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Hi,
I know, its a little bit off-topic but I've a little problem with
rotation.
The problem is for a game I need a rolling ball, so I made the matrix in
the first picture with the code below. As you can see in the blue
rectangles this runs good, when I rotate only one axis. But when both
axis must be rotated I don't get the result what I wan't. The second
picture show's how the green marked rectangle should look like. Or in an
other question how could I rotate both axis in the same time?
Can someone help me?
Thanke you,
Stefan
/*******************************************/
#include "colors.inc"
camera {
location <0, 0, 0>
look_at <0, 0, 1>
up <0, 1, 0>
right <4/3, 0, 0>
orthographic
}
background { color rgb 1 }
light_source { <120, 120, -105>, color White }
#declare Ball = union {
sphere { 0, 1
texture {
pigment { checker Red, White }
finish {
ambient .3
phong .3
phong_size 20
}
}
}
cylinder { y*1.2, y*-1.2, .1 pigment { Blue } finish { ambient .7 } }
cylinder { x*1.2, x*-1.2, .1 pigment { Green } finish { ambient .7}}
cylinder { z*1.2, z*-1.2, .1 pigment { Yellow } finish { ambient .7}}
}
#declare Group = union {
#local Count=0;
#while (Count<=35)
#local rx=int(Count/6);
#local ry=mod(Count, 6);
object {
Ball
//rotate -rx*30*y
//rotate -ry*30*x
rotate <-ry*30, -rx*30, 0>
translate <(rx-2.5)*2.5, (ry-2.5)*2.5, 0>
translate z*3
}
#local Count=Count+1;
#end
}
object {
Group
scale .0675
translate z*12
}
/*******************************************/
--
http://home.t-online.de/home/StefanWz/
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