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The rub comes in determining the angle. I have vectors that can be pointing in
any which way. I am not making a merry go round, but having particles
(spacecraft, birds) interact with hundreds of other particles via forces which
are in 3d. I want the "orientation" to be correct but with minimum or no
"roll".
A fish or bird in a swarming school might "point" its nose in any direction, but
I'm sure that it maximizes the amount of time its feet are below its body:
minimum roll. The plain ol' reorient macro gives a roll as one reorients around
a circle. My hunch is that I could just change a sign or two in one of the
matrices and be all right.
Nieminen Juha wrote:
> Perhaps translate<Radius*cos(radians(Angle)),0,Radius*sin(radians(Angle))>
> would do it.
>
> --
> 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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