yeah I'm sure tim will likely get back to you - he's been working on this pretty vigorously as of late
Thanks for the posts guys, this does help!
On Wed, Jul 23, 2008 at 3:21 PM, Paul Tondeur <
paul@...> wrote:
Hi Jon,
Thanks for the suggestions to solve this problem! Unfortunately, none of
these seems to work out correctly.
I tried using the code for this method from revision 647. This seems to
work without any problems right now. However I expect that this might
introduce some new problems as well.
It might be an idea that someone from the pv3d team looks into this and
put this in the next update?
As soon as I've found a way to update the current implemented code I'll
post a new message.
Subject: Re: [Papervision3D] [Breaking Change] DO3D has new
propslocalRotationX/ Y /Z , pitch, yaw, roll are methods again
Ah, I'm a doofus. Didn't put in the matrix props correctly. This
method is completely untested.
public static function matrix2euler( m :Matrix3D,
euler:Number3D=null, scale:Number3D=null ) : Number3D
{
euler = euler || new Number3D();
var x:Number = 0;
var y:Number = 0;
var c:Number = 0;
euler.y = -Math.asin( m.n13);
c = Math.cos(ay);
if ( Math.abs(c) > 0.005 )
{
x = m.n33/c;
y = -m.n23/c;
euler.x = Math.atan2(y,x);
x = m.n11/c;
y = m.n12/c;
euler.z = atan2(y,x);
}
else
{
euler.x = 0;
x = m.n22;
y = m.n21;
euler.z = atan2(y,x);
}
// Clamp values
euler.x = (euler.x > 360) ? 360:((euler.x < 0) ? 0:euler.x);
euler.y = (euler.y > 360) ? 360:((euler.y < 0) ? 0:euler.y);
euler.z = (euler.z > 360) ? 360:((euler.z < 0) ? 0:euler.z);
if(Papervision3D.useDEGREES)
{
euler.x *= toDEGREES;
euler.y *= toDEGREES;
euler.z *= toDEGREES;
}
return euler;
}
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