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Subject: 
Re: Can someone explain the method to the madness...
Newsgroups: 
lugnet.cad
Date: 
Tue, 9 Mar 2004 15:46:11 GMT
Viewed: 
567 times
  
In lugnet.cad, Orion Pobursky wrote:
In lugnet.cad, Mike Thorn wrote:
Well, I don't know if it's madness or not, but it's driving {me} mad, at any
rate.

Can some kind soul explain either or both of the following:

1) What is the conversion system for MLCAD units to POV units, when not using
LGEO?

One to One

That is correct Orion.

2) Why does L3P create matrices for the placement of elements instead of
using |translate|?

Matrix is faster because a matrix defines rotation, translation, scaling, and
skewing all in the same statement.

L3P uses matrix because a line type 1 already is a matrix.
It didn't occur to me to set the last three elements of the matrix as zeros
and printing them in a separate translate statement in stead.

Speed is only a parsing issue. Internally in PovRay all transformations
are multiplied together into one matrix.

I'm cracking my keyboard over my head trying to replace a |matrix| with a
|translate| so I can perform a clock animation on it, but I'm having
absolutely no success. Desperation drives one to ask many questions.

You can translate without replacing the matrix.  Here's a typical POV matrix:

matrix <-1,0,0,0,1,0,0,0,-1,0,-56,30>

The last 3 numbers are the object's postion (i.e. translation).

Yes, the equivalent is:
  matrix <-1,0,0,0,1,0,0,0,-1, 0,0,0>
  translate <0,-56,30>
/Lars



Message is in Reply To:
  Re: Can someone explain the method to the madness...
 
(...) One to One (...) Matrix is faster because a matrix defines rotation, translation, scaling, and skewing all in the same statement. (...) You can translate without replacing the matrix. Here's a typical POV matrix: matrix (...) (21 years ago, 8-Mar-04, to lugnet.cad)

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