POV-Ray : Newsgroups : povray.advanced-users : Reorient_Trans macro details : Re: Reorient_Trans macro details Server Time
3 Mar 2024 16:27:39 EST (-0500)
  Re: Reorient_Trans macro details  
From: Tor Olav Kristensen
Date: 8 Feb 2024 15:40:00
Message: <web.65c53b747ecd0aae9c3f02789db30a9@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> So, since my whole Reorient_Triangle macro relies on the Reorient_Trans macro,
> which was a bit of a black box operation,  I decided to take a deeper look into
> what goes on there, and unravel it all until I understood how it works.
>
> The best I can describe it, briefly, is that we can look at POV-space as a
> common reference frame that both Axis1 and Axis 2 exist in relation to.
> Then we construct localized orthonormal (perpendicular) spaces using each Axis
> argument as the x-axis of its frame.
>
> We apply the Axis1 frame as a matrix transform to align it with POV-space.
> Then we apply the _inverse_ of the matrix for Axis2 to do a reverse form of what
> we just did for Axis1.
> We align POV-space with the Axis2 frame by applying its matrix transpose.
> (Which, since it's essentially a rotation matrix, is the same as the inverse)
>
> Here's the original macro with some of the variables renamed, and plenty of
> commentary.
>
> I did note that half of the macro doesn't seem to even need to be there.
>
> I'm gonna write an alternate form of the macro that uses the inverse keyword
> just to make sure it does exactly the same thing.
>
> In the render, the left cube shows Axis1 in yellow, Axis2 in purple, and the
> POV-space reference frame in white.  The two perpendicular axes of the Axis1
> frame are in green and blue.
>
> At the center, we can see that the Axis 1 frame has been aligned with POV-space.
> (I know it looks weird, and I spent a few hours working through a lot of
> experiments, but since we're essentially applying a rotation transformation in
> the negative direction around x, the first transform winds up doing that wild
> flip to invert the shape.  Look at the relationship between the perpendiculars
> and the cube, and it ought to make sense)
>
> Now we need to align the x-vector with Axis2, and you can imagine a rotation
> aroind -x, followed by a rotation around -z to get there.  And that aligns
> everything.
>
> If you picture the shortest-path rotation from Axis1 to Axis2, you'll see that
> the colored corner markers end up in the right place, which was one of the
> things I was concerned about, and spurred this whole venture.
>
> //############################################################################
>
>
> #macro Reorient_Trans (Axis1, Axis2)
>  // Edited and commented by Bill Walker "Bald Eagle" Feb 2024
>  #local Vec_1 = vnormalize (Axis1);
>  #local Vec_2 = vnormalize (Axis2);
>  // vcross returns a perpendicular vector
>  // if vectors are parallel or antiparallel, then vcross = 0
>  #local Perp = vcross (Vec_1, Vec_2);
>  #if (vlength (Perp) > 0)
>   #local Pboth = vnormalize (Perp);
>   // so now we have normalized vectors with a common
>   // perpendicular to both vectors "Perp"
>   // We generate a third perpendicular vector for each
>   // reference frame, "Perp1" and "Perp2"
>   #local Perp1 = vnormalize (vcross (Vec_1, Pboth));
>   #local Perp2 = vnormalize (vcross (Vec_2, Pboth));
>
>   transform {
>    // Now we transform the basis vectors.
>    // Notice that the standard matrix is composed of COLUMN vectors
>    // All of the vectors are normalized, and they
>    // are all orthonormal (perpendicular to each other)
>    // so this constitutes a rigid body transformation
>    // which only performs rotations
>    // former x vector gets aligned to Vec_1 (Axis1)
>    // former y vector gets aligned with the common perpendicular Pboth
>    // former z vector gets aligned to Perp1
>
>    matrix <
>    Vec_1.x, Pboth.x, Perp1.x,
>    Vec_1.y, Pboth.y, Perp1.y,
>    Vec_1.z, Pboth.z, Perp1.z,
>      0,    0,    0    >
>
>    // Notice that the following matrix is composed of ROW vectors
>    // So this is a transpose matrix
>    // We know it's an orthonormal rotation matrix (with a determinant of 1)
>    // so the matrix transpose is actually the same as the matrix inverse
>
>    // Let's consider what the untransposed matrix would have done:
>    // former x vector gets aligned to Vec_2 (Axis2)
>    // former y vector gets aligned with the common perpendicular Pboth
>    // former z vector gets aligned to Perp2
>    // (Just like the first matrix)
>
>    // So we would have taken the result we're aiming toward - an alignment with
> Axis2,
>    // and aligning it to the same place as we have just moved our starting Axis1
> to.
>    // And since the transpose matrix is the INVERSE, we are just UNDOING that
> transform
>    // to move the common reference frame to that of Axis2
>
>    // Presumably we could have accomplished the same operation with the standard
> column
>    // major form using a separate "transform { matrix <> inverse}" statement
>
>    matrix <
>    Vec_2.x, Vec_2.y, Vec_2.z,
>    Pboth.x, Pboth.y, Pboth.z,
>    Perp2.x, Perp2.y, Perp2.z,
>      0,     0,     0  >
>   }
>  #else
>   // This makes no sense to me, since Vec_1 and Vec_2 are both normalized
> vectors,
>   // so the length of one unit vector minus another unit vector will ALWAYS be
> zero
>   #if (vlength (Vec_1-Vec_2) = 0)
>    transform {}
>   #else
>    // Which means that this part NEVER gets executed
>    #local vZ = VPerp_To_Vector (Vec_2);
>    transform {Axis_Rotate_Trans (vZ, 180)}
>   #end
>  #end
> #end

Hi Bill

It's a useful exercise you've started here.

You may also want to have a look at the ReorientTransform() macro here:
https://github.com/t-o-k/Useful-POV-Ray-macros/blob/main/vectors.inc

--
Tor Olav
http://subcube.com
https://github.com/t-o-k


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.