POV-Ray : Newsgroups : povray.binaries.animations : left or right handed rotations Server Time
4 Dec 2024 13:58:31 EST (-0500)
  left or right handed rotations (Message 1 to 8 of 8)  
From: omniverse
Subject: left or right handed rotations
Date: 7 Oct 2016 15:15:01
Message: <web.57f7f2f38d36d3bfb1933f770@news.povray.org>
After reading about this at:

http://news.povray.org/povray.documentation.inbuilt/message/%3Cweb.57f3be98a39309ab21263ef70%40news.povray.org%3E/#%3Cw
eb.57f3be98a39309ab21263ef70%40news.povray.org%3E

I had to get another look for myself at what happens when changing viewpoint for
+z. Found the x and y rotations appear opposite, yet z remains counterclockwise
when seen from these different directions and with the change to x sign.

First is the usual view for many POV-Ray scenes with camera at a -z coordinate,
looking toward +z. The default 'up' +y and 'right' +x (or <4/3,0,0>).


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Attachments:
Download 'p-r_l-h_aerobics-.mp4.mpg' (652 KB)

From: omniverse
Subject: Re: left or right handed rotations
Date: 7 Oct 2016 15:20:01
Message: <web.57f7f4ee998e1a28b1933f770@news.povray.org>
"omniverse" <omn### [at] charternet> wrote:
> After reading about this at:
>
>
http://news.povray.org/povray.documentation.inbuilt/message/%3Cweb.57f3be98a39309ab21263ef70%40news.povray.org%3E/#%3
Cw
> eb.57f3be98a39309ab21263ef70%40news.povray.org%3E
>
> I had to get another look for myself at what happens when changing viewpoint for
> +z. Found the x and y rotations appear opposite, yet z remains counterclockwise
> when seen from these different directions and with the change to x sign.
>
> First is the usual view for many POV-Ray scenes with camera at a -z coordinate,
> looking toward +z. The default 'up' +y and 'right' +x (or <4/3,0,0>).

Second is with negative 'right', or right <-4/3,0,0>, and 'up' still positive y.


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Attachments:
Download 'p-r_r-h_aerobics-.mp4.mpg' (592 KB)

From: clipka
Subject: Re: left or right handed rotations
Date: 7 Oct 2016 16:02:01
Message: <57f7ff39$1@news.povray.org>
Am 07.10.2016 um 21:18 schrieb omniverse:
> "omniverse" <omn### [at] charternet> wrote:
>> After reading about this at:
>>
>>
http://news.povray.org/povray.documentation.inbuilt/message/%3Cweb.57f3be98a39309ab21263ef70%40news.povray.org%3E/#%3
> Cw
>> eb.57f3be98a39309ab21263ef70%40news.povray.org%3E
>>
>> I had to get another look for myself at what happens when changing viewpoint for
>> +z. Found the x and y rotations appear opposite, yet z remains counterclockwise
>> when seen from these different directions and with the change to x sign.
>>
>> First is the usual view for many POV-Ray scenes with camera at a -z coordinate,
>> looking toward +z. The default 'up' +y and 'right' +x (or <4/3,0,0>).
> 
> Second is with negative 'right', or right <-4/3,0,0>, and 'up' still positive y.

The reason why rotation about Z /appears/ to remain the same is that
from the camera's point of view it /appears/ like you've achieved the
change in handedness (which flips all rotations) by flipping the Z axis
(which additionally flips the rotation around the Z axis); so
effectively you've flipped the apparent rotation about the X and Y axes
once, and the rotation about the Z axis twice making it the only
rotation that appears unchanged.

If you chose the opposite camera perspective for the 2nd video, you
could achieve that the Y and Z axes appear to remain the same and the X
axis appears to be flipped; in that case, the rotation about the Y and Z
axes would appear to be flipped, and the rotation about the X axis would
appear to remain unaffected.

Likewise, you should also be able to make it appear as if rotation about
the Y axis remained unaffected but the other two flipped, or to make
rotation about all three axes to appear flipped.

