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I thought I knew how to do this once, but now I can't even find the keyword
I want. I have a point:
#declare A_Point = 0;
and I want to move it...
#declare A_Point = A_Point +My_Transform;
wasn't there a v_translate() or something to do that with? I know I am going
to feel stupid when I get the answer.
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Bill DeWitt wrote:
>
> I thought I knew how to do this once, but now I can't even find the keyword
> I want. I have a point:
> #declare A_Point = 0;
> and I want to move it...
> #declare A_Point = A_Point +My_Transform;
I'm not sure, if I understand your problem, but the following works
(untested, so don't blame me).
#declare A_Point = <px,py,pz>;
#declare A_Trans = <tx,ty,tz>;
#declare An_Other_Point = A_Point+A_Trans;
>
> wasn't there a v_translate() or something to do that with? I know I am going
> to feel stupid when I get the answer.
So?
Markus
--
Der deutsche Schlager ist aus dem Klofenster gesprungen....
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"Markus Becker" <mar### [at] studentuni-siegende> wrote :
>
> I'm not sure, if I understand your problem, but the following works
> (untested, so don't blame me).
>
> #declare A_Point = <px,py,pz>;
> #declare A_Trans = <tx,ty,tz>;
> #declare An_Other_Point = A_Point+A_Trans;
Right. But ...
> #declare A_Point = <px,py,pz>;
> #declare A_Trans = transform{translate first_translation
translate
second_translation
matrix MyMatrix}
#declare An_Other_Point = A_Point+A_Trans;
doesn't work.
or at least I haven't gotten it to work for me...
I've got to go now, but when I come back I will explain further, perhaps
I am not trying to do the right thing and need to go back and check my
premises.
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On Tue, 30 Nov 1999 09:05:21 -0500, Bill DeWitt wrote:
> #declare An_Other_Point = A_Point+A_Trans;
>
> doesn't work.
>
> or at least I haven't gotten it to work for me...
>
> I've got to go now, but when I come back I will explain further, perhaps
>I am not trying to do the right thing and need to go back and check my
>premises.
There's no way to do that in the official version. I think Chris Huff's
version includes a vtransform function, though.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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"Ron Parker" <ron### [at] povrayorg> wrote :
>
> There's no way to do that
>
That's what I was starting to think.
Here's what I want to do:
I have the sigcam() cut down to the basics without the text functions. I
want to use it to build a prism, hopefully by writing:
prism{blahblah
<SigCam(x1, camerainfo),SigCam(y1, camerainfo)>
<SigCam(x2, camerainfo),SigCam(y2, camerainfo)>
<SigCam(x3, camerainfo),SigCam(y3, camerainfo)>
}///end prism
... or something to that effect. But to do this I need to be able to
transform a point somehow. Either that or I have to build the prism, then
scale and translate it with the SigCam. That's probably what I will end up
doing... unless there is something I can't see right now.
The works of the SigCam() for those who haven't looked at it, are...
#macro SigCam (
///(add point location info),
camera_location,
camera_right,camera_up,camera_direction,
camera_sky,camera_angle,camera_look_at
)
#local autotext_t = camera_location;
#local autotext_z =
vnormalize (camera_look_at-camera_location)
/2
*vlength(camera_right)
/tan(radians(camera_angle/2));
#local autotext_x = vnormalize(vcross(camera_sky,autotext_z));
#local autotext_y = vnormalize(vcross(autotext_z,autotext_x));
object {
MyObject
texture{TextTetxure}
translate 0.2
translate <0.666,0.50,0> /////// change these to move around
screen
}
no_shadow translate z scale 0.001
matrix <
autotext_x.x,autotext_x.y,autotext_x.z,
autotext_y.x,autotext_y.y,autotext_y.z,
autotext_z.x,autotext_z.y,autotext_z.z,
autotext_t.x,autotext_t.y,autotext_t.z
>
}/// end object
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On Tue, 30 Nov 1999 11:43:08 -0500, Bill DeWitt wrote:
> Here's what I want to do:
>
> I have the sigcam() cut down to the basics without the text functions. I
>want to use it to build a prism, hopefully by writing:
> prism{blahblah
> <SigCam(x1, camerainfo),SigCam(y1, camerainfo)>
> <SigCam(x2, camerainfo),SigCam(y2, camerainfo)>
> <SigCam(x3, camerainfo),SigCam(y3, camerainfo)>
> }///end prism
>... or something to that effect. But to do this I need to be able to
>transform a point somehow. Either that or I have to build the prism, then
>scale and translate it with the SigCam. That's probably what I will end up
>doing... unless there is something I can't see right now.
Don't you have to build and transform anyway? Since prisms are built
with 2-d coordinates, they have a default orientation and you'll have
to transform the resulting prism somehow even if you could do vtransform.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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"Ron Parker" <ron### [at] povrayorg> wrote
>
> Don't you have to build and transform anyway?
>
I was hoping not. I was going to use the translate values like this:
object {
MyObject
texture{TextTetxure}
translate 0.2
translate < X_value,Z_value,0 >
// ^^^^^^^^^^^^^
/* the built in value places the bottom of the text at the bottom corner of
the screen. If I could build a prism with these values then the prism would
stay in place even if I changed the camera_right and camera_up or the
camera_angle */
no_shadow translate z scale 0.001
matrix <
autotext_x.x,autotext_x.y,autotext_x.z,
autotext_y.x,autotext_y.y,autotext_y.z,
autotext_z.x,autotext_z.y,autotext_z.z,
autotext_t.x,autotext_t.y,autotext_t.z
>
}/// end object
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"Ron Parker" <ron### [at] povrayorg> wrote :
>
> Don't you have to build and transform anyway?
>
I just thought that I might try removing the object{} wrapper from the
information and have the macro return a value that I can extract the x.value
and the z.value from...
might work.... my brain is too rattled right now to think about it
though...
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