# # A simple example of surface morphing. # # Gershon Elber, July 1992. # # render with raysahde with a unit matrix and the following: # # eyep 10 8 6 # lookp 0 0 0 # up 0 0 1 # fov 12 # # light 0.8 directional 0 0 1 # light 0.7 directional 0 1 0 # light 0.6 directional 1 0 0 # save_res = resolution; resolution = 10; step = 0.05; BaseLvl = -0.72; BaseXYMin = -1.4; ############################################################################# # First Morphing Sequence. # ############################################################################# Srf1 = ruledsrf( circle( vector( 0.0, 0.0, BaseLvl + 0.01 ), 1.0 ), circle( vector( 0.0, 0.0, BaseLvl + 0.01 ), 0.01 ) ); color( Srf1, yellow ); bcross = cbspline( 3, list( ctlpt( E3, 0.0, 0.0, -0.71 ), ctlpt( E3, 0.2, 0.0, -0.72 ), ctlpt( E3, 0.25, 0.0, -0.7 ), ctlpt( E3, 0.25, 0.0, -0.1 ), ctlpt( E3, 0.2, 0.0, -0.05 ), ctlpt( E3, 0.15, 0.0, 0.0 ), ctlpt( E3, 0.1, 0.0, 0.6 ), ctlpt( E3, 0.11, 0.0, 0.61 ), ctlpt( E3, 0.12, 0.0, 0.61 ), ctlpt( E3, 0.12, 0.0, 0.65 ), ctlpt( E3, 0.09, 0.0, 0.65 ), ctlpt( E3, 0.07, 0.0, 0.64 ), ctlpt( E3, 0.10, 0.0, -0.05 ), ctlpt( E3, 0.21, 0.0, -0.1 ), ctlpt( E3, 0.21, 0.0, -0.64 ), ctlpt( E3, 0.18, 0.0, -0.67), ctlpt( E3, 0.0, 0.0, -0.66 ) ), list( KV_OPEN ) ); Srf2 = surfrev( bcross ); free( bcross ); color( Srf2, green ); # # Must make them compatible before doing some morphing. # ffcompat( Srf1, Srf2 ); # # Since we would like the animation to look as good as possible we need # to precompute as much as possible before invoking view to erase old # drawing and display new one. That is why we precompute isolines. # for ( i = 0, step, 1.0, view( smorph( Srf1, Srf2, i ), on ) ); free( i ); ############################################################################# # Second Morphing Sequence. # ############################################################################# bcross = cbspline( 3, list( ctlpt( E3, 0.0, 0.0, -0.71 ), ctlpt( E3, 0.2, 0.0, -0.72 ), ctlpt( E3, 0.25, 0.0, -0.7 ), ctlpt( E3, 0.25, 0.0, -0.1 ), ctlpt( E3, 0.2, 0.0, -0.05 ), ctlpt( E3, 0.15, 0.0, 0.0 ), ctlpt( E3, 0.1, 0.0, 0.6 ), ctlpt( E3, 0.11, 0.0, 0.61 ), ctlpt( E3, 0.12, 0.0, 0.61 ), ctlpt( E3, 0.12, 0.0, 0.65 ), ctlpt( E3, 0.09, 0.0, 0.65 ), ctlpt( E3, 0.07, 0.0, 0.64 ), ctlpt( E3, 0.10, 0.0, -0.05 ), ctlpt( E3, 0.21, 0.0, -0.1 ), ctlpt( E3, 0.21, 0.0, -0.64 ), ctlpt( E3, 0.18, 0.0, -0.67), ctlpt( E3, 0.0, 0.0, -0.66 ) ), list( KV_OPEN ) ); Srf2 = surfrev( bcross ); free( bcross ); color( Srf2, green ); gcross = cbspline( 3, list( ctlpt( E3, 0.001, 0.0, 0.02 ), ctlpt( E3, 0.2, 0.0, 0.02 ), ctlpt( E3, 0.22, 0.0, 0. ), ctlpt( E3, 0.22, 0.0, 0.03 ), ctlpt( E3, 0.03, 0.0, 0.03 ), ctlpt( E3, 0.03, 0.0, 0.07 ), ctlpt( E3, 0.04, 0.0, 0.3 ), ctlpt( E3, 0.3, 0.0, 0.3 ), ctlpt( E3, 0.4, 0.0, 0.4 ), ctlpt( E3, 0.3, 0.0, 0.7 ), ctlpt( E3, 0.28, 0.0, 0.7 ), ctlpt( E3, 0.37, 0.0, 0.42 ), ctlpt( E3, 0.31, 0.0, 0.32 ), ctlpt( E3, 0.001, 0.0, 0.32 ) ), list( KV_OPEN ) ); Srf3 = surfrev( gcross * trans( vector( 0.0, 0.0, -0.45 ) ) * scale( vector( 1.6, 1.6, 1.6 ) ) ); free( gcross ); color( Srf3, cyan ); # # Must make them compatible before doing some morphing. # ffcompat( Srf2, Srf3 ); for ( i = 0, step, 1.0, view( smorph( Srf2, Srf3, i ), true ) ); free( i ); ############################################################################# # Third Morphing