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. >
