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In article <487d9a7a@news.povray.org>, sco### [at] scott com says...
> > This however, rotating on the
> > Y axis, goes nuts:
>
> If you're rotating only the y axis (ie Rot.x and Rot.z are zero), then th
e y
> coordinate shouldn't change.
>
> > y2 = llCos(Rot.x* DEG_TO_RAD)*y - llSin(Rot.x* DEG_TO_RAD)*z;
>
> Since Rot.x is zero, the above line is equivalent to y2 = y
>
> > y = y2;
>
> Obvious.
>
> > y2 = llSin(Rot.z* DEG_TO_RAD)*x + llCos(Rot.z* DEG_TO_RAD)*y;
>
> Again, since Rot.z should be zero here, this line is again equivalent to
y2
> = y
>
> > [22:41] Object: <1.00000, 1.00000, 1.00000>
> > [22:41] Object: <0.99969, 1.01760, 1.00000>
>
> I would suggest you check the values of Rot.x and Rot.z in your code, and
> also the xyz coords after each rotation - none of them should modify the
y
> coordinate if only Rot.y is non-zero.
>
Ok. First off, I am an idiot. The code is based on rotating an object at
a known point, so in theory, I should, I think, always start x,y,z at
1,1,1, the "start point", where the object was in the first place. That
may be having some effect, otherwise, I need to only rotate it by N
degrees every time, not "increase" N each pass. I suppose that "may" be
causing this odd behavior somehow, though, I can't imagine how, since
the vector length for any point on a rotation starting at 1,1,1 *should
be* the same, no matter what position the object occupies, i.e., the
vector length should still average to a line length of "1", not 3, or
what ever it comes out to.
It also seems damn strange to me, if the rotation values where causing
it, for Y to be producing that effect, either by itself, or combined
with any other values.. Hmm.. Will have to get back to you on what
happens when I fix the goof I made in trying to "read" the position
every time, instead of once, but that will be tomorrow. Its after 2am as
of posting this, and I was half asleep when I realized what one of the
places I had screwed up was. lol
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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