|
|
Ken wrote:
>
> Marc Schimmler wrote:
> >
> > Ken wrote:
> > >
> > > Nieminen Mika wrote:
> > > >
> > > > Ken <tyl### [at] pacbellnet> wrote:
> > > > : Could someone please provide me an example of how to create
> > > > : a sine wave using a while loop to translate/rotate(?) a sphere.
> > > >
> > > > Since I'm a programmer and a perfectionist, I will give you a more
> > > > detailed answer than the one already given:
> > > >
> > > > //-----------------------------------------------------------------------
> > > <snip>
> > >
> > > Thank you sir and thank you Mark as well for your example.
> > >
> > > Next question -
> > >
> > > Now that I have the shape established I would like to
> > > rotate the face of the defining object to follow the
> > > curve of the wave.
> > >
> > > Say I had a box(-1,1 scale<1,0.1,10>}
> > >
> > > The flat face of the object is in the +y direction.
> > > As it moves through the curve it needs to rotate
> > > +/- 180*z to keep from having a stair stepped appearance.
> > >
> > > Again any help would be appreciated.
> > >
> > > --
> > > Ken Tyler
> > >
> > > tyl### [at] pacbellnet
> >
> > Hi Ken!
> > -----
> > camera {
> > rotate <0,180,0>
> > location <45,0,-80>
> > look_at <45,0,0>
> > angle 60
> > }
> >
> > #declare i=0;
> >
> > #while (i<90)
> > #declare angle1 = i*pi/30;
> > box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5>
> > pigment {rgb <1,0,0>}
> > finish {ambient 1.0}
> > rotate <0,0,45*sin(angle1)>
> > translate <i,10*sin(angle1+pi/2),0>}
> > #declare i = i + 1;
> > #end;
> >
> > ----
> >
> > The rotation follows the sine. I inserted a phase differenvce of pi/2 to
> > have the sine starting in a horizontal position.
> >
> > I hope it helps!
> >
> > Marc
> > --
> > Marc Schimmler
>
> Thank you very much. I will put it through it's paces
> right now.
>
> Now - how about a square wave ?
> Just kidding :)
>
> --
> Ken Tyler
>
> tyl### [at] pacbellnet
I had messed up a signum!
It should be
rotate <0,0,-45*sin(angle1)>
Sorry!
Marc
--
Marc Schimmler
Post a reply to this message
|
|