yeah that is what I was thinking too, and I started to write an if/then for the code to grab it if it gets up to 179/-179 and then switch it but it doesnt work. It seems kind of inefficient however, there has to be another way.. I know that when I use .rotation = (whatever) you can enter 540, for example, and it will rotate 1 1/2 times, so it is puzzling as heck. I will give it a go. I posted just the method that I call when the user tries to rotate.
private function rotateImage():void { //get global center points of object rotati0on pt1 = new Point(0,0); pt1 = editingObj.localToGlobal(pt1); trace(pt1) pt1.x = pt1.x + (editingObj.width/2) pt1.y = pt1.y + (editingObj.height/2); // get angle of handle from center for radius bounds// var dx1:Number = mouseDownPos.x- pt1.x; var dy1:Number = mouseDownPos.y- pt1.y; var ang1:Number = (Math.atan2(dy1, dx1)*180)/Math.PI; // get angle of mouse from center // var dx2:Number = Application.application.mouseX- pt1.x; var dy2:Number = Application.application.mouseY- pt1.y; var ang2:Number = (Math.atan2(dy2, dx2)*180)/Math.PI; // rotate the _target and stroke the difference of the two angles .001 is velocity// var angle:Number = ((ang2-ang1)+ targetRotation )* .003 trace(angle); var m:Matrix = editingObj.transform.matrix; var boundM:Matrix = boundingBox.transform.matrix; var thisM:Matrix = this.transform.matrix; //send to rotator class Rotation.rotateAroundInternalPoint(m, editingObj.width / 2, editingObj.height / 2, angle); //Rotation.rotateAroundInternalPoint(thisM, this.width / 2, this.height / 2, angle); //Rotation.rotateAroundInternalPoint(boundM, boundingBox.width / 2, boundingBox.height / 2, angle); //reset transform matrix editingObj.transform.matrix = m; //boundingBox.transform.matrix = m; //this.transform.matrix = m; targetRotation = editingObj.rotation; trace(targetRotation); //setBoxesLocation(); renderBounding(); } --- In flexcoders@yahoogroups.com, Fotis Chatzinikos <fotis.chatzini...@...> wrote: > > I am guessing here, but possibly rotations go from 0->180 or 0->-180 > > So maybe you need to do something like rotate up to 180 for example and then > switch to -179 and rotate back to 0 for a full circle... > > If you try it , let as know... > > On Sat, Feb 7, 2009 at 2:37 AM, Corey Smaller <corey_smal...@...>wrote: > > > hi, Im working on rotating an image simulating the Free Transform tool > > in Flash. I got it to rotate to 180 but then the image will not rotate > > further. so basically it gets upside down and then fights me and > > doesnt move. I have the source viewable on the example. the method is > > in the WidgetEditor.as class -- rotate image and calls the Rotate.as > > class to rotate it. > > http://www.coreysmaller.com/test/ExchangeASClasses.html > > > > any help would be muy appreciated! > > thanks > > Corey > > > > > > > > > > -- > Fotis Chatzinikos, Ph.D. > Founder, > Phinnovation > fotis.chatzini...@..., >