I haven't thought it through entirely yet, but I suspect it is
impossible to flip the handedness while making rotations about an odd
number of axes appear unaffected.


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From: omniverse
Subject: Re: left or right handed rotations
Date: 8 Oct 2016 00:50:01
Message: <web.57f87a58998e1a28b1933f770@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 07.10.2016 um 21:18 schrieb omniverse:
>
> --->8---
> I haven't thought it through entirely yet, but I suspect it is
> impossible to flip the handedness while making rotations about an odd
> number of axes appear unaffected.

You're talking to someone who can't follow directions very well, so all that
only confused me more. Sorry! :) I began to understand and then got lost!

You did give me an idea though, and that was to try placing a mirror behind the
rotating box to see what happens. I would never be able to visualize it without
the animations.

Found out the mirrors show the opposite handedness, left looks like right in the
mirror and right looks left-handed. Of course the axes must be used in the
mirrors too, doing the hand aerobics from them and not the axes from original
non-mirrored versions.

Will also post those here along with my test scene text, just in case anyone
wants to mess with it more and not have to start with a blank slate.

1st the left-handed with right-hand mirror (hope I'm seeing these as such
anyhow).


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Attachments:
Download 'p-r_lh_aerobics_mirror.mp4.mpg' (660 KB)

From: omniverse
Subject: Re: left or right handed rotations
Date: 8 Oct 2016 01:20:01
Message: <web.57f880de998e1a28b1933f770@news.povray.org>
// cmd:+w320 +h240 +fj +a0.1 +ki0 +kf1 +kfi1 +kff150

#version 3.7;

global_settings
{
 assumed_gamma 1
 ambient_light 0
}


#local LR=0; // 0 for left-handed, 1 or any number for right


light_source
{
 <11,11,-11>, 1
}

camera
{
 #if (LR=0)
 location <6,8,-10>
 right <4/3,0,0>
 #else
 location <6,8,10>
 right <-4/3,0,0>
 #end
 up <0,1,0>
 look_at <0.5,1.75,0>
 angle 60
}


#if (LR=0)
plane
{
 -z,-7
 texture
 {
  pigment
  {
   rgb 0
  }
  finish
  {
   reflection 1
  }
 }
 no_shadow
 //no_image
}

#else

plane
{
 z,-7
 texture
 {
  pigment
  {
   rgb 0
  }
  finish
  {
   reflection 1
  }
 }
 no_shadow
}

#end

// room grid
box
{
 <-12,-12,-12>*0.99,<12,12,12>*0.99
 texture
 {
  pigment
  {
   function {abs(x)}
   color_map
   {
    [0.15 rgb <1,0,0>]
    [0.15 rgb <1,1,1>]
   }
  }
  finish
  {
   emission 0.1 diffuse 0.6
  }
 }
 texture
 {
  pigment
  {
   function {abs(y)}
   color_map
   {
    [0.15 rgb <0,1,0>]
    [0.15 rgbt <1,1,1,1>]
   }
  }
  finish
  {
   emission 0.1 diffuse 0.6
  }
 }
 texture
 {
  pigment
  {
   function {abs(z)}
   color_map
   {
    [0.15 rgb <0,0,1>]
    [0.15 rgbt <1,1,1,1>]
   }
  }
  finish
  {
   emission 0.1 diffuse 0.6
  }
 }
}

// axis center
sphere
{
 0,0.5
 texture
 {
  pigment
  {
   rgb 0.1
  }
  finish
  {
   emission 0.1 diffuse 0.6
   specular 0.5 roughness 0.05
  }
 }
}

