Why overcomplicate it for the sake of creating a global pivot which is re-used. I'd imagine it's also quicker than what you have.
That said - this is less code ..
Stevie
That said - this is less code ..
;; some geometry Graphics3D 800,600,0,2 SetBuffer BackBuffer() cam = CreateCamera() CameraZoom cam,1.6 obj1 = CreateCone() RotateMesh obj1, 90,0,0 ScaleMesh obj1,2,2,4 obj2 = CreateCube() EntityColor obj1,255,0,0 EntityColor obj2,0,255,0 plane = CreatePlane() EntityPickMode plane,2 PositionEntity plane, 0, -1, 0 PositionEntity cam,0,50,0 PointEntity cam,plane While Not KeyHit(1) If CameraPick (cam,MouseX(),MouseY()) PositionEntity obj2,PickedX(),PickedY(),PickedZ() TFormPoint PickedX() , 0 , PickedZ() , 0 , obj1 angle# = ATan2( TFormedZ() , TFormedX() ) - 90 TurnEntity obj1,0, angle * .1,0, 1 EndIf UpdateWorld() RenderWorld() Text 10,10,"X: " + EntityX(obj2) Text 10,30,"Y: " + EntityY(obj2) Text 10,50,"Z: " + EntityZ(obj2) Text 10,70,"ANGLE: " + angle Text 10,80,"TX : "+TFormedX() Text 10,90,"Tz : "+TFormedZ() Flip Wend ClearWorld() EndGraphics() End
Stevie