Cool!

On Sat, Feb 7, 2009 at 3:24 PM, Benoit Beausejour <[email protected]>wrote:

>
> 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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