Bob,
In your work in Feb/Mar you were working on Polyhedra. At one point you
felt the need to introduce an 'Atom' that really wasn't an atom ... it was
just a point that needed to be transformed.
We subsequently exchanged some emails where we said that it may be a good
idea to introduce an intermediate class.
I have thought about this some more, and I think that we should introduce
a class that extends Point3f by adding screen integer coordinates. I think
that this could simplify a lot of the code by eliminating the need for the
temporary Point3i variables. Memory consumption may go up slightly, but I
think it will be worth it. I think that working with the shapes would be
much easier.
I did a little local prototyping. I introduced a class called
org.jmol.vecmath.Point3fi:
public class Point3fi extends Point3f {
public int screenX;
public int screenY;
public int screenZ;
public void transform(Matrix4f matrix) {
screenX =
(int)(matrix.m00*x + matrix.m01*y + matrix.m02*z + matrix.m03);
screenY =
(int)(matrix.m10*x + matrix.m11*y + matrix.m12.z + matrix.m13);
screenZ =
(int)(matrix.m20*x + matrix.m21*y + matrix.m22.z + matrix.m23);
}
}
The 'transform' method above does not deal with perspective depth.
So I 'page-faulted' and got distracted by that issue ...
You did a lot of work on the TransformManager. The particular issue that I
am interested in is 'perspectiveDepth'. I know that you put a lot of
thought into this, and I am wondering if you came up with any great
revelations regarding 'perspectiveDepth' and the camera location ...
Q: What is your current thinking on 'perspectiveDepth'?
Q: Did you come up with a clean way to handle the camera position and
perspectiveDepth?
Miguel
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