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animation.commands
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mathbox.animate("#dodecahedron", {data: schlegel(), mathRotation: [Math.PI,0,2 * Math.PI / 180 * 72], mathPosition: [0,0,0]}, {duration: 4000})
mathbox.animate("#dodecahedron", {data: dodecahedron(), mathRotation: [(Math.PI - Math.atan(2)), 0, 0], mathPosition: [0, 0, translation_factor()]}, {duration: 4000})
# World position version. Doesn't seem to help with the shimmy.
mathbox.animate("#dodecahedron", {data: schlegel(), worldRotation: [Math.PI,0,2 * Math.PI / 180 * 72], worldPosition: [0,0,0]}, {duration: 4000})
mathbox.animate("#dodecahedron", {data: dodecahedron(), worldRotation: [(Math.PI - Math.atan(2)), 0, 0], worldPosition: [0, 0, translation_factor()]}, {duration: 4000})
So really, if I could get the rotations to act directly on the vectors themselves, without dealing with the math rotation, it seems like it'd work.
The issue is that it's doing rotation at the same time as translation, where I'd like it to just do translation.
I might work on this this afternoon.