i have lots of sprites arranged in 3D space, and their parent container has rotations applied. How do i reverse the sprites 3D rotation, that they always face the camera (Ac
I've solved it using Wikipedia, matrices and black magic. I choose to implement custom rotation instead of inverting the rotation of all objects. Heres the code if anyones interested:
package{
import flash.display.Sprite;
import flash.events.Event;
public class test extends Sprite{
private var canvas:Sprite = new Sprite();
private var sprites:Array = []
private var rotx:Number=0,roty:Number=0,rotz:Number=0;
private var mm:Matrix3 = new Matrix3();
public function test(){
addChild(canvas);
canvas.x = canvas.y = 230
for (var i:int=0;i<30;i++){
var sp:Sprite = new Sprite();
canvas.addChild(sp);
sp.graphics.beginFill(0xFF0000);
sp.graphics.drawCircle(0,0,2);
sp.x = Math.random()*200-100;
sp.y = Math.random()*200-100;
sp.z = Math.random()*200-100;
sprites.push(sp);
rotx=0.06; //from top to bottom
//roty=0.1; //from right to left
rotz=0.1; //clockwise
mm.make3DTransformMatrix(rotx,roty,rotz);
}
addEventListener(Event.ENTER_FRAME,function():void{
for (var i:int=0;i
and the matrix3 class:
public class Matrix3{
private var da:Vector.; // rows
public function make3DTransformMatrix(rotx:Number,roty:Number,rotz:Number):void{
var cosx:Number = Math.cos(rotx);
var cosy:Number = Math.cos(roty);
var cosz:Number = Math.cos(rotz);
var sinx:Number = Math.sin(rotx);
var siny:Number = Math.sin(roty);
var sinz:Number = Math.sin(rotz);
da = new [
cosy*cosz, -cosx*sinz+sinx*siny*cosz, sinx*sinz+cosx*siny*cosz,
cosy*sinz, cosx*cosz+sinx*siny*sinz , -sinx*cosz+cosx*siny*sinz,
-siny , sinx*cosy , cosx*cosy ];
}
public function rotateByAngles(d:DisplayObject):void{
var dx:Number,dy:Number,dz:Number;
dx = da[0]*d.x+da[1]*d.y+da[2]*d.z;
dy = da[3]*d.x+da[4]*d.y+da[5]*d.z;
dz = da[6]*d.x+da[7]*d.y+da[8]*d.z;
d.x = dx;
d.y = dy;
d.z = dz;
}
}
}