeCasteljau_V(Order - 1, Knots, K + 1)
      #end // if
    #else
      #if (d2 = 0)
        #if (tA = 0)
          v
        #else
          (v - tA)
        #end // if
        #if (d1 != 1)
          /d1
        #end // if
        *DeCasteljau_V(Order - 1, Knots, K)
      #else
        (
          #if (tA = 0)
            v
          #else
            (v - tA)
          #end // if
          #if (d1 != 1)
            /d1
          #end // if
          *DeCasteljau_V(Order - 1, Knots, K)
          #if (tC = 0)
            -v
          #else
            +(tC - v)
          #end // if
          #if (d2 != 1)
            /d2
          #end // if
          *DeCasteljau_V(Order - 1, Knots, K + 1)
        )
      #end // if
    #end // if
  #else
    #if (tA = 0)
      #if (tB = 0)
        select(v, 0, 1, 0) // or 0 ?
      #else
        select(v, 0, select(v - tB, 1, 0))
      #end // if
    #else
      #if (tB = 0)
        select(v - tA, 0, select(v, 1, 0))
      #else
        #if (tA = tB)
          select(v - tA, 0, 1, 0) // or 0 ?
        #else
          select(v - tA, 0, select(v - tB, 1, 0))
        #end // if
      #end // if
    #end // if
  #end // if

#end // macro DeCasteljau_V


#macro BlendUFunction(Order, Knots, K)

  function(u) { DeCasteljau_U(Order, Knots, K) }

#end // macro BlendUFunction


#macro BlendVFunction(Order, Knots, K)

  function(v) { DeCasteljau_V(Order, Knots, K) }

#end // macro BlendVFunction

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Macros below here are useable for "direct" user calls

#macro NURBS_SurfFunction(Order, KnotsU, KnotsV, Points, Weights, v0)

  #local Usize = dimension_size(Points, 1);
  #local Vsize = dimension_size(Points, 2);
  #local BlendUFn = array[Usize]
  #local BlendVFn = array[Vsize]
  #local I = 0;
  #while (I < Usize)
    #local BlendUFn[I] = BlendUFunction(Order, KnotsU, I)
    #local I = I + 1;
  #end // while
  #local J = 0;
  #while (J < Vsize)
    #local BlendVFn[J] = BlendVFunction(Order, KnotsV, J)
    #local J = J + 1;
  #end // while

  #local TFn =
    function(u, v) {
      #local I = 0;
      #while (I < Usize)
        +BlendUFn[I](u)*
        (
          0
          #local J = 0;
          #while (J < Vsize)
            #local WC = Weights[I][J]*vdot(Points[I][J], v0);
            #if (WC != 0)
              +BlendVFn[J](v)
              #if (WC != 1)
                *WC
              #end // if
            #end // if
            #local J = J + 1;
          #end // while
        )
        #local I = I + 1;
      #end // while
    }

  #local NFn =
    function(u, v) {
      #local I = 0;
      #while (I < Usize)
        +BlendUFn[I](u)*
        (
          0
          #local J = 0;
          #while (J < Vsize)
            #local W = Weights[I][J];
            #if (W != 0)
              +BlendVFn[J](v)
              #if (W != 1)
                *W
              #end // if
            #end // if
            #local J = J + 1;
          #end // while
        )
        #local I = I + 1;
      #end // while
    }

  function(u, v) { TFn(u, v)/NFn(u, v) }

#end // macro NURBS_SurfFunction


#macro OpenUniformKnotVector(Order, Nr, Tmin, Tmax)

  #local Size = Order + Nr;
  #local KK = array[Size]
  #local dT = (Tmax - Tmin)/(Size - 2*Order + 1);
  #local Cnt = 0;
  #while (Cnt < Size)
    #local T = (Cnt - Order + 1)*dT;
    #local KK[Cnt] = min(max(Tmin, T), Tmax);
    #local Cnt = Cnt + 1;
  #end // while

  Mret(KK)

#end // macro OpenUniformKnotVector


#macro UnitWeights(SizeU, SizeV)

  #local Weights = array[SizeU][SizeV]
  #local CntU = 0;
  #while (CntU < SizeU)
    #local CntV = 0;
    #while (CntV < SizeV)
      #local Weights[CntU][CntV] = 1;
      #local CntV = CntV + 1;
    #end // while
    #local CntU = CntU + 1;
  #end // while

  MMret(Weights)

#end // macro UnitWeights


#macro NURBS_SurfaceMesh(Points, MeshSize)

  #local Order = 4;
  #local SizeU = dimension_size(Points, 1);
  #local SizeV = dimension_size(Points, 2);
  #local MinUV = <0, 0>;
  #local MaxUV = <1, 1>;
  #local KnotsU = OpenUniformKnotVector(Order, SizeU, MinUV.u, MaxUV.u)
  #local KnotsV = OpenUniformKnotVector(Order, SizeV, MinUV.v, MaxUV.v)
  #local Weights = UnitWeights(SizeU, SizeV)

