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Hi, all
Does someone know the unit of the distance between the camera and object?
Thanks
Wu Yang
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"Wu Yang" <wya### [at] cswrightedu> wrote in news:3de43345@news.povray.org
> Hi, all
> Does someone know the unit of the distance between the camera and
> object?
> Thanks
Your question is very hard to undersand.
There are no "units" in POV, all metrics (including ditance beetween camera
to object) are in "Pov-units"
If you make scene
sphere { // eath
0 1.0
.. }
then 1 unit will be milons miles, and in scene
sphere { 0 1.0 ... } // atom
1 unit = 0.00000000000000000000000000001 " (or less)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Thank you for your reply
> There are no "units" in POV, all metrics (including ditance beetween
camera
> to object) are in "Pov-units"
>
Yes, you are right. Do you know how to measure the length , width , height
of a object? Thanks
Best Regards
Wu Yang
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In article <3de4404d$1@news.povray.org>,
"Wu Yang" <wya### [at] cswrightedu> wrote:
> Yes, you are right. Do you know how to measure the length , width , height
> of a object? Thanks
Length, width, and height are human measurements that would depend on
the object. If you can specify the object, you should know its
dimensions.
You could get an approximation of its extents along the x, y, and z axii
by taking the corners of its bounding box, you can access this
information with the min_extent() and max_extent() functions. Automatic
bounding isn't always perfect though, the bounding box may fit a bit
"loosely", especially on things like CSG difference or intersection and
blob objects. And this information might not be useful...for example,
the length of a cone is the distance between its end points, the length
of a plane is the distance from its nose to its tail, but the extents
are always of an axis-aligned bounding box containing the object.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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If you know where your camera is in POVray (in coordinates or units) and you
also know where your object is, the distance is sqrt( (x2 - x1)^2 + (y2 - y1)^2
+ (z2 - z1)^2 ), the old and venerable Pythagorean theorem.
<x1, y1, z1> should be your camera location, and <x2, y2, z2> should be your
object location.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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In article <3de4eb79$1@news.povray.org>,
"Sir Charles W. Shults III" <aic### [at] cflrrcom> wrote:
> If you know where your camera is in POVray (in coordinates or units) and
> you also know where your object is, the distance is sqrt( (x2 - x1)^2
> + (y2 - y1)^2 + (z2 - z1)^2 ), the old and venerable Pythagorean
> theorem.
> <x1, y1, z1> should be your camera location, and <x2, y2, z2> should be
> your object location.
vlength(Pt - CamPos) is a bit easier and faster parsing. You only really
need the Pythagorean equation when you are writing functions. Similar to
using vrotate() instead of sin() and cos(), or vtransform() or transform
functions instead of doing the transformations manually.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Thanks. I read the docs when I need to find something out, but having done
a lot of math in the past, I often just write a function or equation without
looking for a shortcut.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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