hey ron

For future reference - cloneAll does what you want without hacking :)

atb

Rob

On Wed, Sep 24, 2008 at 8:26 PM, Fabrice <[EMAIL PROTECTED]> wrote:

>
> ah nice to see, you've adapted :))
>
> clone is not duplicating the mesh info fully.
> Its referencing the vertices to save data.
> Thats why it was affecting all the other clones...
>
> Fabrice
>
>
>
> On Sep 24, 2008, at 9:09 PM, ron wrote:
>
>
>> And I just change the Mesh code's clone method, so that it also clones
>> the geometry instead of just assigning the reference to it, and it
>> seems that it fixes the problem, only the object I selected will
>> rotate. I just don't have knowledge on the design behind the code of
>> not cloning a geometry when you clone the Mesh..
>>
>> Ronald
>>
>> On Sep 24, 11:57 am, ron <[EMAIL PROTECTED]> wrote:
>>
>>> Thx for replying!.
>>>
>>> I just try the applyRotations() function. And this is the problem I
>>> see..
>>>
>>> My objects are all "cloned" out of a single master object. What I see
>>> is that when I call that applyRotations() function of a rotated
>>> object, all instances got rotated.. the rotations however is correct.
>>>
>>> Is there any easy/built-in way to work around that??
>>>
>>> Ronald
>>>
>>> On Sep 24, 11:23 am, Fabrice <[EMAIL PROTECTED]> wrote:
>>>
>>>  then use myOb as Mesh.applyRotations();
>>>>
>>>
>>>  Fabrice
>>>> On Sep 24, 2008, at 7:21 PM, ron wrote:
>>>>
>>>
>>>  Actually, let me rephrase that..
>>>>>
>>>>
>>>  I don't want my object to rotate using the model's coordinate system,
>>>>> since it has its own pivot..
>>>>>
>>>>
>>>  I just want when I rotate the cube, its own coordinate system will not
>>>>> rotate also.
>>>>>
>>>>
>>>  Ronald
>>>>>
>>>>
>>>  On Sep 24, 10:11 am, ron <[EMAIL PROTECTED]> wrote:
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>
>>>  I am trying to rotate a object3d, and neither using rotationX/Y nor
>>>>>> pitch/yaw gives me the result that I expect.
>>>>>>
>>>>>
>>>  The issue seems that these functions will rotate the object's own
>>>>>> coordinate system.
>>>>>>
>>>>>
>>>  For example, when I rotate the obj around the y-axis (a horizontal
>>>>>> rotation), then I want to rotate the object around the x-axis. At
>>>>>> this
>>>>>> point, from my point of view, the x-axis become the z-axis and the
>>>>>> rotation looks to me like it is rotating around the z-axis.
>>>>>>
>>>>>
>>>  Are there functions that allow me to rotate object, but using the
>>>>>> whole model's coordinate system? Since these rotation actions are
>>>>>> initiated by user (me), it only makes sense if it rotates according
>>>>>> to
>>>>>> the global coordinate system.
>>>>>>
>>>>>
>>>  thx.
>>>>>> Ronald
>>>>>>
>>>>>
>


-- 
Rob Bateman
Flash Development & Consultancy

[EMAIL PROTECTED]
www.infiniteturtles.co.uk
www.away3d.com

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