As far as direction goes, myObject.sceneTransform.forward should
actually contains a normalized orientation vector of the object in
world space.

Alternatively, myObject.transform.forward should represent the
normalized orientation vector in object space.

-b


On Feb 7, 11:57 am, Li <[email protected]> wrote:
> Fabrice just mentioned something interesting to me...
>
> If you normalize the rotations of an object you might get the direction
> versor for it...?
>
> Try it out, it could work, it would be something like this:
>
> var rots:Number3D = new Number3D(obj.rotationX, obj.rotationY,
> obj.rotationZ);
> rots.normalize();
>
> On Sat, Feb 7, 2009 at 2:41 PM, Li <[email protected]> wrote:
> > Patrick,
>
> > As ben said, if the "direction" vector you are referring to is -where the
> > object is pointing towards- and when you are moving the objects you are
> > making sure that the objects look in the direction of the motion, you are
> > talking about the velocity vector of the objects, which is the derivative of
> > the object's position in time.
>
> > I guess you could obtain this by analyzing the objects current position
> > with it's previous one and obtaining a differential vector, or you could
> > also do something with the object's rotationX, Y and Z values to extract the
> > information from there...
>
> > On Sat, Feb 7, 2009 at 8:19 AM, ben <[email protected]> wrote:
>
> >> Hi !
> >> by "direction", do you want the angle to the point the object is
> >> looking at,
> >> or do you mean the vector of it's movement.
>
> >> If (your question == the second)
> >> how do you manage object's movement ?
> >> This can help you find it if you can get each step position of the
> >> object.
>
> >> >"This describes the absolute position in the coordinate system as well
> >> as the vector starting at [0,0,0] and ending at the Number3D. "
> >> your right but you have to normalize it if you want to use it.

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