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Sanitize POV-Ray output (in progress)
- solidify/main.pov: set up a more traditional view than POV-Ray's "camera" model - solidify/main.pov: mark the coordinate axes with colored balls - solidify/main.pov: make the part semi-transparent so that we can see the coordinate axes - solidify/solid.c (povray_face, povray): moved dumping a face from povray() to povray_face() - solidify/solid.c (povray_face): scale the height field to its real size - solidify/solid.c (povray_face): rotate the face such that height is Z - solidify/solid.c (povray_face): translate the face such that its center is at the origin
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@ -1,25 +1,51 @@
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#include "colors.inc"
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#include "colors.inc"
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#include "batcvr.inc"
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#include "batcvr.inc"
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/*
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* POV-Ray defaults to a "camera" coordinate system that can be confusing.
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* We use a traditional mathematical/engineering view, with a view from
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* X-/Y-/Z+ into the X/Y plane.
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*/
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camera {
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camera {
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location < 2, 2, 3>
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location <-30, -80, 40>
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look_at < 0, 0, 0>
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look_at <20, 20, 0>
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sky z
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right -4/3*x
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}
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}
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background { color White }
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background { color White }
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light_source {
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light_source {
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< 4, 7, 4>
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<-200, -300, 200>
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color White
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color White
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}
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}
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union {
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/*
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Part_batcvr
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* Mark the coordinate axes:
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pigment { rgb <0.9, 0.9, 0.9> }
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* - a red unit sphere at the center
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finish {
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* - three green spheres at x = 10*i
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* - two blue spheres at y = 10*i
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* - one yellow sphere at z = 10
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*/
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sphere { < 0, 0, 0>, 1 pigment { color Red } }
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sphere { <10, 0, 0>, 1 pigment { color Green } }
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sphere { <20, 0, 0>, 1 pigment { color Green } }
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sphere { <30, 0, 0>, 1 pigment { color Green } }
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sphere { < 0, 10, 0>, 1 pigment { color Blue } }
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sphere { < 0, 20, 0>, 1 pigment { color Blue } }
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sphere { < 0, 0, 10>, 1 pigment { color Yellow } }
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#declare Finish = finish {
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brilliance 2
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brilliance 2
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phong 0.8
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phong 0.8
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phong_size 100
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phong_size 100
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metallic
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metallic
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}
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}
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union {
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Part_batcvr
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pigment { rgbf <0.9, 0.9, 0.9, 0.5> }
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finish { Finish }
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}
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}
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@ -63,6 +63,35 @@ static void sanitize(const char *s, char *res)
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}
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}
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/*
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* For now, we put the part such that its x/y/z center is at the origin.
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* Later, we will also have to consider the changes the user made and the
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* relation with the opposing face.
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*/
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static void povray_face(const struct face *f, const char *side,
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const char *prefix)
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{
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int sz = f->a->max_z-f->a->min_z;
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/*
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* 1/65535 = 0.000015..., so we set the water level a bit lower, e.g.,
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* to 0.0001
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*/
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printf(
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"\theight_field {\n"
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"\t pgm \"%s-%s.pgm\"\n"
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"\t water_level 0.00001\n"
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"\t smooth\n"
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"\t scale <%g, %g, %g>\n"
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"\t rotate <90, 0, 0>\n"
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"\t translate <%g, %g, %g>\n"
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"\t}\n", prefix, side,
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f->sx*f->x_step, sz*f->z_step, f->sy*f->y_step,
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-f->sx*f->x_step/2, f->sy*f->y_step/2, -sz*f->z_step/2);
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}
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void povray(const char *name, const struct solid *s)
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void povray(const char *name, const struct solid *s)
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{
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{
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struct matrix m;
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struct matrix m;
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@ -77,15 +106,9 @@ void povray(const char *name, const struct solid *s)
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sprintf(tmp, "%s-bot.pgm", name);
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sprintf(tmp, "%s-bot.pgm", name);
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height_field(tmp, s->b, &m);
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height_field(tmp, s->b, &m);
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/*
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* 1/65535 = 0.000015..., so we set the water level a bit lower, e.g.,
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* to 0.0001
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*/
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sanitize(name, tmp);
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sanitize(name, tmp);
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printf(
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printf("#declare Part_%s =\n intersection {\n", tmp);
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"#declare Part_%s =\n"
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povray_face(s->a, "top", name);
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" intersection {\n"
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povray_face(s->b, "bot", name);
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" height_field { pgm \"%s-top.pgm\" water_level 0.00001 smooth }\n"
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printf(" }\n");
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" height_field { pgm \"%s-bot.pgm\" water_level 0.00001 smooth }\n"
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" }\n", tmp, name, name);
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}
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}
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