I'm sorry I might have been too tired, but in the TextField3DG class,
in the initVars method, you have to change the conditions with that
one:

if (init && init.textSize) _textSize = init.textSize;
                        else _textSize = 20;

                        if (init && init.letterSpacing) _letterSpacing =
init.letterSpacing;
                        else _letterSpacing = 0;

                        if (init && init.lineSpacing) _lineSpacing = 
init.lineSpacing;
                        else _lineSpacing = 0;

                        if (init && init.paragraphWidth) _paragraphWidth =
init.paragraphWidth;
                        else _paragraphWidth = 1000;

I forgot the case where init would be null

cheers
G

On 14 jan, 02:03, "G." <[email protected]> wrote:
> 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 =))

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