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From: Bill DeWitt
Subject: Rotate list
Date: 13 Nov 2001 12:49:02
Message: <3bf15d0e@news.povray.org>
There is probably a simple way to do this, but I end up doing it the hard
way and I am getting tired of it...

    What I want to do is say "rotate y*30, x*60, z*90"

    Instead I write
    rotate y*30
    rotate <60,0,90>

    I made a sloppy macro that does it but it takes just about as much
typing to #include it and then do rotmac( y,30,x,60,z,90)

    Surely there is a better way. Am I missing something obvious?


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From: ingo
Subject: Re: Rotate list
Date: 13 Nov 2001 14:24:37
Message: <Xns9158CF9FAA0DFseed7@povray.org>
in news:3bf15d0e@news.povray.org Bill DeWitt wrote:

>     Surely there is a better way.

Maybe a matrix? But don't ask me how.

As for #include ..., for small macros like this I prefer to paste them 
from the insert menu and don't put them in an include file.

Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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From: Bill DeWitt
Subject: Re: Rotate list
Date: 13 Nov 2001 15:40:25
Message: <3bf18539$1@news.povray.org>
"ingo" <ing### [at] homenl> wrote in message
news:Xns### [at] povrayorg...
> in news:3bf15d0e@news.povray.org Bill DeWitt wrote:
>
> >     Surely there is a better way.
>
> Maybe a matrix? But don't ask me how.

    Ouch. My head already hurts just from reading that word. But you are
probably right.

> As for #include ..., for small macros like this I prefer to paste them
> from the insert menu and don't put them in an include file.

    Sometimes I do that, but then I made a .inc with several of my most
commonly used.


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From: Josh English
Subject: Re: Rotate list
Date: 13 Nov 2001 16:30:41
Message: <3BF190D5.B6524466@spiritone.com>
> 
>     Surely there is a better way. Am I missing something obvious?

I can't imagine a faster way to type it. As for the parsing of the
scene, I don't know if it's faster for the scene to creates the matrices
and multiply them or let POV-Ray do it automatically.
Plus, your method allows you to line up rotations around any axis if you
use vaxis_rotate.

The problem you have is that your macro requires all six parameters, and
if you only want two rotations you still need to have z,0 as the third
pair of paramters. Optional parameters is on my wish list for POV-Ray 4.

Josh English
eng### [at] spiritonecom


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From: Rob Brown-Bayliss
Subject: Re: Rotate list
Date: 15 Nov 2001 02:54:35
Message: <3bf374bb@news.povray.org>
In article <3BF190D5.B6524466@spiritone.com>, "Josh English"
<eng### [at] spiritonecom> wrote:

> Optional parameters is on my wish list for POV-Ray 4.

I am a pov newbie, and opotionl paramaters was one of the first things I
asked about.  It would make life so much more livable :o)


-- 

  Rob Brown-Bayliss
 ---======o======---


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From: John VanSickle
Subject: Re: Rotate list
Date: 15 Nov 2001 15:54:53
Message: <3BF42C21.48C7724@hotmail.com>
Bill DeWitt wrote:
> 
> There is probably a simple way to do this, but I end up doing it the
> hard way and I am getting tired of it...
> 
>     What I want to do is say "rotate y*30, x*60, z*90"
> 
>     Instead I write
>     rotate y*30
>     rotate <60,0,90>
> 
>     I made a sloppy macro that does it but it takes just about as much
> typing to #include it and then do rotmac( y,30,x,60,z,90)
> 
>     Surely there is a better way. Am I missing something obvious?

No.

-- 
ICQ: 46085459


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From: Bill DeWitt
Subject: Re: Rotate list
Date: 15 Nov 2001 22:48:29
Message: <3bf48c8d$1@news.povray.org>
"John VanSickle" <evi### [at] hotmailcom> wrote :
> >
> >     Surely there is a better way. Am I missing something obvious?
>
> No.

    I would prefer a different answer if you don't mind.


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From: Warp
Subject: Re: Rotate list
Date: 16 Nov 2001 06:19:54
Message: <3bf4f65a@news.povray.org>
Bill DeWitt <bde### [at] cflrrcom> wrote:
:> >     Surely there is a better way. Am I missing something obvious?
:>
:> No.

:     I would prefer a different answer if you don't mind.

  If there isn't any other answer, what can we do about it?

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: John VanSickle
Subject: Re: Rotate list
Date: 17 Nov 2001 02:54:47
Message: <3BF6184F.2328BAD6@hotmail.com>
Bill DeWitt wrote:
> 
> "John VanSickle" <evi### [at] hotmailcom> wrote :
> > >
> > >     Surely there is a better way. Am I missing something obvious?
> >
> > No.
> 
>     I would prefer a different answer if you don't mind.

But "yes" would have been wrong.

Seriously, rotating around x, then y, and then z is an arbitrary
ordering, but is convenient enough for most projects, and the
modelling language was written to reflect that.  Your project is
different (mine often are, too), so you have to do things slightly
differently.

-- 
ICQ: 46085459


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From: Bill DeWitt
Subject: Re: Rotate list
Date: 17 Nov 2001 08:10:05
Message: <3bf661ad$1@news.povray.org>
"John VanSickle" <evi### [at] hotmailcom> wrote in message
news:3BF6184F.2328BAD6@hotmail.com...
> Bill DeWitt wrote:
> >
> > "John VanSickle" <evi### [at] hotmailcom> wrote :
> > > >
> > > >     Surely there is a better way. Am I missing something obvious?
> > >
> > > No.
> >
> >     I would prefer a different answer if you don't mind.
>
> But "yes" would have been wrong.

    New thought. Six macros xyz(,,), xzy(,,), yxz(,,), yzx(,,), zxy(,,), and
zyx(,,) (the first one is included for consistency)

    After I make them, I will post them if they are not obvious to everyone.


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