Quote:
erasing inbetweensteps wich might be needed still for
"internal" calculations.
No. This function would be called from within a mouse while loop with a wait instruction for calculating other processes. You need to see the rest of the code, (which I referenced in my previous post) in order to understand how it all works.

The SnapIt() function is called inside a while loop for an action which is placed upon the square sprite used to frame the movement of the mouse on the grid.

Code:
action Square

{

        my.oriented = on;

        my.facing = off;

        my.decal = off;

        

        my.pan = 0;

        my.roll = 0;

        my.tilt = 90;

        

        while(1)

        {

                Mouse3D();

                vec_set(my.x, target);

                my.z = 0.5;
                
                SnapIt();

                wait(1);

        }

}


This action also references a Mouse3d() function:

Code:
function Mouse3D()

{

        var vector1;

        var vector2;

        

        vector1.x = mouse_pos.x;

        vector1.y = mouse_pos.y;

        vector1.z = 5;

        

        vector2.x = mouse_pos.x;

        vector2.y = mouse_pos.y;

        vector2.z = 5000;

        

        vec_for_screen(vector1, camera);

        vec_for_screen(vector2, camera);

        

        trace(vector1, vector2);

}


The exact orientation of the frame will be different because you have a rubiks cube which you can rotate in space.

Other than that Im not sure what "internal calculations" you are talking about and/or why this code makes it impossible for them? grin

Last edited by TriNitroToluene; 11/25/08 12:47.