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Author: KStor | Website: http://

The Rotations

This is the last thing we have to do to have our functional 3D engine. The rotation works in a similar way to the zoom. We set two basic basesin and basecos variables. These contain the values of sin 10° and cos 10°. Then while one of the rotation buttons is rolled over the coordinates of all points are rotated around the corresponding axis by 10° at each loop. The rotation frames work with a sin variable and a cos variable, so the zoombuttons only load values in sin and cos and set an axis variable to x, y or z depending on the axis that should be rotated around.

First we modify the start frame. After all the rest we first set the basesin and basecos:

Set Variable: "basecos" = 0.9848
Set Variable: "basesin" = 0.1736
Then we call an initial rotation around the y-axis and the x-axis:
Set Variable: "sin" = basesin
Set Variable: "cos" = basecos
Call ("rotx")
Call ("roty")

Now we change the loop frame. Add this:

Call ("rot"&axis)
This way the rotation is called at every loop. Notice that if axis=none then there will be no rotation since there is no rotnone frame.

» Level Advanced

Added: 2000-12-04
Rating: 9 Votes: 2632
» Author
KStor is a student living in France and working with Flash during his free time...that is, not very much.
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