Transform smoothly trigonometric objects

ZXNet echo conference «code.zx»

From Andreas Kaiser To All 19 May 2006

Hello, Aprisobal Apr> I am interested in the question of how to convert, for example Apr> cube into a cylinder, pyramid, sphere...? The task is simple at first glance, but Apr> is not given immediately. I just wish the figure was flat Apr> by filling the faces. Apr> How to do this? Search the Internet using the keywords "morphing" Apr> did not give anything. Divide the body into slices (triangles or rectangles) and change the coordinates their reference points.

From Aprisobal To All 19 May 2006

Hello, All I'm interested in the question of how you can convert, for example, a cube into cylinder, pyramid, sphere...? The task is simple at first glance, but it’s not easy to do right away. I just wish the figure had a solid fill on the edges. How to do this? Searching the internet using the keywords "morphing" turns up nothing. gave.

From Witch Doctor To All 19 May 2006

Hello icebear Personally, I didn’t understand anything... :) But somehow so that you can understand and moreover - apply ???

From Marat Faizrakhmanovich Shamsrakh To All 19 May 2006

Hello, Witch Doctor First, look at ZX_review 3/95 page 3.

From Chunin Roman To All 19 May 2006

Hello, Aprisobal Apr> I am interested in the question of how to convert, for example Apr> cube into a cylinder, pyramid, sphere...? The task is simple at first glance, but Apr> is not given immediately. I just wish the figure was flat Apr> by filling the faces. Apr> How to do this? Search the Internet using the keywords "morphing" Apr> did not give anything. As a rule, a comparison is made of certain key points on one figure with another figure and after that the transformation algorithm is built.

From Andreas Kaiser To All 20 May 2006

Hello, Witch Doctor > Personally, I didn’t understand anything... :) But somehow so that you can understand > moreover - apply ??? Take, for example, a parallelepiped and a pyramid with a square at the base. A parallelepiped (what a word!) will have 8 reference points and 6 slices (points - in the corners of the body, slices - sides of the body). A pyramid can be made from 5 support points (the vertex is the common point for all faces) and five slices (4 faces and base). This will allow you to quickly draw it. But you don’t have to do that, so that morphing was easier. You can also make a pyramid out of 6 slices so that five of them will remain unchanged, and the sixth has the coordinates of its reference points will coincide, so that this slice will represent a point at space. Both bodies now have the same number of slices and references points. Take the parallelepiped, select one of the small faces and change the coordinates of all reference points of this face to the same value. We get pyramid :) To make it more beautiful, we do the cycle more slowly.

From Leonid Khobotov To All 21 May 2006

Hello icebear > I am interested in the question of how to convert, for example > cube into a cylinder, pyramid, sphere...? You can take a video clip.. with already prepared ones.. in principle, not bad either.. :rolleyes; A; Do you want 3D or 2D? It’s better to try with 2 dimensions.. take 2 formulas for constructing a cube and a circle.. build and then align .. by moving points from one places to another, but choose the number of points yourself

From Aprisobal To All 22 May 2006

Hello, hi_soft ice> This will allow you to quickly draw it. I'm not going to implement this on spec yet. We should at least get something on the PC. mar> First, look at ZX_review 3/95 page 3. I didn't find anything on the subject. There is only "Spectrum at school" and a basic program :(( ice> Both bodies now have the same number of slices and control points. ice> Take the parallelepiped, select one of the small faces and change ice> coordinates of all control points of this face to the same value. ice> We get a pyramid Ok, I'll try to do this first. But what algorithm should be used for converting a cube into a prism/cylinder?

From Andreas Kaiser To All 22 May 2006

Hello, Aprisobal Apr> I’m not going to implement this on spec yet. We need at least something Apr> receive at PC. I advise you to look at 3DFAQ on enlight.ru. The principles are described there, but in my opinion The look is a little dry for a complete beginner. Apr> Ok, I'll try to do this first. But what algorithm should be used for Apr> converting a cube into a prism/cylinder? I described the algorithm for you. Condition - the same number of control points faces. By changing their coordinates in space you get morphing. Look for a book Porev “Computer Graphics”, it covers the basics in general, and in an accessible way very.

From Aprisobal To All 23 May 2006

Hello icebear ice> I advise you to look at 3DFAQ on enlight.ru. The principles are described there, but ice> my opinion is a bit dry for a complete beginner. Thanks for the link, but I’ve already somehow figured out OpenGL and there are many on the internet examples/classes for working with vectors, etc. (and C thanks to SjASMPlus studied a little). I'll try to do it. ice> Look for Porev’s book “Computer Graphics”, there are general stories there ice> basics, and very accessible. I looked at the summary on bhv.ru, but it’s too brief. If this book is If you are there, then write, plz, is there anything in it on this topic?

From rasmer To All 23 May 2006

Hello icebear ice> I advise you to look at 3DFAQ on enlight.ru. The principles are described there, but ice> my opinion is a bit dry for a complete beginner. I'll tell you a secret, but this faq was dragged to spec more than a year ago in the qhts system by me and Scl... just like that... lies here [http://scenergy.natm.ru/files//dd3d.zip]

From Andreas Kaiser To All 23 May 2006

Hello, Aprisobal Apr> Thanks for the link, but I’ve already somehow figured out OpenGL and it’s on the Internet Apr> many examples/classes for working with vectors, etc. (and thanks to C Apr> SjASMPlus studied a little). I'll try to do it. It's not hard :), it's relatively easy. Apr> I looked at the summary on bhv.ru, but it’s too brief. If Apr> you have this book, then write, plz, if there is anything in it Apr> this topic? In short, it talks about computer and a little typography (if my Russian is no longer Russian, sorry :) ) graphics, starting from color theory (there wavelength, Maxwell's triangle), continuing with a description of coordinate systems (Cartesian, polar, etc.), transformations on the plane and in space (the so-called affine transformations), description of primitive bodies and figures, construction of scenes, description and construction of light sources, etc. In general, if you want deep understand computer graphics (and not become another OGL specialist, which is in principle, also good, but not very interesting), then this book is an excellent start.

From Andreas Kaiser To All 23 May 2006

Hello, rasmer ras> I'll tell you a secret, but this faq was already more than a year ago ras> dragged to the spec in the qhts system by me and Scl... just like that... lies ras> here [http://scenergy.natm.ru/files//dd3d.zip] You won’t believe it, but this file flew here precisely because of this qhts system There was a little discussion about browsers with my humble participation :)

From Aprisobal To All 24 July 2006

Hello icebear In general, this is what I was able to get as a result. Shapes: cube, pyramid, prism, sphere. I used Allegro+MASKinG+OpenGL. There is no longer any desire to improve the program. File: Morphing19062006.zip http://zx.pk.ru/attachment.php?attachmentid=3489