|
![](/i/fill.gif) |
You're purely correct for a turn. You're right about needing to roll your
own macro.
But when you're beyond a region with any considerable "curvature to the
path"-- I said once you'd completed the turn-- I'd assert you always want
zero roll.
Interesting Q: Is there a way to compute instantaneous "sphere of
curvature" on a plain ol' pov 35. spline?
"Rune" <run### [at] runevision com> wrote in message
news:3e173498@news.povray.org...
> To get greatest comfort, you don't really want to minimize roll, you
> want to make sure that the total force vector that the pilot is
> influenced by matches the downward direction of the ship. For example,
> if the ship makes a sharp turn (to the side), then you actually desire
> roll, because the centrifugal force is added to the regular gravity
> force, and the total force is then not straight -y but some slanted
> direction, and you want the roll of the ship to match that, so that the
> pilot isn't thrown sideways in the cockpit.
>
> You can't compute these kind of things with a simple transform. You have
> to consider the force vectors influencing the ship, and based on those
> find the optimal roll at the given time. Another thing to take into
> account is that a too fast roll may not be very comfortable. The point
> I'm coming to is that you need a dynamic simulation that for any given
> time considers the direction, the speed, the curvature of the path, and
> the current alignment and calculates the roll based on that. Of course,
> this may be overkill for what you want to do.
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> rune|vision: http://runevision.com (updated Oct 19)
> POV-Ray Ring: http://webring.povray.co.uk
>
>
Post a reply to this message
|
![](/i/fill.gif) |