The clue for your solution is to set a rotation for matrix and then multiply you vectors by it . Also why don't you look into as3dmod . I think you have got all you need there
Sent from my iPhone On Nov 25, 2010, at 2:42 PM, Darcey Lloyd <[email protected]> wrote: > 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 >
