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28 Jul 2024 16:31:03 EDT (-0400)
  rotations and translations (Message 1 to 4 of 4)  
From: kurtz le pirate
Subject: rotations and translations
Date: 10 Nov 2008 11:47:32
Message: <kurtzlepirate-B3CE05.17471210112008@news.povray.org>
hello,

i have 3 points in space. the plan goes through these three points can 
be defined as :

  plane {vcross (P2-P1,P3-P1),0 translate P1}

<http://users.skynet.be/bs936509/povfr/objets/obj-solide-plane.htm>



ok... but now, how to find angles beteewn "standard (0,x,y,z)" and this 
new "coordinate system" ?

eulers's angles seem to be the solution but I do not see how to compute 
it :(

any help ?



-- 
klp


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From: Chris B
Subject: Re: rotations and translations
Date: 10 Nov 2008 14:09:32
Message: <491886ec$1@news.povray.org>
"kurtz le pirate" <kur### [at] yahoofr> wrote in message 
news:kurtzlepirate-B3CE05.17471210112008@news.povray.org...
>
> i have 3 points in space. the plan goes through these three points can
> be defined as :
>
>  plane {vcross (P2-P1,P3-P1),0 translate P1}
>
> ok... but now, how to find angles beteewn "standard (0,x,y,z)" and this
> new "coordinate system" ?
>
> eulers's angles seem to be the solution but I do not see how to compute
> it :(
>
> any help ?

The example below shows one way, using transforms.inc to work out the 
transformation necessary.
It looks a lot of SDL, but the transform calculation is only the short bit 
in the middle, the rest is just a mass of cylinders, spheres and a plane to 
illustrate what's going on (though be prepared for the rendered image to 
look a bit messy :-) ).

The transformation is worked out in two steps. The first bit works out the 
rotation required to align the Z-axis with the new Z-axis, which I've 
assumed to be pointing from P1 to P2. The second works out the rotation 
around the Z-axis to align the Y-axis with an adjusted copy of the new 
Y-axis (derived from your calculated plane normal). After that you just need 
to assemble a complete transform (which can also include the translation to 
P1) and you've got an easy way of transposing stuff from the POV-Ray 
coordinate system to your new coordinate system.  You can also use the 
'inverse' keyword to reverse the transformation if you need to.

Regards,
Chris B.

camera {location <1,1,-4> look_at 1}
light_source { <0,100,-10>, 1 }

#include "transforms.inc"

cylinder {-10*x,10*x,0.01 pigment {rgb <1,0.5,0.5>}}
cylinder {-10*y,10*y,0.01 pigment {rgb <0.5,1,0.5>}}
cylinder {-10*z,10*z,0.01 pigment {rgb <0.5,0.5,1>}}

#declare P1 = <1,1,1>;
#declare P2 = <2,1,2>;
#declare P3 = <2,0.2,0>;
#declare NewY = vnormalize(vcross(P2-P1,P3-P1));
#declare NewZ = vnormalize(P2-P1);

// Start calculating transform
#declare ZTransform = transform {Reorient_Trans(z, NewZ)}
#declare YTransform = transform {Reorient_Trans(y, 
vinv_transform(NewY,ZTransform))}

// Construct a single transform
#declare TotalTransform = transform {
  transform {YTransform}
  transform {ZTransform}
  translate P1
}
// End calculating transform

cylinder {0,NewY,0.008 pigment {rgb <0,10,0>}}
cylinder {0,NewZ,0.008 pigment {rgb <0,0,10>}}

plane {y,0.000001
  transform {TotalTransform}
  pigment {rgbt <1,1,1,0.8>}
}

sphere {P1,0.08 pigment {rgb <1,1,1>}}
sphere {P2,0.05 pigment {rgb <1,1,0>}}
sphere {P3,0.05 pigment {rgb <0,1,1>}}

cylinder {-10*x,10*x,0.03 pigment {rgb <1,0,0>} transform {TotalTransform}}
cylinder {-10*y,10*y,0.03 pigment {rgb <0,1,0>} transform {TotalTransform}}
cylinder {-10*z,10*z,0.03 pigment {rgb <0,0,1>} transform {TotalTransform}}

box {0,0.4 pigment {rgb <1,1,0>} transform {TotalTransform}}


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From: kurtz le pirate
Subject: Re: rotations and translations
Date: 11 Nov 2008 08:47:58
Message: <kurtzlepirate-703C3E.14473911112008@news.povray.org>
In article <491886ec$1@news.povray.org>, "Chris B" <nom### [at] nomailcom> 
wrote:

> "kurtz le pirate" <kur### [at] yahoofr> wrote in message 
> news:kurtzlepirate-B3CE05.17471210112008@news.povray.org...
> >
> > i have 3 points in space. the plan goes through these three points can
> > be defined as :
> >
> >  plane {vcross (P2-P1,P3-P1),0 translate P1}
> >
> > ok... but now, how to find angles beteewn "standard (0,x,y,z)" and this
> > new "coordinate system" ?
> >
> > eulers's angles seem to be the solution but I do not see how to compute
> > it :(
> >
> > any help ?
> 
> The example below shows one way, using transforms.inc to work out the 
> transformation necessary.
> It looks a lot of SDL, but the transform calculation is only the short bit 
> in the middle, the rest is just a mass of cylinders, spheres and a plane to 
> illustrate what's going on (though be prepared for the rendered image to 
> look a bit messy :-) ).
> 
> The transformation is worked out in two steps. The first bit works out the 
> rotation required to align the Z-axis with the new Z-axis, which I've 
> assumed to be pointing from P1 to P2. The second works out the rotation 
> around the Z-axis to align the Y-axis with an adjusted copy of the new 
> Y-axis (derived from your calculated plane normal). After that you just need 
> to assemble a complete transform (which can also include the translation to 
> P1) and you've got an easy way of transposing stuff from the POV-Ray 
> coordinate system to your new coordinate system.  You can also use the 
> 'inverse' keyword to reverse the transformation if you need to.
> 
> Regards,
> Chris B.
> 
> [code]

hello chris,

excellent example but it is not quite what I wanted. in fact i just 
wanted to "put" this three points in space on the plane {y, 0} for 
"landing" objects.

from your code, I do some modifications and I get what I want.

#declare newY=vnormalize(vcross(p2-p1,p3-p1));
// just convert from rectengular to polar
// angle -> <distance, azimut,height>
#declare angles=r2p(-newY,true);

and i just add this transforms to my object :
object {
  ...
  ...
  rotate -angles.y*y
  rotate -(90-angles.z)*z
  }

of course, 'p1.y' is always zero.


thanks too :)

-- 
klp


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From: ecrespin
Subject: Re: rotations and translations
Date: 24 Mar 2009 05:40:00
Message: <web.49c8aa3838c1118cb8d4f4a90@news.povray.org>
Thanks so much, Excelent example! Worked perfectly for my multi-frame surface.


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