Hi!
Not tested, but what about this:
#declare StartPoint = YourOrigin;
#declare Direction = (ParticularPoint - StartPoint);
#declare EndPoint = StartPoint + Direction *
(CylinderLength/vlength(Direction));
or
#declare EndPoint = StartPoint + vnormalize(Direction)*CylinderLength;
cylinder {StartPoint, EndPoint, Radius ... }
cukk
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