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On 7 Feb 2001 16:48:08 -0500, Rich wrote:
> I'm trying to apply shapes to the surface of an object to make the object
>look larger... Anyway, I'm using the trace function to find the
>intersection and normal, but the normal is expressed in 0..1 format instead
>of the 0-360 format needed for rotations. I've tried multiplying the
>returned normal with 360, and I tried seperate rotates for each part of the
>normal multiplied by 360, but the shape isn't rotated the way I'm expecting
>it to. I am expecting the flattened boxes to lie flat against the sphere.
>I need to be able to rotate the object, as I will eventually be using
>fairly complex shapes in place of the box. Any help appreciated, sample
>code is below.
The normal is nothing like a rotation vector. You need John VanSickle's
Reorient macro, but of course I've forgotten the URL.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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