Hello everyone.

I am very new to away3D development and currently using away3D 3.6.0
(since there is to few documentation for away3D 4 for my needs)

I ran into a problem that I can't figure out.

I have an object3D that is rotated 90° on the Y-axis. In that scenario
object.rotationX and object.rotationZ are doing *exactly* the same
thing, which seems to suggest to me, that rotationZ is using the
global axis and rotationX the object's local axis.



Test Project: (Main.as)

package
{
        import flash.display.Sprite;
        import flash.events.Event;
        import away3d.containers.View3D;
        import away3d.primitives.Cube;

        public class Main extends Sprite
        {
                private var view:View3D;
                private var cube:Cube;

                public function Main()
                {
                        view = new View3D({x:stage.stageWidth * .5, y: 
stage.stageHeight * .
5});
                        addChild(view);

                        cube = new Cube();
                        cube.rotationY = 90;
                        view.scene.addChild(cube);

                        addEventListener(Event.ENTER_FRAME, enterFrame);
                }

                private function enterFrame(e:Event):void
                {
                        view.render();

                        cube.rotationX += 10;
                        cube.rotationZ -= 10;

                        // object won't move at all
                        // comment out any one of the two and it will rotate 
around the
same axis

                }
        }
}



Please someone explain to me what is happening ... and how I can
always use global rotation values instead of local ones.

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