POV-Ray : Newsgroups : povray.general : Transformation Quiz : Re: Transformation Quiz Server Time
2 Aug 2024 08:12:32 EDT (-0400)
  Re: Transformation Quiz  
From: Rarius
Date: 23 Nov 2004 12:19:32
Message: <41a37124$1@news.povray.org>
Regarding transformations...

All transformations act around the origin. It is a good practice to build 
your objects based on the origin, rotate them and then translate them to 
their final position. For example:

cylinder
{
    <0, 0, 0>, <0, 0, 10>, 1
    rotate<45, 0, 0>                //orient
    translate<20, 30, 50>        //move to final position
}

The rotate transformation acts as you suggest... It first applies a rotation 
around the x-axis, then the y-axis then the z-axis. This can be very useful 
if you want to create a ring of objects... Which is what I think you are 
asking for...

#local n=0;
#while(n<360)
    cylinder
    {
        <10, 0, 0>, <10, 0, 10>, 1    //Note that the cylinder isn't at the 
origin!
        rotate<0, 0, n>                    //rotate around the origin....
    }
    #local n=n+30;
#end

The only way to rotate an object about an arbitrary axis is to start playing 
with the matrix transformations... Which I am not qualified to explain!

Rarius

"ShiJie" <jca### [at] yahoocom> wrote in message 
news:web.41a35b12a2f105e5174727610@news.povray.org...
> Dear NG,
>
> I wanted to learn more about transformations like rotation and etc. There
> must be a reference point for each. For things like translate, I guess it
> does not matter.. but for rotate? is the reference the x,y and z axis? I
> first thought that reference point were calculated using the centroid of
> the object being translated.
>
>
>
> And another question is regarding rotation. I think there is a certain
> function called v_rotation (or something similar) in which I can define 
> the
> rotation axis, but.. this seems to only rotate a point. Is there a certain
> function that could define the rotation axis of any object?
>
> I want something similar to Lathe (but Lathe 1. rotates splines and curves
> 2. rotates them with almost infinite copies) but in which objects are
> rotated but with small number of copies (say 5 copies in a 360 degree 
> angle
> rotation). Any advise would be appreciated.
>
> Sincerely,
> Jose Capco
>
>


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