I wonder if someone can suggest an elegant way to do this:

I have an ObjectContainer3D representing a table with 3 legs.  As
children of the table, I have many other nested Object3D's.  I want to
independently adjust the length of each of the 3 legs, and have the
table (and its children) correctly rotate and translate to follow as
the surface of the table rotates and translates.

I can think of one or two brute force ways involving nesting in
ObjectContainer3D's 3 levels deep, but that would add a lot of
overhead every frame.  There should be perhaps a more elegant way
using cross products of the three points on the table and transform
matrices, but I can't figure out how to use Away3D methods for that.

Does anyone have any clever suggestions?  Thanks!
Ralph

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