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In article <3c698ea4$1@news.povray.org>,
"Bill DeWitt" <bde### [at] cflrrcom> wrote:
> vaxis_rotate???
vaxis_rotate() is a function that operates on vectors. There are a few
macros available that will generate a transform for rotating objects
around any axis (do a search on the scene file groups here, or look in
the povray.org link pages), and one is included in the POV 3.5 standard
includes.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
> In article <3c698ea4$1@news.povray.org>,
> "Bill DeWitt" <bde### [at] cflrrcom> wrote:
>
> > vaxis_rotate???
>
> vaxis_rotate() is a function that operates on vectors. There are a few
> macros available that will generate a transform for rotating objects
> around any axis (do a search on the scene file groups here, or look in
> the povray.org link pages), and one is included in the POV 3.5 standard
> includes.
Maybe I misunderstood the question.
#declare Sphere1 = x;
#declare Sphere2 = vaxis_rotate(Sphere1, 1, 360*clock);
sphere { Sphere1, 0.4 pigment { rgb x } } // the object
sphere { Sphere2, 0.5 pigment { rgb y } } // the rotated object
cylinder { 0, 1, 0.25 pigment { rgb z } } // the arbitrary axis
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On Tue, 12 Feb 2002 22:38:20 +0100, "Sebastian H." <seb### [at] webde> wrote:
> When just reading a bit about quaternions and that stuff
> I was wondering if I could make Pov rotate any object around an arbitary
> axis (not around X,Y,Z).
Sure, do following steps:
1. Download, install and start current beta of 3.5
2. Write at begining of your scene
#include "transforms.inc"
3. Call macro in object modifiers list of your object:
Axis_Rotate_Trans(Axis, Angle)
> This has surely been discussed before or I've just missed it in the
> docs, but how is it?
If you not use 3.5 then look at http://enphilistor.users4.50megs.com/macs.htm
There is macro AxisRotate - afaik result is the same.
ABX
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> On Tue, 12 Feb 2002 22:38:20 +0100, "Sebastian H." <seb### [at] webde> wrote:
>
>>When just reading a bit about quaternions and that stuff
>>I was wondering if I could make Pov rotate any object around an arbitary
>>axis (not around X,Y,Z).
>>
>
> Sure, do following steps:
> 1. Download, install and start current beta of 3.5
> 2. Write at begining of your scene
> #include "transforms.inc"
> 3. Call macro in object modifiers list of your object:
> Axis_Rotate_Trans(Axis, Angle)
>
>
>>This has surely been discussed before or I've just missed it in the
>>docs, but how is it?
>>
>
> If you not use 3.5 then look at http://enphilistor.users4.50megs.com/macs.htm
> There is macro AxisRotate - afaik result is the same.
>
> ABX
>
Ah, ok that is what im looking for.
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In article <3c6a07f0$1@news.povray.org>,
"Bill DeWitt" <bde### [at] cflrrcom> wrote:
> Maybe I misunderstood the question.
>
> #declare Sphere1 = x;
> #declare Sphere2 = vaxis_rotate(Sphere1, 1, 360*clock);
>
> sphere { Sphere1, 0.4 pigment { rgb x } } // the object
> sphere { Sphere2, 0.5 pigment { rgb y } } // the rotated object
> cylinder { 0, 1, 0.25 pigment { rgb z } } // the arbitrary axis
Now rotate a sphere with a patterned texture. Or rotate a box, or a
julia fractal.
Vectors aren't always enough, which is why the axial rotation macro is
included with 3.5.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
> In article <3c6a07f0$1@news.povray.org>,
> "Bill DeWitt" <bde### [at] cflrrcom> wrote:
>
> > Maybe I misunderstood the question.
> >
> > #declare Sphere1 = x;
> > #declare Sphere2 = vaxis_rotate(Sphere1, 1, 360*clock);
> >
> > sphere { Sphere1, 0.4 pigment { rgb x } } // the object
> > sphere { Sphere2, 0.5 pigment { rgb y } } // the rotated object
> > cylinder { 0, 1, 0.25 pigment { rgb z } } // the arbitrary axis
>
> Now rotate a sphere with a patterned texture. Or rotate a box, or a
> julia fractal.
#declare Sphere1 = x;
#declare I = 0;
#while ( I < 1 )
#declare Sphere2 = vaxis_rotate(Sphere1, 1, 360*I) ;
// the object
sphere { Sphere1, 0.4 pigment { checker scale .1 } }
// the rotated object
sphere { 0, 0.2 pigment { checker scale .1 } translate Sphere2 }
// box rotated twice as far out
box { -0.25, 0.25 pigment { bozo scale .1 } translate Sphere2*2 }
// the arbitrary axis
cylinder { 0, 1, 0.25 pigment { rgb y } }
// insert your own fractal here...
#declare I = I + 0.1;
#end
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In article <3c6ab2e8@news.povray.org>,
"Bill DeWitt" <bde### [at] cflrrcom> wrote:
> #declare Sphere1 = x;
> #declare I = 0;
> #while ( I < 1 )
>
> #declare Sphere2 = vaxis_rotate(Sphere1, 1, 360*I) ;
> // the object
> sphere { Sphere1, 0.4 pigment { checker scale .1 } }
> // the rotated object
> sphere { 0, 0.2 pigment { checker scale .1 } translate Sphere2 }
> // box rotated twice as far out
> box { -0.25, 0.25 pigment { bozo scale .1 } translate Sphere2*2 }
> // the arbitrary axis
> cylinder { 0, 1, 0.25 pigment { rgb y } }
> // insert your own fractal here...
> #declare I = I + 0.1;
> #end
None of those are rotated at all, they all stay in their original
orientation. All translate will do is change their location. You can
make a ring of them, but you can't rotate them with vaxis_rotate().
Now, you could use vaxis_rotate together with the Reorient_Trans()
macro, but that's just making it hard for yourself...why not just use
the Axis_Rotate_Trans() macro?
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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"Christopher James Huff" <chr### [at] maccom> wrote :
>
> None of those are rotated at all, they all stay in their original
> orientation.
Then maybe I did misunderstand the question, I thought he wanted to
rotate an object -around- the axis, not rotate the -object- around an
axis.... uh... what ever that means...
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Bill DeWitt wrote:
> "Christopher James Huff" <chr### [at] maccom> wrote :
>
>>None of those are rotated at all, they all stay in their original
>>orientation.
>>
>
> Then maybe I did misunderstand the question, I thought he wanted to
> rotate an object -around- the axis, not rotate the -object- around an
> axis.... uh... what ever that means...
>
>
>
Damn, didn't expected such confusion, I have to formulate my question
better. :-))
What I wanted is a function like "rotate 90*x" but for "x" an arbitary
vector.
your name the right way?) I took a look at transforms.inc where there is
a macro "Axis_Rotate_Trans(Axis, Angle)" which does exactly this.
So again rtfm! :-)
Sebastian H.
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On Thu, 14 Feb 2002 14:30:49 +0100, "Sebastian H." <seb### [at] webde> wrote:
> Following the hint from W?odimirez ABX Skiba (Does my Newsreader show
> your name the right way?)
rather something like Wlodzimierz ABX Skiba
or just ABX
> I took a look at transforms.inc where there is
> a macro "Axis_Rotate_Trans(Axis, Angle)" which does exactly this.
you can have fast preview what each include file contains if you install my
Insert Menu Bonus Pack (http://www.abx.art.pl/pov/bonus/pack.php)
(oh, you are using linux ? then convert structure of directiories with txt
files in this package into one file)
ABX
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