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In the snippet below, the object rotate does not rotate when a variable
value but works with a fixed value. It appears to be always set to zero
(no rotaion0 when a variable is used. The goal was to create a spiral
series of I-beams. Can anyone help me with what I am doing wrong?
thanks
#declare i = 0;
#declare h = 0; //elevation
#declare R = 5; //outer radius
#declare a = 0;
#declare da = 360/40;
#declare bpi = 40; //beams per pi
#declare rrate = 5*2*pi/360; //ramprate
#declare bspan = 2*pi*R/40;
#declare dh = bspan*tan(rrate);
#while (i<40)
object { I_beam
texture { Steel_Beam }
rotate <0,90,0>
translate <R*cos(a), h, R*sin(a) >
}
#local a = a + da;
#local i = i + 1;
#local h = h + dh;
#end
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"Edee" <rah### [at] yahoocom> wrote:
> In the snippet below, the object rotate does not rotate when a variable
> value but works with a fixed value. It appears to be always set to zero
> (no rotaion0 when a variable is used. The goal was to create a spiral
> series of I-beams. Can anyone help me with what I am doing wrong?
> thanks
> #declare i = 0;
> #declare h = 0; //elevation
> #declare R = 5; //outer radius
> #declare a = 0;
> #declare da = 360/40;
> #declare bpi = 40; //beams per pi
> #declare rrate = 5*2*pi/360; //ramprate
> #declare bspan = 2*pi*R/40;
> #declare dh = bspan*tan(rrate);
> #while (i<40)
> object { I_beam
> texture { Steel_Beam }
> rotate <0,90,0>
> translate <R*cos(a), h, R*sin(a) >
> }
> #local a = a + da;
> #local i = i + 1;
> #local h = h + dh;
>
> #end
It is somewhat unclear to me what you are trying to achieve.
(But at least I can assure you that rotations do indeed also work with
variables.)
Please have a look at the code below. I don't know if it does what you want,
but I have tried to make the code better and more understandable for
others.
If you need more help, then please post a more complete example that
illustrates your problem. You should make it so that we don't have to add a
lot of lines with camera, light sources, shapes, textures etc in order to
make a test render.
#declare NrOfBeams = 40;
#declare Radius = 5;
// I don't see what you are trying to do within the 3 lines below.
#declare Bspan = Radius*2*pi/NrOfBeams;
#declare RampRate = radians(5);
#declare dHeight = Bspan*tan(RampRate);
#declare dAngle = 360/NrOfBeams;
#declare Angle = 0;
#declare Height = 0;
#declare I = 0;
#while (I < NrOfBeams)
#declare Height = Height + I*dHeight;
#declare Angle = Angle + I*dAngle;
object {
I_beam
translate <Radius, Height, 0>
rotate (90 + Angle)*y
pigment { color Red }
}
#declare I = I + 1;
#end // while
You should avoid using variable names with only lower case letters.
I recommend that you look up the radians() and degrees() keywords in the
manual and also check that you know which keywords expect radians and which
expect degrees as arguments.
--
Tor Olav
http://subcube.com
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Wasn't it Edee who wrote:
>In the snippet below, the object rotate does not rotate when a variable
>value but works with a fixed value. It appears to be always set to zero
>(no rotaion0 when a variable is used. The goal was to create a spiral
>series of I-beams. Can anyone help me with what I am doing wrong?
>thanks
> ...
> rotate <0,90,0>
You're rotating each beam by the same amount. To rotate each beam
differently you need to use something like this
rotate <0,90-i*rrate*180/pi,0>
Note that "rotate" uses degrees, but rrate is in radians, hence the
*180/pi.
--
Mike Williams
Gentleman of Leisure
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Mike Williams <nos### [at] econymdemoncouk> wrote:
> Wasn't it Edee who wrote:
> >In the snippet below, the object rotate does not rotate when a variable
> >value but works with a fixed value. It appears to be always set to zero
> >(no rotaion0 when a variable is used. The goal was to create a spiral
> >series of I-beams. Can anyone help me with what I am doing wrong?
> >thanks
> > ...
> > rotate <0,90,0>
>
> You're rotating each beam by the same amount. To rotate each beam
> differently you need to use something like this
>
> rotate <0,90-i*rrate*180/pi,0>
>
> Note that "rotate" uses degrees, but rrate is in radians, hence the
> *180/pi.
>
> --
> Mike Williams
> Gentleman of Leisure
My confusion arose out of the radians for trig functions, and rotations
being in degrees and needed a negative value to have the radial effect
desired of a spiral stair case. The snippet also did not include the
variable being used. I also plan to use upper case variable name for final
version.
The version that seems to work for me follows, thank you all for your help.
#declare i = 0;
#declare h = 0; //elevation
#declare R = 5; //outer radius
#declare a = 0;
#declare da = 360/40;
#declare bpi = 40; //beams per pi
#declare rrate = 5*2*pi/360; //ramprate
#declare bspan = 2*pi*R/40;
#declare dh = bspan*tan(rrate);
#while (i<40)
object { I_beam
texture { Steel_Beam }
rotate -a*y
translate <R*cos(a*pi/180), h, R*sin(a*pi/180) >
//translate y*h
}
#local a = a + da;
#local i = i + 1;
#local h = h + dh;
#end
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