T2dShape3D Rotation Order
by Simon Chow · in Torque Game Builder · 12/04/2006 (2:28 pm) · 1 replies
Salutations!
Is there a way to change the order that setShapeRotation() rotates the object?
I have a tricycle object that is in a side view by default and I'd like to rotate it on its y-axis, followed by a rotation on its x-axis.
I've tried utilizing the matrices used in setTransform() and various console matrix operations (MatrixAdd, MatrixMultiply, etc.), but the result is the 7 value structure:
PosX PosY PosZ RotX RotY RotZ theta
The "Rot" values should actually be called "Axis" values because they represent the axis that the object will rotate around by amount theta. I don't know how to convert from those values to angles around each axis as is required for the setShapeRotation() function.
Any ideas? Thanks so much for your time!
Is there a way to change the order that setShapeRotation() rotates the object?
I have a tricycle object that is in a side view by default and I'd like to rotate it on its y-axis, followed by a rotation on its x-axis.
I've tried utilizing the matrices used in setTransform() and various console matrix operations (MatrixAdd, MatrixMultiply, etc.), but the result is the 7 value structure:
PosX PosY PosZ RotX RotY RotZ theta
The "Rot" values should actually be called "Axis" values because they represent the axis that the object will rotate around by amount theta. I don't know how to convert from those values to angles around each axis as is required for the setShapeRotation() function.
Any ideas? Thanks so much for your time!
Torque Owner John McArthur
Are you trying to get your objects to have an isometric perspective? For example the x axis is fixed at a 45 degree angle no matter how your object rotates around the y axis?
John