please.....is there anyone who can fix this one line for me? //rot1.append(object.transform);
...to see what this is good for: http://www.mischen-impossible.de/away3d/clickTest5Mesh.html On 27 Nov., 01:37, fab4ce <[email protected]> wrote: > aaahhh.... much better like this: > > function rotateMatrix(object:Object3D, x:Number, y:Number):void{ > > var rot1:Matrix3D=new Matrix3D(); > var rot2:Matrix3D=new Matrix3D(); > rot2.appendRotation(y, Vector3D.X_AXIS); > rot1.appendRotation(x, Vector3D.Y_AXIS); > rot1.append(rot2); > //rot1.append(object.transform); > object.transform = rot1; > > } > > excactly what i was looking for, besides the fact that the object doesn > ´t keep the position when i click a second time after moving and > releasing the mouse button. > btw...i call this function mit the mouseX and mouseY like this: > if(mDown)rotateMatrix(myObject,-(mdiff.x)/4,-(mdiff.y)/4); > > If i do not comment out the 1 line, the object keeps the position, but > the rotation is strange. > I think i almost solved my problem. Seems like there is only 1 line > incorrect?? > > ------------------ > > On 27 Nov., 01:10, fab4ce <[email protected]> wrote: > > > i tried it like this: > > > function rotateMatrix(object:Object3D, x:Number, y:Number):void{ > > var rot1:Matrix3D=new Matrix3D(); > > var rot2:Matrix3D=new Matrix3D(); > > rot1.appendRotation(-y, Vector3D.X_AXIS); > > rot1.appendRotation(x, Vector3D.Y_AXIS); > > rot1.append(rot2); > > rot1.append(rot1); > > object.transform = rot1; > > > } > > > It compiles now...but it doesnt behave like 2 matrixes. The object > > rotates correct on the y axis but x is behaving strange...like not > > "free" > > > On 24 Nov., 10:53, fab4ce <[email protected]> wrote: > > > > hmmm....that sounds good....besides the fact that i don´t know much > > > about thematrixmath. > > > Sometimes you want to use pieces of code that you don´t understand at > > > all. > > > I do just ask because it is such a little function: Could you or > > > someone else please translate it to 3.6 standard, line by line? > > > > On 23 Nov., 23:13, Michael Iv <[email protected]> wrote: > > > > > usematrix.append(anotherMatrix)-formultiplication > > > > for setting rotation portion of thematrixI think you should first > > > > decompose thematrixwhich returns a vector object containing 3 portions > > > > of > > > > thematrix(If I remember correctly second index is rotational > > > > portion,please refer to AS3 docs) and then you assign your values to > > > > that > > > > part and recompose it back to youmatrix. > > > > > On Tue, Nov 23, 2010 at 10:34 PM, fab4ce <[email protected]> wrote: > > > > > how do write this in Away3D 3.6 ? > > > > > > function rotateMatrix(object:Object3D, x:Number, y:Number):void{ > > > > > var rot1:Matrix3D=new Matrix3D(); > > > > > var rot2:Matrix3D=new Matrix3D(); > > > > > rot1.rotationMatrix(0,1,0,x); > > > > > rot2.rotationMatrix(1,0,0,y); > > > > > rot1.multiply(rot1, rot2); > > > > > rot1.multiply(rot1,object.transform); > > > > > object.transform = rot1; > > > > > } > > > > > -- > > > > Michael Ivanov ,Programmer > > > > Neurotech Solutions Ltd. > > > > Flex|Air > > > > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup... > > > > Tel:054-4962254 > > > > [email protected] > > > > [email protected]
