POV-Ray : Newsgroups : povray.general : Non-rolling rotations : Re: Non-rolling rotations Server Time
10 Aug 2024 23:24:17 EDT (-0400)
  Re: Non-rolling rotations  
From: Greg M  Johnson
Date: 12 Oct 1999 15:37:52
Message: <38038D7B.8636A6D0@my-dejanews.com>
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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