[Papervision3D] flartoolit and Matrix3D
endrone endrone
endrone at gmail.com
Wed Mar 4 07:50:42 PST 2009
Thanks for the feedback,
@Ross
I tried the lookAt function, but this doesn't seem to work. The plane even
misteriously dissapears :) But it is so that both camera and 3d objects
don't rotate so x, y, z, rotationX,... are all still 0. It justs alterres
the transform property of the 3d objects container (called
baseNode:DisplayObject3D).
@Carlos
I want to try to manipulate the matrix, but I don't know how. The first
thing that I would need to know is how to get te rotations from the original
Matrix3D so I can set them on the transform matrix of the plane. The
Matrix3D.matrix2euler() only seems to be able to set the rotations, not to
read them.
Steven
2009/3/4 Carlos Ulloa <carlos at papervision3d.org>
> You can use Matrix3D.matrix2euler() or try to manipulate the matrix
> directly.
>
> C4
>
>
>
> On 4 Mar 2009, at 14:48, endrone endrone wrote:
>
> Hi,
>>
>> I'm currently working on a project that uses the FlarToolkit for a client
>> but I'm a little stuck on one problem.
>> The client wants that a certain plane in the 3d object following the
>> marker is always faced to the camera.
>>
>> Is there an easy way to do this? I noticed that the flar toolkit
>> calculates a Matrix3D and applies that to its baseobject's transform
>> property.
>>
>> So I figgured if there would be a way to invert the rotations on that
>> matrix and apply those rotations to the transform of that plane, it would
>> always be facing the camera.
>> Is this possible? or am I way off? Is there a way to read or calculate the
>> rotations from that matrix?
>>
>> Thanks,
>> Steven
>>
>>
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>
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