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Given an object with one end at <0,0,0> and aimed at <0,1,0>, how do I calculate
the necessery rotation to aim it at <A,B,C> ?
Thanks...
--
#macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
}light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
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On Thu, 17 Jan 2002 13:12:19 -0000, "Tom Melly" <tom### [at] tomandlucouk> wrote:
> Given an object with one end at <0,0,0> and aimed at <0,1,0>, how do I calculate
> the necessery rotation to aim it at <A,B,C> ?
Check "Reorient_Trans" in documentation.
ABX
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