Sure, drag and throw is not a problem, nor is rotation based on an arbitrary
point, but deciding how an object should rotate based on where the user
pressed and how he dragged it. But thanks anyway.

About ready-made classes: with APE or box2D I could manage to recreate this,
but that's not the point: what I want is to understand how it's done.
Anyone?


  Leandro Ferreira

On Thu, Jul 3, 2008 at 1:19 AM, Ashim D'Silva <[EMAIL PROTECTED]>
wrote:

> Basically it's using velocity well. The dragging and throwing is
> pretty easy to figure out with basic physics (velocity and
> decay/friction). The rotation is a little trickier I imagine using
> some sort of Matrix transformations to dynamically decide a point to
> rotate around. Look for rotations around an arbitratrary point. I
> don't have enough knowledge to actually help you out directly but
> hopefully this will lead you in some direction.
>
> Maybe there are some ready made classes...
>
> Ashim
>
> --
> Random Lines 3D
> My online portfolio
> www.therandomlines.com
>
> 2008/7/3 Leandro Ferreira <[EMAIL PROTECTED]>:
> > Hi there,
> >
> > I was trying to understand how this(
> > http://www.ffiles.com/flash/templates/drag_and_rotate_website_1670.html)
> > kind of movement works, but I have no idea on what to search for.
> > At first I got an physics book about classical mechanics, but didn't find
> it
> > useful, and can't find the exact theories involved in order to look for
> and
> > applied use.
> > Then I began working 'intuitively' in it, with some trigonometics and so,
> > but things got ugly and now I'm kind of stuck.
> >
> > Does anyone here know where can I find some information/article/readable
> > source about this?
> >
> >
> >
> > Thanks,
> >  Leandro Ferreira
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> > [email protected]
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> >
>
>
>
> --
> Random Lines 3D
> My online portfolio
> www.therandomlines.com
> _______________________________________________
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