Flint Particle System Forum - RotateVelocity(Vector3D.Y_AXIS, Math.PI / 2) doesn't work.2011-12-12T04:21:27+00:00http://flintparticles.org/forum/
Lussumo Vanilla & Feed Publisher
RotateVelocity(Vector3D.Y_AXIS, Math.PI / 2) doesn't work.http://flintparticles.org/forum/comments.php?DiscussionID=423&Focus=1449#Comment_14492010-12-04T10:57:12+00:002010-12-04T10:57:37+00:00egatuzhttp://flintparticles.org/forum/account.php?u=437
RotateVelocity based on y axis or x axis doesn't work. only work if use z axis.
package
{
import com.greensock.TweenMax;
import com.greensock.events.TweenEvent;
import ...
package { import com.greensock.TweenMax; import com.greensock.events.TweenEvent;
private function onTwComplete(e:TweenEvent):void { emitter.stop(); }
private function onTwStart(e:TweenEvent):void { emitter.start(); }
protected function addChildren():void { addChild(renderer);
draw(); }
public function draw(args:String='null'):void { switch(args) { case 'particle': tw = new TweenMax(particle.rotation, 5, {y: 180}); tw.addEventListener(TweenEvent.START, onTwStart); tw.addEventListener(TweenEvent.COMPLETE, onTwComplete); case 'start' : emitter.start(); } } } }]]>
RotateVelocity(Vector3D.Y_AXIS, Math.PI / 2) doesn't work.http://flintparticles.org/forum/comments.php?DiscussionID=423&Focus=1477#Comment_14772010-12-16T08:36:02+00:002011-12-12T04:21:27+00:00Richardhttp://flintparticles.org/forum/account.php?u=1
In Flint, the particles are treated as billboards - they always face the camera. This is a simplification for performance purposes. I'm debating whether to change this in a future version. The upshot ...
e.g. renderer.camera.position = new Point3D( 0, 200, -300 ); renderer.camera.target = new Point3D( 0, 0, 0 );
Meanwhile, if you need full 3D perspective, you should use the Away3D renderer and use full 3D objects. (N.B. If you use Away3D sprites you again won't see the rotation.)]]>