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"Dave Dunn" <poi### [at] aol com> wrote in message news:3B40A24C.1CEE02C9@aol.com...
> Hello everyone. I am currently working on a wireframe modeler emulator
> that runs as a set of includes within MegaPOV (I tried doing it with
> macros, but frankly, I think includes give you better access to
> variables and declarations). The main POV file lets you choose between
> five views: Front, Top, Side, Wireframe Camera, and Render. I just
> started working on it, so it only handles the main primitives as
> wireframes for now (although any object will show up in the gridded
> enviornment). So far, so good. My problem is that I am trying to find a
> way to rotate my wireframe camera object so that it faces the look_at
> point. I know it is something simple, but I just can't figure it out.
~~~ to Dave. Hi Dave.
Saw your e-mail and I went looking but I couldn't find the original file, only one I
used such a
thing in. I'm fairly certain it was done by Lewis Sellers and put somewhere like
povray.text.scene-files or the binaries group.
Here it is:
// Lewis Sellers' constant object in camera view script
#declare Text_texture = texture {pigment {rgb <.3,1,.9>*.8}
finish {ambient .9 diffuse .1}}
#local CamE = <0,0,0>; //where the camera's look_at is
#local CamL = <0,0,-50>; //where the camera's location is
#local CamZ = 1.67; //the amount of camera zoom you want
#local CamD = vnormalize(CamE-CamL);
#local CamR = vnormalize(vcross(y,CamD));
#local CamU = vnormalize(vcross(CamD,CamR));
text { ttf "cyrvetic.ttf","TEST Text",.25,0
texture { Text_texture }
scale .15 // added?
translate <-.45,-.06,CamZ> // added, changed?
matrix < CamR.x,CamR.y,CamR.z,
CamU.x,CamU.y,CamU.z,
CamD.x,CamD.y,CamD.z,
CamL.x,CamL.y,CamL.z >
}
camera {
location CamL
up CamU*.25 // changed?
right CamR*4/3*1 // ?
direction CamD*CamZ
look_at CamE
}
No doubt this has been muddled a bit by me but I think it's still basically the same
as originally
was. And it should be what you're asking about, works in a way that sounds like your
description.
Far as being "simple", I'll leave that up to you to judge.
Bob H.
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