  ParametricMesh(
    NURBS_SurfFunction(Order, KnotsU, KnotsV, Points, Weights, x),
    NURBS_SurfFunction(Order, KnotsU, KnotsV, Points, Weights, y),
    NURBS_SurfFunction(Order, KnotsU, KnotsV, Points, Weights, z),
    MinUV,
    MaxUV,
    MeshSize
  )

#end // NURBS_SurfaceMesh


#macro NURBS_CylinderMesh(Points, MeshSize, CylinderRadius)

  #local Order = 4;
  #local SizeU = dimension_size(Points, 1);
  #local SizeV = dimension_size(Points, 2);
  #local MinUV = <0, 0>;
  #local MaxUV = <1, 1>;
  #local KnotsU = OpenUniformKnotVector(Order, SizeU, MinUV.u, MaxUV.u)
  #local KnotsV = OpenUniformKnotVector(Order, SizeV, MinUV.v, MaxUV.v)
  #local Weights = UnitWeights(SizeU, SizeV)

  CylinderMesh(
    NURBS_SurfFunction(Order, KnotsU, KnotsV, Points, Weights, x),
    NURBS_SurfFunction(Order, KnotsU, KnotsV, Points, Weights, y),
    NURBS_SurfFunction(Order, KnotsU, KnotsV, Points, Weights, z),
    MinUV,
    MaxUV,
    MeshSize,
    CylinderRadius
  )

#end // NURBS_CylinderMesh


#macro ShowControlPoints(Points, Radius)

  union {
    #local SizeU = dimension_size(Points, 1);
    #local SizeV = dimension_size(Points, 2);
    #local CntU = 0;
    #while (CntU < SizeU)
      #local CntV = 0;
      #while (CntV < SizeV)
        sphere { Points[CntU][CntV], Radius }
        #local CntV = CntV + 1;
      #end // while
      #local CntU = CntU + 1;
    #end // while
  }

#end // macro ShowControlPoints


#macro ShowControlGrid(Points, Radius)

  #local SizeU = dimension_size(Points, 1);
  #local SizeV = dimension_size(Points, 2);

  union {
    #local CntU = 0;
    #while (CntU < SizeU - 1)
      #local CntV = 0;
      #while (CntV < SizeV - 1)
        cylinder {
          Points[CntU][CntV],
          Points[CntU + 1][CntV],
          Radius
        }
        cylinder {
          Points[CntU][CntV],
          Points[CntU][CntV + 1],
          Radius
        }
        #local CntV = CntV + 1;
      #end // while
      #local CntU = CntU + 1;
    #end // while
  
    #local CntU = 0;
    #while (CntU < SizeU - 1)
      cylinder {
        Points[CntU][SizeV - 1],
        Points[CntU + 1][SizeV - 1],
        Radius
      }
      #local CntU = CntU + 1;
    #end // while
  
    #local CntV = 0;
    #while (CntV < SizeV - 1)
      cylinder {
        Points[SizeU - 1][CntV],
        Points[SizeU - 1][CntV + 1],
        Radius
      }
      #local CntV = CntV + 1;
    #end // while
  }

#end // macro ShowControlGrid

// ===== 1 ================= 3 ================= 5 ================= 7
// =============== 2 ================= 4 ================= 6 =========
// Now lets make a NURBS surface . . .

// Define some points to control the NURBS surface

#declare NrU = 9;
#declare NrV = 7;

#declare CtrlPoints =
  array[NrU][NrV] {
    { < 6,-9,-9>, < 6,-9,-8>, < 6,-9,-7>, < 6,-9,-6>, 
                              < 7,-9,-6>, < 8,-9,-6>, < 9,-9,-6> },
    { < 3,-9,-9>, < 3,-9,-7>, < 3,-9,-5>, < 3,-9,-3>,
                              < 5,-9,-3>, < 7,-9,-3>, < 9,-9,-3> },
    { < 0,-9,-9>, < 0,-9,-6>, < 0,-9,-3>, < 0,-9, 0>,
                              < 3,-9, 0>, < 6,-9, 0>, < 9,-9, 0> },
    { < 0,-6,-9>, < 0,-6,-6>, < 0,-6,-3>, < 0,-6, 0>,
                              < 3,-6, 0>, < 6,-6, 0>, < 9,-6, 0> },
    { < 0,-3,-9>, < 0,-3,-6>, < 0,-3,-3>, < 0,-3, 0>,
                              < 3,-3, 0>, < 6,-3, 0>, < 9,-3, 0> },
    { < 0, 0,-9>, < 0, 0,-6>, < 0, 0,-3>, < 0, 0, 0>,
                              < 3, 0, 0>, < 6, 0, 0>, < 9, 0, 0> },
    { <-3, 0,-9>, <-3, 0,-5>, <-3, 0,-1>, <-3, 0, 3>,
                              < 1, 0, 3>, < 5, 0, 3>, < 9, 0, 3> },
    { <-6, 0,-9>, <-6, 0,-4>, <-6, 0, 1>, <-6, 0, 6>,
                              <-1, 0, 6>, < 4, 0, 6>, < 9, 0, 6> },
    { <-9, 0,-9>, <-9, 0,-3>, <-9, 0, 3>, <-9, 0, 9>,
                              <-3, 0, 9>, < 3, 0, 9>, < 9, 0, 9> }
  }

