As a simple script: // script begin mypi = Math.PI; Self.SetTotalTranslate(new r3Vect(mypi*Time,2.2, 0)); // script end
// ok, more correct is var mypi = Math.PI; Self.SetTotalTranslate(new r3Vect(mypi*Time,2.2, 0)); // script end or directly: // script begin Self.SetTotalTranslate(new r3Vect(Math.PI*Time,2.2, 0)); // script end think of "Math.PI" as a "alternate" for 3,141592653589793238462643383... Matthias ----- Original Message ----- From: "Zaug" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Saturday, December 29, 2007 2:44 PM Subject: Re: Javascript, one more math function > Alasdair wrote: > > thats very helpful, rs3d community to the rescue again :) > > many thanks > > Alasdair > > > > ----- Original Message ----- From: "Matthias Kappenberg" > > <[EMAIL PROTECTED]> > > To: <[email protected]> > > Sent: Wednesday, December 26, 2007 9:23 AM > > Subject: Re: Javascript > > > > > >> Copied from http://www.javascripter.net/faq/mathfunc.htm > >> > >> Math.abs(a) // the absolute value of a > >> Math.acos(a) // arc cosine of a > >> Math.asin(a) // arc sine of a > >> Math.atan(a) // arc tangent of a > >> Math.atan2(a,b) // arc tangent of a/b > >> Math.ceil(a) // integer closest to a and not less than a > >> Math.cos(a) // cosine of a > >> Math.exp(a) // exponent of a > >> Math.floor(a) // integer closest to and not greater than a > >> Math.log(a) // log of a base e > >> Math.max(a,b) // the maximum of a and b > >> Math.min(a,b) // the minimum of a and b > >> Math.pow(a,b) // a to the power b > >> Math.random() // pseudorandom number in the range 0 to 1 > >> Math.round(a) // integer closest to a > >> Math.sin(a) // sine of a > >> Math.sqrt(a) // square root of a > >> Math.tan(a) // tangent of a > >> > There is also: > Math.PI // ? > > Cheerz, > Zaug >
