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Wasn't it Peter Duthie who wrote:
>Will the bounding box of a CSG intersection be the intersection of the
>bounding boxes of it's components, or will it be the union of them? Or
>something else entirely?
>
>The reason I ask is that I'm taking relatively small 'slices' of basic
>constructs using an intersection with a thin box, and I want to know if
>the resultant bounding box will be the optimal area where the bounding
>box of the construct intersects with the bounding box of the box used to
>slice it up. If not, I can manually calculate the bounding box and
>apply it fairly easily, I'd just rather not do that if POV already does
>it for me.
It's easy enough to check. You can get a sort of 2d representation of
your bounding boxes by adding +MB0 +UD to the command line. (+UD does
all the work, but for a simple test scene +MB0 ensures that bounding
gets enabled).
For a 3d representation of a bounding box you can code it like this
// Create the thing
#declare THING = intersection {
box {0,1}
sphere {1,0.5}
}
// Display the thing
object {THING pigment {rgb 1}}
// Display semitransparent bounding box
box{
min_extent(THING),max_extent(THING)
pigment {rgbt <1,0,0,0.5>}
}
In my tests, POV was using the intersections of the bounding boxes of
the components.
--
Mike Williams
Gentleman of Leisure
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