I think I like this incarnation:

(: relocate (case-> (-> Affine Affine Affine)
                    (-> Pict3D Affine Affine Pict3D)))
;; Moves `pict` from coordinate system `t1` to coordinate system
;; `t2`, or returns a transform that does so
(define relocate
  (case-lambda
    [(t1 t2)  (affine-compose t2 (affine-inverse t1))]
    [(pict t1 t2)  (transform pict (relocate t1 t2))]))


And this derived function, which is usually called a "change of basis" (though that term is overloaded, overused and ambiguous):

(: local-transform (case-> (-> Affine Affine Affine)
                           (-> Pict3D Affine Affine Pict3D)))
;; Applies `t` within coordinate system `local-t`
(define local-transform
  (case-lambda
    [(t local-t)  (affine-compose local-t (relocate local-t t))]
    [(pict t local-t)  (transform pict (local-transform t local-t))]))


The `local-transform` function makes it easy to write something like `rotate/center`.

Neil ⊥

On 03/16/2015 03:20 PM, Alexander D. Knauth wrote:
Would it work so that you could all instances of:
(pin
  (combine pict1 (basis 'b1 (point-at v1 v2))) ‘(b1)
  (combine pict2 (basis ‘b2 (point-at v3 v4))) ‘(b2))
Could be replaced with:
(combine
  pict1
  (transform pict2 (my-point-at v1 v2 v3 v4)))
I tried doing that with my game, and nothing weird happened, but am I missing 
something?

And if it does work like that, then would it make sense for you to extend 
point-at so that when it takes 4 arguments it does this?
Or should it be a separate function?

Or, would it make sense to provide a function like this?
(define (from-to t1 t2)  ; It would probably need a better name, but I think it 
could be very useful and intuitive
   (affine-compose t2 (affine-inverse t1)))
So then my-point-at could be defined as
(define (my-point-at v1 v2 v3 v4)
   (from-to (point-at v1 v2) (point-at v3 v4)))
And instances of
(pin
  (combine pict1 (basis ‘b1 t1)) ‘(b1)
  (combine pict2 (basis ‘b2 t2)) ‘(b2))
  could be replaced with
(combine pict1 (transform pict2 (from-to t2 t1)))

Would that make sense?


On Mar 16, 2015, at 7:12 AM, Neil Toronto <neil.toro...@gmail.com> wrote:

It should work fine for what you want to do with it. (It's exactly what I 
thought of when I read your spec for it.) The only possible thing that can go 
wrong with affine transformations is unwanted shear [1], and `point-at` never 
produces a transformation that shears. Aside from the z-axis stretch, it's all 
rigid.

If you want to control *rotation* around the v1-v2 and v3-v4 axes, you'll need 
to add a couple of arguments corresponding to the #:up and #:angle arguments of 
`point-at`. I don't know how you'd pass those along to the two `point-at` calls 
or how they'd interact. That doesn't mean something reasonable is impossible, 
though.

To understand `point-at` better, run the following program and play with the 
#:up and #:angle arguments. Most of the code retesselates the vertices of an 
octahedron to try to get a uniform distribution of directions. The important 
stuff is at the end.


#lang racket

(require pict3d)

(define (retesselate dvs)
  (match-define (list dv0 dv1 dv2) dvs)
  (define dv01 (dir-normalize (dir-scale (dir+ dv0 dv1) 0.5)))
  (define dv12 (dir-normalize (dir-scale (dir+ dv1 dv2) 0.5)))
  (define dv20 (dir-normalize (dir-scale (dir+ dv2 dv0) 0.5)))
  (list (list dv0 dv01 dv20)
        (list dv1 dv12 dv01)
        (list dv2 dv20 dv12)
        (list dv01 dv12 dv20)))

(define octahedron-dirs
  (list (list +x +y +z)
        (list +y -x +z)
        (list -x -y +z)
        (list -y +x +z)
        (list +y +x -z)
        (list -x +y -z)
        (list -y -x -z)
        (list +x -y -z)))

(define dvs
  (remove-duplicates
   (append*
    (for/fold ([dvss  octahedron-dirs]) ([_  (in-range 3)])
      (append* (map retesselate dvss))))))

(combine
(for/list ([dv  (in-list dvs)])
   (basis 'camera (point-at (pos+ origin dv 2) origin
                            #:up +z #:angle 0))))


With the default #:up +z, there's a singularity at +z and another at -z, where 
`point-at` isn't smooth. (Generally, with #:angle 0, the red x axes point to 
their counterclockwise neighbors. At a pole, the only counterclockwise neighbor 
is the pole itself.) Using #:up +x, the singularities are at +x and -x. There's 
nothing we can do about this: we're looking straight down the barrel of the 
Hairy Ball Theorem [2]. The `point-at` function must have at least one cowlick.

