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Ken was faster than me on that one, but the *EASY* way out is do your
scene as he says in whatever you like, for instance you want :
1ft=1unit
Z=up
Y=into the screen
X=right
this is a right handed coordinate system
Embed your whole construction into an object :
/*
world in left handed coordinates, unit = 25 metres
y = up
x = right
z = into the screen
*/
object
{
/*
your whole construction goes there,
it is meant to be starting at <0, 0, 0>
and extend as far as <738, 738, 164>
unit in feet
*/
rotate 90*x
// that changes :
// = up(z) to up(-y)
// = right(x) is preserved
// = into the screen(z) to into the screen(y)
scale <1, 1, -1>/82
// to bring your up(-y) to up(y) and
// change the scale to 1unit=25metres
translate to <0.5, -0.01, 0.5>
// to put it into the first slot allocated,
// change that translation for another slot
}
I personally find this sort of things easy, if you don't just let me
know exactly what you want and I'll tell you the transformations.
Cherio,
Al.
Brook Monroe wrote:
> Alain CULOS wrote:
>
> > Hi Pals,
> >
> > Sorry to say you are all besides the point.
>
> Principles are never besides the point.
>
> > POV-Ray handles very well both left and right handed systems, just check
> > your docs, in WinPov 3.01 check sections :
> > ==> 4.1.1 Understanding POV-Ray's Coordinate System
> > and
> > ==>7.4.4.5.2 Handedness
> >
>
> Whatever.
>
> > That being said, a choice as been made by the main contractor to build a
> > left handed world, not a single problem, the one who builds a right
> > handed system will simply have to scale his model to <1, 1, -1> then
> > rotate it appropriately so that it matches the right directions, then
> > translate to the plot - easy.
> >
>
> Great, then I'll just send my scene files to you and you can do it. It's
> already going to be hard enough to create something at the microscopic scale
> of 1 unit = 25m (= 82 ft), without having to re-do the scaling and rotation
> at the end.
>
> And I still say Z is altitude.
>
> jbm!
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