POV-Ray : Newsgroups : povray.programming : math and trig question : Re: math and trig question Server Time
28 Jul 2024 16:32:28 EDT (-0400)
  Re: math and trig question  
From: Mike Weber
Date: 4 Apr 2000 12:19:54
Message: <38ea162a$1@news.povray.org>
"Tor Olav Kristensen" <tto### [at] onlineno> wrote in message
news:38EA1167.DC358C7B@online.no...
>
>
> > Tor Olav Kristensen <tto### [at] onlineno> wrote in message
> > news:38E8C44E.81C7E687@online.no...
> > ...
> > > Wouldn't you have to accumulate up the rotations that is needed when
> > > wandering from point to point in your spline?
> > >
> > Not sure what you mean by that??
> >
> > Mike
>
> When using rotate in POV-Ray, the rotations is
> always done around origo.
>
> If you calculated this rotation relative to the
> previous point (as is my understanding of your
> description) and then applied the rotation relative
> to origo, believe it would end up with a wrong
> rotation relative to the previous point.
>
> But if you take a copy of the object as it is
> when it's rotated to the "last point" and then
> applies the new rotations to make it point to
> the "next point" then (I guess) it will become
> right.
>
> And my idea was that instead of making a copy of
> the object as it was after it had last been copied,
> you could just add together all the rotations that
> had been done until the "last point" and then add
> the new rotations to these rotations before
> applying them to a copy of the object as it was
> when created in your XZ-plane.
>
> But again I don't know if my assumptions about
> what you are really doing, is right. :)
>
> ...And maybe all my "believes" and theories
> don't hold...
>
No, you are correct.  Your ideas are very similar.  However, my object is
rotated at the origin (origo), then translated to the appropriate position.
The rotation is based on the angle between the the previous point and the
current point.

Mike


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