All this complexity comes from trying to make a rigid transformation that's in 
some way reasonable when specified using only 5 degrees of freedom: a position 
and a normalized direction. The result is mostly intuitive, and works well 
enough.

Neil ⊥

[1] http://en.wikipedia.org/wiki/Shear_mapping
[2] http://en.wikipedia.org/wiki/Hairy_ball_theorem

On 03/15/2015 07:38 PM, Alexander D. Knauth wrote:
Does the attached file look like a good implementation of my-point-at, or would 
it do things I wouldn’t expect for things not on the line between the two 
points, or ?  I’m asking because I don’t think I completely understand point-at 
and what it does.




On Mar 15, 2015, at 6:29 PM, Alexander D. Knauth <alexan...@knauth.org> wrote:

Thanks!

Actually, now that I think about it something like this would be really 
helpful, and probably make more sense:
Maybe a version of point-at that would let you specify which pos’s should match 
up where?

(my-point-at v1 v2 v3 v4 #:normalize? #f)   ; maps v1 to v3 and v2 to v4
(my-point-at (pos 0 0 0) (pos 1 0 0) v1 v2 #:normalize? #f)   ; maps the origin 
to v1, and (pos 1 0 0) to v2.
(my-point-at (pos 0 0 0) (pos 0 0 1) v1 v2)   ; equivalent to (point-at v1 v2)
(my-point-at v1 dv1 v2 dv2)   ; equivalent to (my-point-at v1 (pos+ v1 dv1) v2 
(pos+ v2 dv2))

On Mar 15, 2015, at 5:58 PM, Neil Toronto <neil.toro...@gmail.com> wrote:

I'd generate a few different kinds of segments and then transform them into 
place. Don't use `rotate` for that, though - there's an easier way.

Transforming a shape is pretty fast. Here's an insane example, using many more 
segments for a cylinder than you'd normally ever need:


#lang racket

(require pict3d)

(define v1 (pos 1 1 1))
(define v2 (pos 2 3 2))
(define cyl
(time
  (with-color (rgba "lightblue")
    ;; WOO 65536 TRIANGLES YEAH
    (move-z (cylinder origin (dir 1/4 1/4 1/2) #:segments 16384)
            1/2))))

(define pict
(time
  (combine (sphere v1 0.2)
           (sphere v2 0.2)
           (transform cyl (point-at v1 v2 #:normalize? #f)))))

(time (pict3d->bitmap pict))
(time (pict3d->bitmap pict))


On my computer, creating `cyl` takes 5 seconds. Transforming it takes no 
measurable time. Rendering it the first time takes 1.5 seconds, and rendering 
it the second time takes 11 milliseconds. (Cylinders are frozen, so they'll 
always render faster the second time.)

To stretch the cylinder between two points, the program

1. Creates the cylinder so that its bottom is at the origin and its
   top is at (pos 0 0 1).

2. Uses `point-at` without normalization to move the origin to `v1` and
   move (pos 0 0 1) to `v2`.

Based on this and your other feedback, I think Pict3D needs

* A `rotate-around` function that rotates a shape around a given point
  (with the default being the center of its bounding box).

* A note in the docs for `rotate` et al that explain they rotate around
  the origin.

* A "How Do I" section that includes things like the above example.

* Notes in the docs about performance characteristics of different
  functions (e.g. that `cylinder` and `cone` return frozen Pict3Ds, and
  what that means you can expect from them).

I expect performance characteristics to change, though, so that last one might 
be late coming.

Neil ⊥



____________________
  Racket Users list:
  http://lists.racket-lang.org/users




____________________
 Racket Users list:
 http://lists.racket-lang.org/users

Reply via email to