"\a" | Bell or alarm, 0x07 |
"\b" | Backspace, 0x08 |
"\f" | Form feed, 0x0C |
"\n" | New line (line feed) 0x0A |
"\r" | Carriage return 0x0D |
"\t" | Horizontal tab 0x09 |
"\v" | Vertical tab 0x0B |
"\0" | Null 0x00 |
"\\" | Backslash 0x5C |
"\'" | Single quote 0x27 |
"\"" | Double quote 0x22 |
For example:
Locations within that coordinate system are usually specified by a three component vector. The three values correspond to the x, y and z directions respectively. For example, the vector \langle 1,2,3> means the point that's one unit to the right, two units up and three units in front of the center of the universe at <0,0,0>.
Vectors are not always points though. They can also refer to an amount to size, move or rotate a scene element or to modify the texture pattern applied to an object.
The supported transformations are rotate , scale and translate . They are used to turn, size and translate an object or texture. A transformation matrix may also be used to specify complex transformations directly.
will move the sphere from <10,10,10> to \langle 5,12,11>. It does not move it to the absolute location <-5,2,1>. Translating by zero will leave the element unchanged on that axis. For example:
Scale is used to stretch or squish an element. Values larger than one stretch the element on that axis while values smaller than one are used to squish it. Scale is relative to the current element size. If the element has been previously re-sized using scale then scale will size relative to the new size. Multiple scale values may used.
For example
will stretch and smash the sphere into an ellipsoid shape that is twice the original size along the x-direction, remains the same size in the y-direction and is half the original size in the z-direction.
If a lone float expression is specified it is promoted to a three component vector whose terms are all the same. Thus the item is uniformly scaled by the same amount in all directions. For example:
Note that the order of the rotations does matter. Rotations occur about the x-axis first, then the y-axis, then the z-axis. If you are not sure if this is what you want then you should only rotate on one axis at a time using multiple rotation statements to get a correct rotation. As in
Rotation is always performed relative to the axis. Thus if an object is some distance from the axis of rotation it will not only rotate but it will orbit about the axis as though it was swinging around on an invisible string.
To work out the rotation directions you must perform the famous Computer Graphics Aerobics exercise as explained in the section "Understanding POV-Ray's Coordinate System" .
%%% qx = M00 * px + M10 * py + M20 * pz + M30 %%% qy = M01 * px + M11 * py + M21 * pz + M31 %%% qz = M02 * px + M12 * py + M22 * pz + M32 %%%%%% END
Normally you won't use the matrix keyword because it's less descriptive than the transformation commands and harder to visualize. There is an intersecting aspect of the matrix command though. It allows more general transformation like shearing. The following matrix causes an object to be sheared along the y-axis.
Similarly scaling after translation also moves an object unexpectedly. If you scale after you translate the scale will multiply the translate amount. For example
will translate to <20,24,28> instead of \langle 5,6,7>. Be careful when transforming to get the order correct for your purposes.
Where IDENT is the identifier to be declared and TRANSFORMATION is one or more translate , rotate , scale or matrix specifications or a previously declared transform identifier. A transform identifier is invoked by the transform keyword without any brackets as shown here:
On extremely complex CSG objects with lots of components it may speed up parsing if you apply a declared transformation rather than the individual translate , rotate , scale or matrix specifications. The transform is attached just once to each component. Applying each individual translate , rotate , scale or matrix specifications takes long. This only affects parsing - rendering works the same either way.