Compute 3D rotations with localToGlobal
May 2nd, 2005
Driving home from the flashconference in stuttgart we had a nice conversation about MovieClip.localToGlobal. I thought it is possible to write a complete 3D camera class with it and it is.
//-- setup var xClip: MovieClip = createEmptyMovieClip( '0', 0 ); var yClip: MovieClip = createEmptyMovieClip( '1', 1 ); //-- apply angles xClip._rotation = xa * 180 / Math.PI; yClip._rotation = ya * 180 / Math.PI; //-- for each point pt = points[p]; pp = { x: pt.y, y: pt.z }; xClip.localToGlobal( pp ); tmpy = pp.x; pp.x = pt.x; yClip.localToGlobal( pp ); tmpx = pp.x; tmpz = pp.y; //-- end
The trick is to rotate 2 MovieClips representing 2 axis in 3d space. But it has not the performance boost at all, even using the native MovieClip function. A simple sin/cos Matrix is a lot of faster, but the idea was nice :o)
localToGlobal3D.zip (Rotating around 2 Axis)
Filed under: actionscript
3 Responses to “Compute 3D rotations with localToGlobal”
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kuat Says:
May 2nd, 2005 at 3:47 pmHi André,
at the FMX announced to publish your incomplete rigid-body-sources.
Are you still planning to do this?
Can´t wait to play the game you´ve shown…Keep up the good work
kuat
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???? Says:
March 4th, 2006 at 11:34 amIt is good class,I think it is usefull in somewhere.I will study it in some days.
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Eduward Says:
March 31st, 2006 at 7:59 pmHi Andre,
I have made wireframes, according to you blog on your site. I don’t succeed made textures on this wireframe. I have seen the actionscript 3.0 code for this, but I can not use actionscript 3.0 (not enough ram-memory, we have 512 ram-memory).
On this site is an example:
http://www.freewebs.com/ogamemanist/%2D%20New%20Folder/Cubus%20flash.swfIs it possible to use actionscript 2.0, have you a code to made textures on wireframes with actionscript 2.0?