POV-Ray : Newsgroups : povray.advanced-users : Vector Turns - Reposted Server Time
26 Nov 2024 09:22:50 EST (-0500)
  Vector Turns - Reposted (Message 1 to 2 of 2)  
From: David Vincent-Jones
Subject: Vector Turns - Reposted
Date: 6 Sep 2000 12:56:58
Message: <39b6775a@news.povray.org>
Can somebody please tell me why the Turn is not working....

#declare Start=<0,0,20>
#declare End=<8,0,30>
#declare Dist=vlength(Start-End);
#declare Turn=vrotate(Start,End);

box {<-1,-1,-1>,<1,1,1> texture {pigment {checker color Black, color
White } }
scale <(Dist),1,1>     translate<-Dist,0,0>     rotate y*Turn      translate
End
 }

I am trying to place a box with ends centered and directly sitting on the
Start and End vectors...
As a result I cannot directly use the box corners for location purposes.

The use of 'Turn' is intended to rotate (orientate) the object prior to the
final translate.

Or is there an easier way to do this? Maybe a simple vector matrix approach.

David V-J


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From: Josh English
Subject: Re: Vector Turns - Reposted
Date: 6 Sep 2000 18:13:24
Message: <39B6C177.A4A6C696@spiritone.com>
You want to use one of John VanSickles Matrix transformations, it sounds like.

#macro Reorient(Axis1,Axis2)
  #local vX1=vnormalize(Axis1);
  #local vX2=vnormalize(Axis2);
  #local vY=vnormalize(vcross(vX1,vX2));
#if (vlength(vY)>0)
  #local vZ1=vnormalize(vcross(vX1,vY));
  #local vZ2=vnormalize(vcross(vX2,vY));
  matrix < vX1.x, vY.x,vZ1.x, vX1.y,vY.y,vZ1.y, vX1.z,vY.z, vZ1.z, 0,0,0 >
  matrix < vX2.x,vX2.y,vX2.z,  vY.x,vY.y, vY.z, vZ2.x,vZ2.y,vZ2.z, 0,0,0 >
#end
#end

Josh
David Vincent-Jones wrote:

> Can somebody please tell me why the Turn is not working....
>
> #declare Start=<0,0,20>
> #declare End=<8,0,30>
> #declare Dist=vlength(Start-End);
> #declare Turn=vrotate(Start,End);
>
> box {<-1,-1,-1>,<1,1,1> texture {pigment {checker color Black, color
> White } }
> scale <(Dist),1,1>     translate<-Dist,0,0>     rotate y*Turn      translate
> End
>  }
>
> I am trying to place a box with ends centered and directly sitting on the
> Start and End vectors...
> As a result I cannot directly use the box corners for location purposes.
>
> The use of 'Turn' is intended to rotate (orientate) the object prior to the
> final translate.
>
> Or is there an easier way to do this? Maybe a simple vector matrix approach.
>
> David V-J

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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