Without vector math the scenegraph is a giant black box to you and you will see behaviors you won't understand in anything beyond the most trivial application
As cross of multiple game companies I would no more hire someone who had no 3D math background to code a 3D game then I would hire someone without a drivers license to drive a delivery van. Its a basic qualification for the job. On Jun 12, 2011 2:48 PM, "Michael Iv" <[email protected]> wrote: > Andreas just read Adobe docs regarding transformVector() and > deltaTransformVector() and their differences .It is really simple, No > "cruel" vector math. transformVector returns transformed vector both by > matrix orientation and translation components whereas deltaTransform > transform the input vector only by orientation of the matrix. > > > On Mon, Jun 13, 2011 at 12:19 AM, Jeffrey Kesselman <[email protected] >wrote: > >> Vector algebra is " normal" for anyone trying to program 3d graphics. If >> this is what you want to do you better study more math >> >> Sorry to sound cruel but that's the reality. >> On Jun 12, 2011 4:21 PM, "Andreas Jirenius" <[email protected]> wrote: >> > Ok, I have never studied math above the "normal" level and actually >> > never studied matrices in any way so please help me out here :) >> > >> > I got an ObjectContainer3D that is rotated in different axis. Also I >> > got a smaller ObjectContainer3D as a child inside this first one. The >> > child is ALSO rotated in different ways. >> > Is there any simple solution the get a global(!) Vector pointing in >> > the direction the smaller object is "looking at" (preferrable). Or >> > maybe get the global rotation of the smaller object (x,y and z). >> > >> > Grateful for any help! >> > > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected]
