Modifying the transform

The end result of the positioning, rotating, and scaling a 3D object can be described as a single 4x4 matrix called the transform matrix.

Tip

Even though we only work in three dimensions, a 4x4 matrix is required to contain the information used by all the transformations supported by Away3D, including scaling, rotations, and translations, in a single matrix.

Matrices are represented by the Matrix3D class in the flash.geom package. It is possible to manipulate a transform matrix directly, and then pass it to a 3D object via the transform property defined in the Object3D class. However, it is generally more convenient to use the listed functions to transform a 3D object rather than modifying the transform matrix directly.

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