Hi! I also now added a curve to the blade by intersecting it with a stretched out sphere. I considered various options but this one ended up being my favorite. Am not sure why the resolution of the sphere is so low, I can see the polygons if I render it. Can I change that?
I'm guessing you're on a trip again, so I will just try to continue working on the density() function, putting some of the stuff I commented out back in. Specifically, I want to store all the vectors we make into a list. How many of theses vectors we need to make and how, can be decided later on. For now I assume we just make vectors from all points to the first one. Will try to make a simple 4 point (origin and the three axis directions) example work. Mario. 2017-07-31 19:12 GMT+02:00 Mario Meissner <mr.rash....@gmail.com>: > Hello Sean! > > As you suggested, I reverted some of the changes I made (or rather, I > commented them out and used temporary variables instead). I'm proud to > announce that the situation I attach as pdf-sketch here, now works as > expected in code. > Giving no points and only one point works too. Also attached is a > screenshot of the output. > > Basically, if we provide two points I draw a vector and use the orthogonal > projection to take a coefficient (proportion) value that I use to calculate > the contribution of the vector. > If only one point is given it means homogeneous density and so we just > automatically return that points density value. > If no points are given we add one default point with a default density > value at 0,0,0 that works just like the case above. > > I understand that this is still not a finished goal but what other goals > would you suggest to do? I need one as fallback while waiting for feedback > on the main goals. Curving out the blade is one of them. > Mario. > > > 2017-07-31 1:10 GMT+02:00 Christopher Sean Morrison <brl...@mac.com>: > >> >> On Jul 30, 2017, at 12:25 PM, Mario Meissner <mr.rash....@gmail.com> >> wrote: >> >> Hi again! >> >> Attached goes current state of my new function. I've not even tried to >> run it yet as I still need to work on it before expecting anything to work. >> >> >> I encourage you to approach this from a somewhat different development >> approach, one feature at a time. >> >> Looking at your code you’ve obviously done well writing for the big >> picture, but you have conditionals with questions on both sides of the >> conditional because you’re already working on one of the more harder cases >> before getting two simpler cases working. That lets issues accumulate and >> makes it really hard to talk about whether the direction is appropriate or >> not, to say nothing of how it complicates answering questions. >> >> In general terms, it’s the difference between breadth-first and >> depth-first coding. Another word for it is coding “complete”, which >> relates to what was mentioned here: http://brlcad.org/wiki/S >> ummer_of_Code/Acceptance#Write_complete_code >> >> However, I would love to know if this is even remotely heading towards >> the right direction. >> Inside the code are some questions commented out that I may need an >> answer to. >> >> >> I’d request you revert the code back a bit to just implementing the very >> first step (i.e., no points), and demonstrate it compiling, running, >> working. That will get you through so many pedantic issues. >> >> That would have weeded out your "fancier way" question (for which the >> answer is to see vmath.h, specifcially VSETALL and VINIT_ZERO) and you >> would have encountered a critical bug that is currently affecting all point >> cases (it will crash on writes to the origin pointer). It will also make >> it a bit more apparent that an origin might not be needed if there are no >> points. >> >> For now I give the function a set of points and from that I build the >> vectors. However it makes no sense to recompute the vectors every time we >> call the function. How and where should we store the information so that >> when asking for density values the function knows where to look at to >> compute the result? Some shared structure maybe? >> >> >> That’s jumping ahead. :) >> >> Although we said we wouldn't yet deal with this, for the sake of >> structuring things up correctly I think it's useful to discuss it. If we >> have more than two points, would it be a good approach to draw vectors from >> the first point to every other point we got? Something like giving the >> first point the status of origin so that all other vectors start there? >> I've tried to do it this way for now, as you can see in the attached code. >> >> >> I can appreciate that this is conceptually very hard to accept — leaving >> these preconceptions to future-you. “Structuring things up correctly” is >> almost certain to be *incorrect* if you jump to the more complex case >> without gaining any experience and insight with the simpler cases. And >> reworking complex code on the simpler cases almost inevitably makes their >> code far more complex than they need to be as well. >> >> For example, you question assumes vectors will be needed or used when you >> have 3+ points and that’s not certain. It’s not even 100% certain that >> it’s a good way for 2 points, but it seems reasonable. That uncertainty >> will be reduced when 2-points is working and we can consider the structure >> implications. Right now, you don’t even need a structure. >> >> Cheers! >> Sean >> >> >> >> >> ------------------------------------------------------------ >> ------------------ >> Check out the vibrant tech community on one of the world's most >> engaging tech sites, Slashdot.org! http://sdm.link/slashdot >> _______________________________________________ >> BRL-CAD Developer mailing list >> brlcad-devel@lists.sourceforge.net >> https://lists.sourceforge.net/lists/listinfo/brlcad-devel >> >> >
blade_c.g
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