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Chapter 17: Controlling the 3D World
preTranslate
(
xIncrement,
yIncrement,
zIncrement
)
Translates the position of the transform before the current
transformation:
model.transform.identity()
model.transform.rotate(0,90,0)
model.transform.translate(100,0,0)
After this series of transformations, performed in this order, the
model’s local origin will be at
(0,0,100)
, assuming the model’s
parent is the world.
Nothing
multiply
(
transform2
)
Alters the original transform by applying the positional/
rotational/scaling effects of
transform2
to the original
transform.
If
transform2
describes a rotation of 90° around the x axis and
this transform describes a translation of 100 units in the y axis,
transform.multiply(
transform2
)
alters this transform so that
it describes a translation followed by a rotation.
Nothing
preMultiply
(
transform2
)
Alters the original transform by preapplying the positional/
rotational/scaling effects of
transform2
to the original
transform.
If
transform2
describes a rotation of 90° around the x axis and
this transform describes a translation of 100 units in the y axis,
transform.preMultiply(
transform2
)
alters this transform so
that it describes a rotation followed by a translation.
Nothing
interpolate
(oTransform2,
fPercentage)
Returns a new transform by interpolating from the original
transform to
transform2
by
fPercentage
. The value of
fPercentage
should be between 0 and 100.
A new
transform
object
interpolateTo
(oTransform2,
fPercentage)
Modifies the existing transform by
fPercentage
. The value of
fPercentage
should be between 0 and 100.
Nothing
duplicate()
Returns a new transform that is a copy of the original transform. A new
transform
object
identity
Resets the transform to an identity transform:
position:
—0,0,0
rotation:
0,00
scale:
1,1,1
Nothing
invert()
Turns the transform into the inverse of its previous position and
rotation. If you multiply a vector by a transform, the rotational
and positional changes described by the transform are applied
to the vector. Inverting the transform and multiplying the vector
again restores the vector to its original.
Nothing
inverse()
Same as
invert()
except that the original transform is
unaffected.
A new
transform
object
Method
Description
Returns
Summary of Contents for DIRECTOR MX 2004-USING DIRECTOR
Page 1: ...DIRECTOR MX 2004 Using Director...
Page 16: ...16 Chapter 1 Introduction...
Page 82: ...82 Chapter 3 Sprites...
Page 98: ...98 Chapter 4 Animation...
Page 134: ...134 Chapter 5 Bitmaps...
Page 242: ...242 Chapter 10 Sound and Synchronization...
Page 274: ...274 Chapter 11 Using Digital Video...
Page 290: ...290 Chapter 12 Behaviors...
Page 302: ...302 Chapter 13 Navigation and User Interaction...
Page 334: ...334 Chapter 15 The 3D Cast Member 3D Text and 3D Behaviors...
Page 392: ...392 Chapter 16 Working with Models and Model Resources...
Page 418: ...418 Chapter 18 Movies in a Window...
Page 446: ...446 Chapter 22 Managing and Testing Director Projects...