Hi again,

did some tests tonight, and gone into the path I wrote about lately,
so here's what I've done:

- made a class Char3D which extends Sprite3D and creates a single
character.
- modified TextField3D (actually I made another class so I can keep
the original safe ^_^ ) which now extends ObjectContainer3D (not sure
it's a good choice) and which basically creates the text by creating
single characters and then placing them (with some sort of native
wordWrapping).
- I kept mostly all the original getters (font, textSize,
paragraphWidth etc), and added a numLines one, maybe useful though i'm
not really sure. Also added the extrude methods.
- I renamed the words array in glyfs (don't know why actually but I'm
too tired to guess), and it now inexates the single chars (so it's
possible to get their x,y,z coordinates)
- I added a method to highlight some words with different font and/or
color. So it's possible to choose any expression inside the text and
make it in another font and/or color.
I also wanted to try to add some TextAlign features (center, right,
left) and/or make the texte centered natively, but you tell me if it's
really useful.
It's not totally optimized yet, though I think I have gained some
milliseconds in the text's creation (but it's only relevant on big
texts I guess)

tell me what you think about it (i'm trying to send the stuff via
yousendit, hope it will work this time)

cheers
G.



On 13 jan, 18:44, "G." <[email protected]> wrote:
> Cool that my idea seems interesting.
>
> About the help, I'm agree with you, so I will start experimenting some
> ideas and some modifications and if something good comes out of it I
> will show you so you can check and validate. I will try the container
> idea for a start and maybe some other stuff if I have time.
>
> about the quick fix for my outline issue, I see how to get the word's
> index, how to get the corresponding shapes but i can't see how to
> augment the outlines with vector differences. I also tried getting the
> first shape's vertex to get it's position but I can't find a way to
> adapt this position to the new textfield as this position is related
> to the original textfield's coordinates and the new textfield
> coordinates are related to the view's coordinates and I can't find a
> way to make something like a localToGlobal :s
>
> On 13 jan, 15:15, Li <[email protected]> wrote:
>
>
>
> > What you're saying about containing the letters as individual Sprite3D's
> > instead of Shape3D's is really interesting. This would turn TextField3D into
> > a container of Sprite3D more than a container of Shape3D's and probably give
> > the class more options for this kind of stuff... I'd have to analyze that.
> > Another possibility would be giving Shape3D's x and y properties, though I'm
> > not sure if this would make sense. I'd have to analyze that too!!
>
> > Regarding the bold issue, you could use a quick solution while this stuff is
> > decided: I can Imagine the process of identifying the word you want to bold,
> > then for each shape in it calculate the mean x, y and z values (of the
> > vertices) and use some kind of vector difference to augment the outlines of
> > the glyfs. Check it out, I can give you a hand if you don't succeed.
>
> > And finally, about the help and your level and all that, I find that once
> > you played around enough with something you begin to understand how it
> > works. Once you've reached this point you find yourself modifying it freely
> > and creating some interesting enhancements that could -and usually should-
> > be incorporated into the official version of what you are using. So, if you
> > want to help, my advice would be to keep doing whatever you want to your
> > code at home even if you mess it up -you can always sync with the repo
> > again- until you reach this point I was talking about...
>
> > I'll try to make a poll on my blog for the wishlist!!
> > cheers
>
> > On Tue, Jan 13, 2009 at 11:24 AM, G. <[email protected]> wrote:
>
> > > Hi Li,
>
> > > I know swapping fonts would be too difficult, it's cool that you can
> > > figure a way to do so because I didn't at all...
>
> > > Concerning the word swapping, that's exactly what I tried: getting the
> > > word's index, get the Shape3D corresponding in the words getter for
> > > the first letter and get its vertex's coordinates, but the result is
> > > not precise (the word in the new TextField is not at the same
> > > position), I think it's because the coordinates given by the words
> > > getters are the coordinates inside the TextField, so the matter is to
> > > move the letters in the new textfield inside this textfield and I
> > > still can't figure how :s as I couldn't find something like the
> > > localToGlobal property (but maybe the function is not so tough, I will
> > > make some researches)
>
> > > What would you think about instead of drawing the shapes directly
> > > inside the TextField3D object wrapping it inside a Sprite3D (which
> > > will be added to the TextField)? I know it's totally different from
> > > the philosophy of the textField3D as it is now but it could let us use
> > > the x, y and z coordinates for instance.
>
> > > Concerning the use of bold, I think the easyest way would be to do as
> > > in other softwares: use false bold, and so add some outlines on the
> > > characters. This is what I'm trying to do actually but I can't make
> > > the outline property work and I can't find why, as I'm following the
> > > documentation.
>
> > > Anyway I would be glad to help you out though I'm not sure my level
> > > with away3d is good enough...
>
> > > about the wishilist it's a great idea, you could post it on your blog
> > > maybe and I'm sure you'll get some good results (and I could help for
> > > a wishlist too, I'm good for wishlists =))

Reply via email to