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Sorry for the delay in my answers. I seldom read this newsgroup...
Jean Montambeault <jrm### [at] videotron ca> wrote:
: (BTW is there any simple way to spin the camera on itself to look around ?)
It depends on what else you want to do to it. The easiest way would be:
camera
{ location 0 look_at z
rotate SpinAroundAngles
translate CameraLocation
}
:>: If I use your method for
:>: positionning the camera how do I extract the information about the
:>: vector where it is sitting then ?
: The question remains interesting. Using rotations for setting up
: the altitude and azimuth leaves me with no clue as how to get the
: vector of the camera's location once that set up is done. Is there a
: function in POV that achieves that ?
You can use vrotate() to achieve this. For example:
#declare CameraLocation = -z*DistanceFromOrigin;
#declare CameraLocation = vrotate(CameraLocation, CameraRotation);
camera
{ location CameraLocation
look_at 0
translate CameraTranslation // or ObjectCenter or whatever
}
#declare CameraFinalLocation = CameraLocation+CameraTranslation;
Now the vector CameraFinalLocation indicates the location of the camera in
space.
: I haven't explored thing like
: vector functions yet.
You should. They are very handy.
: Thanks Mika (how do you pronounce Juha anyway ? I only know Temu,
: Mika, Yari, Yaku... hockey players... )
You mean Teemu, Jari and Saku?
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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