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Hi Mike,
Yeah, I understand it.
The directive that you've used is to find to director vector between two
points (A and B).
On the documentation they say that:
"Returns a unit length vector that is the same direction as A."
Thank you very much for the answer.
Regards,
Oleguer
news:jEOr+CA5iTvCFw+h### [at] econym demon co uk...
> Wasn't it Oleguer Vilella who wrote:
>>I'm trying to move this object along the z axis, but when I write
>>"translate
>><5, 0, 9>", it also moves along the y axis.
>>I've rotated on the z and y axis. Could be there the problem?
>>
>>One thing I could do is if I translate it along the z axis 9 units, move
>>it
>>in the same time -9 units along the y axis.
>
> The object is moving along the actual z axis. The only odd thing is that
> you've placed the camera high overhead, so you're getting an overhead
> view, and the z axis is up the screen.
>
> If that's not clear to you, try temporarily adding a visual
> representation of the three axes to the scene
> cylinder {-x*15,x*15 0.3 pigment {rgb <1,0,0>}}
> cone {x*15,0.6, x*18,0 pigment {rgb <1,0,0>}}
> cylinder {-y*15,y*15 0.3 pigment {rgb <0,1,0>}}
> cone {y*15,0.6, y*18,0 pigment {rgb <0,1,0>}}
> cylinder {-z*15,z*15 0.3 pigment {rgb <0,0,1>}}
> cone {z*15,0.6, z*18,0 pigment {rgb <0,0,1>}}
> and you'll see that a motion along the z axis is in the direction of the
> z-axis arrow (blue) which is in a sort of nort-north-west direction on
> the screen.
>
>
> If you change your camera position to something more usual, like
> camera { location <7, 3, -10> look_at <5, 3, 0> }
> then motion in the z direction moves away from the camera.
>
>
> If you want to retain your current camera position and move the object
> away from the camera then you can calculate the camera view direction
> like this
>
> #declare Direction = vnormalize(<5, 3.0, 0.0> - <7, 25, -10>);
>
> And then add a movement in that direction to the translate.
>
> translate <5, 0, 0> + Direction*9
>
> --
> Mike Williams
> Gentleman of Leisure
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