I am creating a "rubiks cube" 3 x matrix of planes. I create each
plane by offsetting its x,Y and Z from the center, then adding it to
an ObjectContainer3D.
Then I rotate the ObjectContainers so that the planes are facing the
right direction. This works great.
But then I use applyRotations() to each plane, and the planes suddenly
shift out of position.
Can anybody help me come up with a fix?

Here is the positioning of the plane inside the objectContainer3D:
                        var sidehalfwidth:Number = 1.0 * spacer;
                        plane.x = sidehalfwidth - (index % 3 * spacer);
                        plane.z = sidehalfwidth - (Math.floor(index / 3) * 
spacer);
                        plane.y = 1.5 * spacer;

here is the rotation function. the count variable is the face of the
cube it is oriented to:

var t:Tile = new Tile(i, count);
                                tiles.push(t);
                                switch(count) {
                                        case 0:
                                                // no rotations.
                                                break;
                                        case 1:
                                                t.rotationY = 180;
                                                t.rotationX = 90;
                                                t.filters = [new GlowFilter(0)];
                                                break;
                                        case 2:
                                                t.rotationX = 90;
                                                t.rotationY = 90;
                                                //t.rotationZ = 90;
                                                break;
                                        break;
                                        case 3:
                                                t.rotationX = 90;
                                                break;
                                        case 4:
                                                //t.rotationZ = -90;
                                                t.rotationX = 90;
                                                t.rotationY = -90;
                                                //t.rotationY = 90;

                                                break;
                                        case 5:
                                                t.rotationZ = 180;
                                                break;
                                }

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