Пример
Moving models Because the 3D world has no absolute frame of reference, moving and
rotating is much more complex than in 2D, where all movement is in relation
to screen position.
In 3D, everything is drawn relative to the camera’s frame of reference. If
the camera is behind an object, when the object moves to the left relative to
the center of the world, or world origin, it appears to move toward the
right of the screen.
Each piece of position and orientation information can be expressed relative
to one or more frames of reference. A model’s transform property, for instance,
expresses its position and rotation relative to the model’s parent. In general,
there are four frames of reference to consider: relative to the object (model,
light, camera) itself, relative to the object’s parent, relative to the world,
and relative to some other object.
- Object-relative: When you create a model in a 3D modeling program, you build
it relative to its own frame of reference. For instance, when you create a model
of a car, the front of the car may be pointed along its z-axis and the
antenna may be pointed along its y-axis. To move such a car forward
(along its z-axis) regardless of which direction it is pointing relative
to the camera or the world, use
car.translate(0,0,10) . To turn the
car left, use car.rotate(0,45,0) .
The car model might have wheel models as children. To rotate the wheel of
a car relative to itself, rather than relative to its parent (the car), use the
following script:
wheel.rotate(0,10,0)
or
car.child[1].rotate(0,10,0, #self)
where the fourth parameter of the rotate method is the object
the rotation should be relative to.
- Parent-relative: A model’s
transform property expresses its
position and rotation relative to the model’s parent. If you want the wheels of
the car to move outward regardless of how the wheels are turned, use
car.child[1].translate(10,0,0,#parent) or
car.child[1].transform.translate(10,0,0) . If you want a planet
model that is a child of the sun to orbit around the sun, use
planet.rotate(0,5,0, #parent) .
- World-relative:
If you want the car to move along the world’s x-axis
regardless of which way it is facing, use
model.translate(10,0,0,#world) . If you want to rotate the car 20°
around the world y-axis, with the rotation taking place at the world
location vector (10, 10, 10), use model.rotate(vector(10,10,10),
vector(0,1,0), 20, #world) .
- Relative to another object:
If you want to move an object so that it goes
toward the right edge of the screen, use model.translate (vec
or(10,0,0),
sprite(1).camera) . If you want to rotate the object parallel to the
camera and around the center of the screen, use
model.rotate(vector(0,0,0), vector(0,0,1), 20, sprite(1).camera) .
on Exitframe(me)
--Перемещение
member("myTest").model("Sphere02").translate(0,-1,0,#world)
go to the frame
end Exitframe
Пример
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