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This reminds of when I used to draw out planetary ellipses rather
crudely in 2 dimensions with GW Basic. I've forgotten everything about
it pretty much.
This:
translate <Radius1*sin(2*pi*clock),0,Radius2*cos(2*pi*clock)>
might also be used like:
translate
<OffsetX+(RadiusX*sin(2*pi*clock)),0,OffsetZ+(RadiusZ*cos(2*pi*clock))>
where the offsets are coordinates to center upon, and may also be used
as:
#declare OffsetRadiusX=3 //example
#declare OffsetRadiusZ=1.5 //example
#declare OffsetX=OffsetRadiusX*sin(2*pi*clock)
#declare OffsetZ=OffsetRadiusZ*sin(2*pi*clock)
Then the final translation vector.
translate <OffsetX*sin(2*pi*clock)),0,OffsetZ*cos(2*pi*clock))>
This should make the "orbit" revolve upon an orbiting center of mass, as
it were. Which is how the Earth and Moon do, in a slight way.
Perhaps finally a third (smaller offset) component of the translate
vector, Y, could perturb this also making for an inclined (and wavy if
the clock is times 2 for example) orbital plane.
Or am I way off base with this whole suggestion?
I'm guessing about it, so none of this may be useable. I'll have to get
into this stuff again someday.
Nieminen Mika wrote:
>
> The correct answer is:
>
> instead of
>
> translate x*10
> rotate y*clock*360
>
> make:
>
> translate <Radius1*sin(2*pi*clock),0,Radius2*cos(2*pi*clock)>
>
Warp. -*/
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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