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From: Wlodzimierz ABX Skiba
Subject: mesh{triangle{A B C transform{?}}}
Date: 23 May 2001 09:01:31
Message: <3b0bb4ab@news.povray.org>
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I started with patch refer{} object requested here.
I chose fractals to test it and first I build universal #macros for fractals
based on transforms. And I was surprised that I can't use transform{} in
triangle of mesh. And I just want ask - was degeneration the reason or was it
oversight ? Of course I can use vtransform from megapov with vertices but I just
want ask ...
--
#macro Sig(A,B,X)_(A,B)_(B,X)_(X,A)#end#macro _(A,B)cylinder{<A.x,A.y,3>,<B.u,
B.v,3>.1,9}#end global_settings{max_trace_level 9}light_source{0 1}camera{up y
*4right-3*x}blob{_(<3,1>,<1,-5>)_(<2,-2>,<4,-2>)Sig(x,<-1,1.5>,<1,3>)_(z-1,z-4
)pigment{rgb 1}}box{-3 3pigment{rgb 0}finish{reflection 1}hollow} // POV-Ray31
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Wlodzimierz ABX Skiba <abx### [at] abx art pl> wrote:
: And I was surprised that I can't use transform{} in triangle of mesh.
A transformation to an individual triangle inside a mesh can't be done
in the regular way, as it is done to all other objects. I think that's
the reason why it's not supported.
However, I think it would be perfectly possible to support them: Just
transform internally the given vertex points with the transformation
before adding them to the vertex point list in the mesh data structure.
I don't think this would even be difficult to achieve (although it might
require some work because you have to keep the vertex points in temporary
variables until the triangle has been completely parsed and only then
add them to the mesh data structure).
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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In article <3b0bb4ab@news.povray.org>, abx### [at] abx art pl says...
> I started with patch refer{} object requested here.
Wow... I wasn't expecting anyone to really start coding this stuff.
I thought I would have to live without it until Pov 4 or to make it
myself, what would have been a lengthy process since I never worked on
such a complex thing as POV is :-)
This is very nice :-)
Lutz-Peter
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