CSG Notation

Discussion of shapes with curves and holes in various dimensions.

CSG Notation

Postby Keiji » Sun Sep 11, 2005 11:06 am

I've spent awhile coming up with this idea; let me know what you think of it! ;)

http://inv-host.no-ip.org?preview=x&fin ... cts%20(CSG)

I may sometime make a CSG->POV-Ray converter ;)
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Postby pat » Tue Sep 13, 2005 5:28 pm

That's a cool idea. The only glitch that I see is that R1, R2, R3, R4 is not sufficient.
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Postby Keiji » Tue Sep 13, 2005 9:41 pm

Yea, if you needed more dimensions you could continue just increasing the numbers. ;)

It'd be nice to work out the CSG notation for all the regular polygons... the octagon was hard enough.

One thing I haven't clarified is that anything constructed is by default 2 units in the relavent dimension: from -1 to 1. This is why you have to use an argument of n>1 to get a torus (the radius of the hole is n-1).

Also, with single tapers, the +1 cross-section of the object is the original shape, and the -1 cross-section of the object is a point. With double tapers, the 0 cross-section is the original shape, and the +/-1 cross-section is a point. So double tapers are twice as "steep" as the single ones.
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Postby pat » Tue Sep 13, 2005 9:46 pm

Sorry, I wasn't clear enough. That's not what I meant.

You cannot rotate around the x-axis in four dimensions. You can rotate in the yz-plane. You can rotate in the yw-plane. You can rotate in the zw-plane. All of those rotations leave the x-axis fixed.
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Postby Keiji » Tue Sep 13, 2005 10:34 pm

DAMN! That never occured to me.

Hmm, I'll have to think of some way to allow for rotating by planes (and realms, and flunes, etc) without breaking the conventions too much...
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