#declare Axis=
union
{
 cylinder
 {
  -x*3,x*3,0.25
  texture
  {
   pigment
   {
    gradient x
    color_map
    {
     [0.5 rgb <0,1,1>]
     [0.5 rgb <0.5,0.5,0.5>]
    }
   }
   finish
   {
    emission 0.1 diffuse 0.6
    specular 0.25 roughness 0.1
   }
  }
 }
 cone
 {
  x*3,0.33,x*4,0
  texture
  {
   pigment
   {
    rgb 0.75
   }
   finish
   {
    emission 0.1 diffuse 0.6
    specular 0.25 roughness 0.1
   }
  }
 }
}

object
{
 Axis
}

object
{
 Axis
 rotate <0,0,90>
}

object
{
 Axis
 rotate <0,-90,0>
}

// rotating box
box
{
 -1,1
 texture
 {
  pigment
  {
   checker rgbt <1,1,0,0.5> rgbt <1,0,1,0.5>
  }
  finish
  {
   emission 0.1 diffuse 0.6
   specular 0.5 roughness 0.01
  }
 }
 scale 2
 //translate -z*5
 #if (clock<0.333)
 rotate <3*clock*360,0,0>
 #local Xd=1; #local Yd=0.3; #local Zd=0.3;
 #else
 #if (clock<0.667)
 rotate <0,3*clock*360,0>
 #local Xd=0.3; #local Yd=1; #local Zd=0.3;
 #else
 rotate <0,0,3*clock*360>
 #local Xd=0.3; #local Yd=0.3; #local Zd=1;
 #end
 #end
}

text
{
 ttf "arialbd"
 "X",0.2,0
 no_shadow
 texture
 {
  pigment
  {
   red 1
  }
  finish
  {
   emission 0.1 diffuse Xd
   specular 0.5 roughness 0.05
  }
 }
 translate <4.5,-0.25,0>
}

text
{
 ttf "arialbd"
 "Y",0.2,0
 no_shadow
 texture
 {
  pigment
  {
   green 1
  }
  finish
  {
   emission 0.1 diffuse Yd
   specular 0.5 roughness 0.05
  }
 }
 translate <-0.25,4.5,0>
}

text
{
 ttf "arialbd"
 "Z",0.2,0
 no_shadow
 texture
 {
  pigment
  {
   blue 1
  }
  finish
  {
   emission 0.1 diffuse Zd
   specular 0.5 roughness 0.05
  }
 }
 translate <-0.25,-0.25,4.5>
}


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Attachments:
Download 'p-r_rh_aerobics_mirror.mp4.mpg' (710 KB)

From: Bald Eagle
Subject: Re: left or right handed rotations
Date: 10 Oct 2016 12:10:00
Message: <web.57fbbd47998e1a28b488d9aa0@news.povray.org>
"omniverse" <omn### [at] charternet> wrote:

> Found out the mirrors show the opposite handedness, left looks like right in the
> mirror and right looks left-handed.

This is to be expected - I've had to deal with lots of diagrams of chemical
enantiomers and showing the R/S, (+)/(-), D/L chiral configuration of the
central carbon atom.

Mirror images always have reversed chirality - both geometrically and
rotationally.

I'd put a reference rotational arrow around your axes to show what the default
direction for positive rotation is.

http://www.f-lohmueller.de/pov_tut/trans/trans_200e.htm


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From: omniverse
Subject: Re: left or right handed rotations
Date: 10 Oct 2016 15:55:01
Message: <web.57fbf175998e1a28b1933f770@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> I'd put a reference rotational arrow around your axes to show what the default
> direction for positive rotation is.
>
> http://www.f-lohmueller.de/pov_tut/trans/trans_200e.htm

Yep, I always need reminders for how things work like Vectors and
Transformations that Friedrich shows.

Taking your suggestion I remade my still small and sloppy animation with +
rotation arrows.


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Attachments:
Download 'p-r_l-h_mirror_r-h.mp4.mpg' (848 KB)

From: Mike Horvath
Subject: Re: left or right handed rotations
Date: 21 Nov 2016 13:53:56
Message: <583342c4@news.povray.org>
You should upload that movie to Wikipedia to use in this article:

https://en.wikipedia.org/wiki/Orientation_(vector_space)

Mike


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