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Adam, although this isn't a windows program that will do what you want, it may
be the nearest POV equivelent. You could try placing all of those transforms
into a transform identifier, then use that identifier to both move the sphere
_and_ calculate the new coordinates, then output those coords to a text stream
in the POV messages. The example below uses a MegaPOV feature (vtransform) but I
think the rest of the code is 3.1 compatible.
// 1st, declare all of your transformations
#declare Trans_1 =
transform
{
translate <0,0.85,0>
scale <0.75,0.75,0.75>
rotate < 10 ,-45, -20>
translate <-0.7,-0.1, 00>
}
// Calculate the new position using vtransform
#declare Sphere_Pos = vtransform(<0.68,(0.425/2)+0.09,0>,transform Trans_1);
// Stream the x,y, and z coords to the debug steam
#debug concat("\n","X Co-ord = ",str(Sphere_Pos.x,0,-1))
#debug concat("\n","Y Co-ord = ",str(Sphere_Pos.y,0,-1))
#debug concat("\n","Z Co-ord = ",str(Sphere_Pos.z,0,-1),"\n")
// Declare your sphere
sphere
{
<0.68,(0.425/2)+0.09,0>
0.1
texture { Your_Tex }
transform Trans_1
}
Now you have both a transformed sphere, and its new coordinates (both streamed
so that you can see them, and in the Sphere_Pos identifier). Hope this helps.
MJL
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