Hi All.Addressing it to the matrix3d gurus.I am porting a steer framework from Unity3D into Away3D.Well what can I say,I really like their vector math toolbox.For example I need to update matrix rotation based on the updated of the forward vector.In UNity3D it is simple ,you just reassign the forward setter to the matrix and it updates the forward orientation of the matrix behind the scene for you.In Away3D I can use lookAt() which is basically does the job but it breaks the encapsulation in my case as I need to pass the target reference and I don't want.Next thing I tried and was convinced it is a kind of parallel of Unity forward setter was copyRowFrom() method of Matrix3D. *@John Brooks* this one for you: If I copy the updated forward vector into the matrix it doesn't update the whole orientation but only the Z portion and event worse ,it is scaling the Z dimension of the object .That is because second matrix row (z) also takes care of the scales.So this approach is not good. So my question is how I rotate the whole matrix without using lookAt() but using direction vector?
BTW:------*-to the Team*: while working on this port I gathered several Vector3D Util methods which I believe can be useful for people here.So I would suggest adding them to the Vector3DUtils: Scaling a given vector by another vector(non uniform scaling) *scaleVectors(scaledVector:Vector3D,scalingVector:Vector3D):Vector3D* Clamping vector's magnitude *clampMagnitude(value:Vector3D,max:Number):Vector3D* Vector3D linear interpolation *LERP(v1:Vector3D,v2:Vector3D,t:Number):Vector3D* Thanks. -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 mich...@neurotech.co.il t...@neurotech.co.il