What steps will reproduce the problem?
1. See the below code
2.
3.
What is the expected output? What do you see instead?
See below...
What version of the product are you using? On what operating system?
Great White, r931 (approximately)
Please provide any additional information below.
// comparing rotation in Y for Number3D vs. Matrix3D
var v0 :Number3D = new Number3D(0, 0, 1);
var v1 :Number3D = new Number3D(0, 0, 1);
// number3D
v0.rotateY(45);
// matrix
var yTransform :Matrix3D = Matrix3D.rotationY(45*Math.PI/180);
Matrix3D.multiplyVector(yTransform, v1);
trace("v0: "+v0.toString());
trace("v1: "+v1.toString());
// see the differing results
v0: x:0.71 y:0 z:0.71
v1: x:-0.71 y:0 z:0.71
As per convention, I expect the results within v1, NOT v0. In
Number3D::rotateY, should be as easy as flipping the sign for sinRY for
this.x and this.z
Thanks,
Josh
Original issue reported on code.google.com by josh.fin...@gmail.com on 3 Feb 2010 at 1:36
Original issue reported on code.google.com by
josh.fin...@gmail.com
on 3 Feb 2010 at 1:36