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> Sure, "rotate 30*<1,1,0>,45" or even "rotate <1,1,0>*30,45" would be fair
> values
> (though it doesn't actually make sense to scale a vector when you just
> want to
> rotate around it...)
The rotate keyword is just wrong anyway, it is not obvious what the result
will be (does it do x first or z first?). You also can get the "gimbal
lock" problem with specifying rotations this way.
A new rotate keyword could either take a single vector (for 3.x
compatibility), or take a vector and a scalar (to rotate a certain amount
around that axis). Then all of the following would be valid:
rotate y*45
rotate <0,45,0>
rotate <1,1,0> * 45
rotate <1,1,0> , 45 // new syntax, rotate 45 degrees about the axis
rotate y,45 // new syntax, rotate 45 degrees about the axis
Anyway, I assume in POV4 "rotate" will just be a macro that generates a 4x4
transformation matrix, it should be easy to update/modify later without
recompiling the source. You could even add a rotate macro that takes a
quaternion as a 4-element vector.
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