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OK, so after much doodling around with the SDL and arrays,
I determined that I could create another array with the loop, instead of trying
to generate a spline directly. Then I could define the spline using:
#declare PropSpline = spline { PropSplineArray [PropArraySize-1] [0],
PropSplineArray [PropArraySize-1] [1] }
The problem NOW is (because there's _always another problem) that the
Spline_Transform macro is choking on what I'm passing it. It looks like I've
got the proper number of arguments... ?
I'm thinking that should be an easy problem for the animators out there to help
me through...
New SDL:
==================================================
#declare PropSplineArray = array [PropArraySize] [2]
#declare Loop = 0;
#declare Tip = false;
#while (Loop < PropArraySize)
// Spline_Trans(Spline, Time, SkyVector, ForeSight, Banking):
#local Vector = RadiusArray [Loop];
#local XValue = Vector.x;
#if (XValue = -5)
#declare Tip = true;
#end
#if (Tip)
#declare PropSplineArray [Loop] [0] = 5+(5-abs(XValue));
#declare PropSplineArray [Loop] [1] = Vector;
#else
#declare PropSplineArray [Loop] [0] =abs(XValue);
#declare PropSplineArray [Loop] [1] = Vector;
#end
#declare Loop = Loop + 1;
#end
#declare PropSplineArraySize = dimension_size (PropSplineArray, 1);
#debug concat ("PropSplineArraySize: ", str(PropSplineArraySize, 3,1), "\n" )
#debug "==============================================\n"
#declare PropSpline = spline { PropSplineArray [PropArraySize-1] [0],
PropSplineArray [PropArraySize-1] [1] }
#declare CylLoop = 0;
#while (CylLoop < 1)
object{ cylinder {<0, Mid, 0>, Spline_Trans(PropSpline, Loop, y, 0.1, 0.1),
Thin texture {Propeller_Tex} }
#declare CylLoop = CylLoop+1;
#end
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