The Quarternion class still exists and should work with the new classes. For
example:

quaternion.euler2quarternion(rotX, rotY, roxZ)

will still produce a quaternion of the correct type. and:

object3D.transform = Matrix3DUtils.quaternion2matrix(quaternion);

will then convert that to a Matrix3D object to be used on the transform
property. However, no tests have been done so far to see if the native
decompose / recompose methods are quicker to execute. If they are then you
should probably stick to native operations.

cheers

Rob

On Tue, Sep 14, 2010 at 5:42 PM, Michael Iv <[email protected]> wrote:

> Guys what about Quaternion stuff . Now If I wrote in 3.5 Quaternion class
> based calculations  they would not work anymore ? Has Quaternion() been
> removed >?Guess I need to use Matrix3D.decompose () instead .??
>
>
> On Tue, Sep 14, 2010 at 6:01 PM, Fabrice3D <[email protected]> wrote:
>
>> my mistake, correcting now
>>
>> Fabrice
>> On Sep 14, 2010, at 5:48 PM, [email protected] wrote:
>>
>> > Sorry for premature sending. I meant only that I had checkout problems
>> > in tortoise with this revision.
>>
>>
>
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|
> www.neurotechresearch.com
> http://blog.alladvanced.net
> http://www.meetup.com/GO3D-Games-Opensource-3D/
> Tel:054-4962254
> [email protected]
> [email protected]
>
>


-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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