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Re: Quesa/RB3D Question

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Quesa/RB3D Question
From: Frank C <lists at si-co dot com>
Date: Sat, 24 Apr 2004 12:28:42 -0400
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On 24-Apr-04, at 9:50 AM, Daniel Lurie wrote:

Let's say for insanity's sake, I have a cube on a plane that is going to flip end over end as it approaches the viewer. Is there a declare I can use to move the origin of that object so it always pivots around the frontmost edge of the cube, if that makes sense?

That's pretty easy if it's a real Quesa cube primitive. A trimesh in the shape of a cube is more work since you have to transform all the points around the origin instead (still possible though).

I thought of putting it into a group3D and moving it relative to that as it flips, but that seems clunky.

That would probably be easier, but...

Are you sure you don't want to leave the origin alone and just move the cube as you rotate? If it's a pre-defined animation and you know the size of the cube it shouldn't be difficult to sync up. If you're looking for realistic rigid body dynamics, then it's a whole other topic...

Frank.

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