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
