Well now I see why there are no takers on this one! There just is no
easy answer.

I was able to rotate a cube primitive, applyrotations in a function,
and track the rotations in variables. This would work great except
that I'm using imported meshes. It does not look like you can rotate
and call a function that applies rotation and keep on going. Actually
the mesh would stop rotating at all!

Why is there diff results for meshes when you applyrotations?

To find a solution for my project, is there a way to rotate the heck
out of a mesh and then tell when it is back to its original starting
position? (I would like to randomly rotate the meshes at the start).
Maybe I can check vertex positions or attach little objects and check
their positions.





On Nov 17, 10:49 pm, doyaydesign <[email protected]> wrote:
> I've seen other posts about objects rotating but haven't found a
> solution to my situation.
>
> I'm creating a puzzle by importing dae objects. A big part of this is
> rotating the objects xyz, maybe several times, and when they reach a
> certain rotation combination an action is taken. But because rotation
> xyz and pitch/yaw/roll are local, it appears they rotate their
> coordinate axis and eventually they don't rotate on the expected axis.
> I need to have the objects always rotate on the global axis.
>
> Since it is dae objects (from one file), I parse it into an
> ObjectContainer3D, then getchildren and put them into their own OC3D
> to add to scene and rotate.
>
> I tried putting them all into another parent group OC3D but doesn't
> work. Can't use applyRotations because I need to read the rotation
> values to trigger the action.
>
> Has anyone experienced this and found a solution? Ideas welcome!
>
> thanks

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