POV-Ray : Newsgroups : povray.binaries.utilities : Re: Q: Cylinder caculus? : Re: Q: Cylinder caculus? Server Time
8 Jul 2024 18:30:32 EDT (-0400)
  Re: Q: Cylinder caculus?  
From: Greg M  Johnson
Date: 9 Nov 1998 10:12:36
Message: <36471343.323C@aol.com>
Thanks. 
I just moved and my hard disk is full to the brim. Wife says no new PC
until we finish unpacking, ie., 2001. Thus, I'm putting off going to POV
3.1 for a while.  I understand a bit of matrix algebra, but not the
following line from the recommended macro.  Is there a 3.02 way to do
this?  

matrix < vX1.x, vY.x,vZ1.x, vX1.y,vY.y,vZ1.y, vX1.z,vY.z, vZ1.z, 0,0,0 >
matrix < vX2.x,vX2.y,vX2.z,  vY.x,vY.y, vY.z, vZ2.x,vZ2.y,vZ2.z, 0,0,0 >

Particularly, what does  vX1.x  mean?  The period confuses me.  I
understand the vcross and vnormalize functions. 
Thanks again. 


Ron Parker wrote:
> 
> On Sun, 08 Nov 1998 19:47:54 -0500, Greg M. Johnson <@aol.com> wrote:
> >I have a similar problem.
> >
> >I want to have an object with its tail at <0,0,0> and its nose at a
> >given <x,y,z>.  I want to create it colinear with the X axis and simply
> >rotate it to be colinear with the <x,y,z> vector.
> >
> >I've stumped myself on the math for this. How do I do this?
> 
> Go to http://twysted.net/macroscope and look at John VanSickle's
> Reorient macro.  It does exactly what you need.


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