Sequence. # ############################################################################# gcross = cbspline( 3, list( ctlpt( E3, 0.001, 0.0, 0.02 ), ctlpt( E3, 0.2, 0.0, 0.02 ), ctlpt( E3, 0.22, 0.0, 0. ), ctlpt( E3, 0.22, 0.0, 0.03 ), ctlpt( E3, 0.03, 0.0, 0.03 ), ctlpt( E3, 0.03, 0.0, 0.07 ), ctlpt( E3, 0.04, 0.0, 0.3 ), ctlpt( E3, 0.3, 0.0, 0.3 ), ctlpt( E3, 0.4, 0.0, 0.4 ), ctlpt( E3, 0.3, 0.0, 0.7 ), ctlpt( E3, 0.28, 0.0, 0.7 ), ctlpt( E3, 0.37, 0.0, 0.42 ), ctlpt( E3, 0.31, 0.0, 0.32 ), ctlpt( E3, 0.001, 0.0, 0.32 ) ), list( KV_OPEN ) ); Srf3 = surfrev( gcross * trans( vector( 0.0, 0.0, -0.45 ) ) * scale( vector( 1.6, 1.6, 1.6 ) ) ); free( gcross ); color( Srf3, cyan ); s45 = sin( pi / 4 ); HelixAux = cbspline( 3, list( ctlpt( P3, 1, 1, 0, 0 ), ctlpt( P3, s45, s45, s45, 0.2 * s45 ), ctlpt( P3, 1, 0, 1, 0.4 ), ctlpt( P3, s45, -s45, s45, 0.6 * s45 ), ctlpt( P3, 1, -1, 0, 0.8 ), ctlpt( P3, s45, -s45, -s45, 1.0 * s45 ), ctlpt( P3, 1, 0, -1, 1.2 ), ctlpt( P3, s45, s45, -s45, 1.4 * s45 ), ctlpt( P3, 1, 1, 0, 1.6 ) ), list( 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4 ) ); HelixApx = HelixAux + HelixAux * trans( vector( 0.0, 0.0, 1.6 ) ) + HelixAux * trans( vector( 0.0, 0.0, 3.2 ) ); ScaleCrv = cbezier( list( ctlpt( E2, 0.0, 0.01 ), ctlpt( E2, 1.0, 1.0 ) ) ); Srf4 = swpsclsrf( circle( vector( 0.0, 0.0, 0.0 ), 0.8 ), HelixApx, ScaleCrv, off, 0 ) * scale( vector( 0.2, 0.2, 0.2 ) ) * trans( vector( 0.0, 0.0, BaseLvl ) ); free( HelixAux ); free( HelixApx ); free( ScaleCrv ); color( Srf4, magenta ); # # Must make them compatible before doing some morphing. # ffcompat( Srf3, Srf4 ); for ( i = 0, step, 1.0, view( smorph( Srf3, Srf4, i ), true ) ); free( i ); ############################################################################# # Fourth Morphing Sequence. # ############################################################################# s45 = sin( pi / 4 ); HelixAux = cbspline( 3, list( ctlpt( P3, 1, 1, 0, 0 ), ctlpt( P3, s45, s45, s45, 0.2 * s45 ), ctlpt( P3, 1, 0, 1, 0.4 ), ctlpt( P3, s45, -s45, s45, 0.6 * s45 ), ctlpt( P3, 1, -1, 0, 0.8 ), ctlpt( P3, s45, -s45, -s45, 1.0 * s45 ), ctlpt( P3, 1, 0, -1, 1.2 ), ctlpt( P3, s45, s45, -s45, 1.4 * s45 ), ctlpt( P3, 1, 1, 0, 1.6 ) ), list( 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4 ) ); HelixApx = HelixAux + HelixAux * trans( vector( 0.0, 0.0, 1.6 ) ) + HelixAux * trans( vector( 0.0, 0.0, 3.2 ) ); ScaleCrv = cbezier( list( ctlpt( E2, 0.0, 0.01 ), ctlpt( E2, 1.0, 1.0 ) ) ); Srf4 = swpsclsrf( circle( vector( 0.0, 0.0, 0.0 ), 0.8 ), HelixApx, ScaleCrv, off, 0 ) * scale( vector( 0.2, 0.2, 0.2 ) ) * trans( vector( 0.0, 0.0, BaseLvl ) ); free( HelixAux ); free( HelixApx ); free( ScaleCrv ); color( Srf4, magenta ); Srf1 = ruledsrf( circle( vector( 0.0, 0.0, BaseLvl + 0.01 ), 1.0 ), circle( vector( 0.0, 0.0, BaseLvl + 0.01 ), 0.01 ) ); color( Srf1, yellow ); # # Must make them compatible before doing some morphing. # ffcompat( Srf4, Srf1 ); # # Since we would like the animation to look as good as possible we need # to precompute as much as possible before invoking view to erase old # drawing and display new one. That is why we precompute isolines. # for ( i = 0, step, 1.0, view( smorph( Srf4, Srf1, i ), true ) ); free( i ); free( s45 ); free( BaseLvl ); free( BaseXYMin ); free( step ); free( Srf1 ); free( Srf2 ); free( Srf3 ); free( Srf4 ); resolution = save_res;