Actionscript 3 :: Combine X, Y, And Z Rotations In A Model's Local Space?
Nov 23, 2011
I am starting out on Molehill and am having a lot of problems grasping Matrix3D. My first problem is how to manage a Matrix3D that describes a single model's orientation.
I use Matrix3D.appendRotation() to do this. But depending on the order I append in I get a different result (obviously, since I am rotating one at a time in the global space). I know this is a common problem, I have run into it with 3d software modeling. But this time, I have to fix it programtically.
[Code]...
Thing is, this seems rather clunky. Especially since the angle of rotation for a Vector3D should be the fourth (w) value. More importantly, Matrix3D already appears to have a lookAt() method. I don't get it yet... please someone save me from hours of trial and error!
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