/*
object {
  ShowControlPoints(CtrlPoints, 0.16)
  pigment { color Yellow }
}

object {
  ShowControlGrid(CtrlPoints, 0.08)
  pigment { color Cyan }
}
*/

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// And then call two macros

object {
  NURBS_SurfaceMesh(CtrlPoints, <50, 50>)
  pigment { color Blue + Cyan/2 }
}

object {
  NURBS_CylinderMesh(CtrlPoints, <50, 50>, 0.02)
  pigment { color Magenta/2 + White/4 + Red/2 }
}

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// This does the same, but should parse in a little less time

/*
#declare Order = 4;

#declare Weights = UnitWeights(NrU, NrV)

// Uncomment the 2 lines below to see the surface deformed locally
//#declare CtrlPoints[4][2] = CtrlPoints[4][2] + <12, 12, -6>;
//#declare Weights[4][2] = 0.5;

#declare MinUV = <0, 0>;
#declare MaxUV = <1, 1>;

#declare KnotsU = OpenUniformKnotVector(Order, NrU, MinUV.u, MaxUV.u)
#declare KnotsV = OpenUniformKnotVector(Order, NrV, MinUV.v, MaxUV.v)

#declare xFn =
  NURBS_SurfFunction(Order, KnotsU, KnotsV, CtrlPoints, Weights, x)
#declare yFn =
  NURBS_SurfFunction(Order, KnotsU, KnotsV, CtrlPoints, Weights, y)
#declare zFn =
  NURBS_SurfFunction(Order, KnotsU, KnotsV, CtrlPoints, Weights, z)

object {
  ParametricMesh(
    function(u, v) { xFn(u, v) },
    function(u, v) { yFn(u, v) },
    function(u, v) { zFn(u, v) },
    MinUV, // Also try <0.4, 0>
    MaxUV, // Also try <0.8, 1>
    <50, 50> // Also try <5, 5>
  )
  pigment { color Blue + Cyan/3 }
}

object {
  CylinderMesh(
    function(u, v) { xFn(u, v) },
    function(u, v) { yFn(u, v) },
    function(u, v) { zFn(u, v) },
    MinUV, // Also try <0.4, 0>
    MaxUV, // Also try <0.8, 1>
    <50, 50> // Also try <5, 5>
    0.02
  )
  pigment { color Magenta/2 + White/4 + Red/2 }
}
*/

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// The photo gear

light_source { <2, 3, -5>*10 color White shadowless }

camera {
  location <1, 1, -2>*10
  look_at <-1, -7, 0>
}

background { color Blue/4 }

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7


Post a reply to this message

From: ahmet oktar
Subject: Re: Code for NURBS surfaces as mesh2{} objects
Date: 25 Mar 2002 20:02:30
Message: <3c9fc8a6@news.povray.org>
superb work!! works like rocks!! this code first i have see on pov about
nurbs!
only prob. is parsing time naturally:)) i'm also interesting adoptations
like this
do you think to develop your code in future?


Post a reply to this message

From: Tor Olav Kristensen
Subject: Re: Code for NURBS surfaces as mesh2{} objects
Date: 27 Mar 2002 18:07:40
Message: <3ca250bc@news.povray.org>
"ahmet oktar" <ahm### [at] yahoocom> skrev i melding
news:3c9fc8a6@news.povray.org...
> superb work!! works like rocks!! this code first i have see on pov about
> nurbs!
> only prob. is parsing time naturally:)) i'm also interesting adoptations
> like this
> do you think to develop your code in future?

Man thanks for your kind comments Ahmet !

I'm currently reading more about NURBS.
That is because I have plans to try to make
my code both parse and render faster.
(I think that might be possible if I replace
that recursive de Casteljau algorithm with
one that is more efficient.)

And I also have plans for making macros
that will produce functions for different
types of closed NURBS surfaces.

Other NURBS topics I'm very interested
in are e.g. generation of fillets between
shapes, patch stitching techniques and
D-NURBS.


Tor Olav


Post a reply to this message

From:
Subject: Re: Code for NURBS surfaces as mesh2{} objects
Date: 28 Mar 2002 03:18:18
Message: <6ck5au88dl96vavgv2q86b297mik6lhfls@4ax.com>
On Thu, 28 Mar 2002 00:09:49 +0100, "Tor Olav Kristensen"
<tor### [at] hotmailcom> wrote:
> I'm currently reading more about NURBS.
> That is because I have plans to try to make
> my code both parse and render faster.
> (I think that might be possible if I replace
> that recursive de Casteljau algorithm with
> one that is more efficient.)
> And I also have plans for making macros
> that will produce functions for different
> types of closed NURBS surfaces.
> Other NURBS topics I'm very interested
> in are e.g. generation of fillets between
> shapes, patch stitching techniques and
> D-NURBS.

All above sounds great.

ABX


Post a reply to this message

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