Hi,

I need some R&D on this but if anyone could assist. I am trying to rotate a
plane but with a twist effect.

So I thought, make 2 planes, 1 visible and 1 not visible with identical
number of segments and dimensions.
Rotate plane 2 (the invisible 1 180 degrees + of the visible plane) then
tween each of it's vertices to match the invisible planes vertices. However
I find that:

p1.vertices[0] = new Vertex(-400, 0, -400)
p2.vertices[0] = new Vertex(-400, 0, -400)

How is rotation calculated?

I know the above would just tween from point to point and give a messed up
effect, but once I get this working I was going to extend it to have a 1/2
circle sin/cosine equation to tween from p1.vertex[0].x,y,z to
p2.vertext[0].x,y,z

I did some googling and then ended up in c++ forums where matrix
translations went a tad over my head lol

In the Away3D examples there is the code - which applies a sin and cosine
wave to plane via its vertices.

                                for (var x:int = 0; x <= plane.segmentsW; x++){
                                        for (var y:int = 0; y <= 
plane.segmentsH; y++){
                                                plane.vertex(x, y).y =
150*Math.sin(dist(x-plane.segmentsW/2*Math.sin(t/2000),
y-plane.segmentsH/2*Math.cos(t/9000))/2+t/200);
                                        }
                                }


I am trying to adapt this to create a plane flip that achieves this rotation
in a twist effect.

Any ideas?


Thanks

Darcey

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