Well, all this makes sense. But...

As I said before, we need to experiment with shape primitives a bit more
before deciding which is the best way to incorporate them in the framework.
A shape primitive is different from a face primitive in that it can have
much more than 3 vertices, besides from containing different ways to
concatenate them. Given that the engine is designed to work with tri-faces,
this makes shape primitives come into conflict at particular situations.
With this, I'm reconsidering a complete re-structuring of the branch right
now. Perhaps an extension of the core face element that supports curved
sides, I dont know... There is a lot to experiment before advancing, but the
inflection point is close. An implementation like that would indeed be very
powerful.

On Sat, Jan 17, 2009 at 6:37 PM, G. <[email protected]> wrote:

>
> Well,
>
> I started using 3D with Five3D, and I spent some times on the
> different classes. I think Mathieu Badimon's philosophy on his
> framework is actually the best and that it would have to be the
> starting point of the developement of the branch, as you did.
>
> concerning the options, I think that the best solution would be to mix
> the two : from one point keeping the Away3D chain and create/redesign
> classes so the branch would be the closest possible to the
> ActionScript API.
>
> Basically, and in regard to my experiments, and from a user's point of
> view, I would see something like this:
>
> - making the actual Shape3D class become a Graphics3D class, I mean
> giving it the same functionalities as the Graphics class.
> - making a Shape3D class which would basically be a wrapper for vector
> shapes, with x, y and z coordinates (and maybe rotationX, rotationY,
> rotationZ, though it's not really important for a start unlike x, y
> and z coordinates)
> - making a Sprite3D class a part of the actual chain, but with the
> ability to add Shapes and other Sprites as children, and maybe have
> something like the actual Sprite class in the API: a graphics getter/
> setter (and Sprite being a mesh and not only a container would be the
> best)
>
> with that i think that the branch would have a solid basis and the
> maximum flexibility. I've seen during my experiments with the
> TextField3D primitive that designing the text letter by letter first
> opens to more possibilities (such as spotting an expression, or
> changing some words' font, isolating some words/expressions and being
> able to act on it as a group, like changing its z property or make
> some rotations) and is also faster with less code (and drawing the
> text content word by word is even faster but it reduces the
> possibilities).
>
> what are you thinking about it?
>
>
> Peace
> G
>
>
> On 17 jan, 19:52, Li <[email protected]> wrote:
> > G,
> >
> > When I started designing the textfields branch, I tried to reproduce the
> > Shape, Sprite, etc chain in the Actionscript API, but in 3D. Of course, I
> > started by making it functional as simple as possible with the idea of
> > extending it in the future so that it behaves just as that chain does. I
> was
> > inspired to do this by Mathieu Badimon's Five3D engine. It functions just
> as
> > the AS3 graphics chain... simple and beautiful =)
> >
> > So currently we have a few things designed that sort of work that way,
> but
> > not exactly.  A lot of functionality is missing in regard of this chain
> such
> > as the ability of Sprite3D's to contain other Sprite3D's, etc. But before
> > actually extending the branch to support these missing features, we are
> > currently re-evaluating the core of the shape primitive in the branch:
> We're
> > currently thinking about 2 options:
> >
> > 1) Extend the branch by making more classes so that the graphics chain is
> > reproduced more precisely or
> >
> > 2) Remove this chain and make the shape primitive be inherent in other
> > Away3D classes. Away3D already has a chain for this with classes like
> > Object3D, ObjectContainer3D, etc so it could be redundant to design a
> whole
> > new chain for elements that are based on shape primitives instead of face
> > primitives...
> >
> > As you see, the branch is currently near the end of it's first
> experimental
> > stage. It is a good point to reframe it entirely and think about how it
> will
> > oficially merge with the main branch. There are however more expriments
> to
> > do... We are just begginning to understand the shape primitive, so a
> little
> > more experimentation before the official framework is built wouldn't be
> bad.
> >
> > So, the points you make are very good G, and all this will have to be
> > considered upon deciding the future of the branch... What are your
> thought
> > about all this?
> >
> > Cheers,
> > Li
> >
> >
> >
> > On Sat, Jan 17, 2009 at 4:19 PM, G. <[email protected]> wrote:
> >
> > > Hey,
> >
> > > I was wondering if there was a way to make Sprite3D able to add other
> > > Sprite3D as children (in additon to the ability to add Shapes3D)? I've
> > > seen on a parent class that there is an addElement() method, but it's
> > > no more reachable at Sprite3D's level
> >
> > > Second thought: maybe it would be interesting that Shape3D would have
> > > x,y and z coordinates (it would permit for example to build words from
> > > single chars by only doing some addChild instead of redrawing
> > > everything)
> >
> > > On 16 jan, 22:12, Li <[email protected]> wrote:
> > > > yeaaaah
> > > > ;D thanks
> >
> > > > On Fri, Jan 16, 2009 at 4:11 PM, G. <[email protected]> wrote:
> >
> > > > > hey there,
> >
> > > > > that's pretty neat what you're doing with the shading material.
> > > > > and yep the textfield branch is going to be really cool ;)
> >
> > > > > peace
> >
> > > > > On 15 jan, 21:40, Li <[email protected]> wrote:
> > > > > > Cool G!
> >
> > > > > > I'm busy at the time developing more graphics stuff related to
> > > primitive
> > > > > > shape rendering, like shading materials, backface culling, fixing
> > > sorting
> > > > > > bugs, etc:http://www.lidev.com.ar/demos/textfieldsmaterials18/
> >
> > > > > > I trust you will develop cool stuff on your end. So yey! Double
> > > > > development
> > > > > > speed for the textfields branch!
> >
> > > > > > cheers
> >
> > > > > > On Thu, Jan 15, 2009 at 3:47 PM, G. <[email protected]> wrote:
> >
> > > > > > > ok then,
> >
> > > > > > > meanwhile I will continue my developements as I will use these
> > > classes
> > > > > > > for my actual project, so I might add some new features etc but
> > > I'll
> > > > > > > keep you in touch when the time comes.
> >
> > > > > > > bests
> > > > > > > G
> >
> > > > > > > On 15 jan, 12:26, Li <[email protected]> wrote:
> > > > > > > > Cool, I'll take a look as soon as I can!
> > > > > > > > Thanks!!
> >
> > > > > > > > On Wed, Jan 14, 2009 at 8:58 PM, G. <[email protected]>
> wrote:
> >
> > > > > > > > > I uploaded a rar in the files section called
> TextElementSrc.rar
> >
> > > > > > > > > keep me in touch and bon courage ;)
> > > > > > > > > cheers
> >
> > > > > > > > > G
> >
> > > > > > > > > On 14 jan, 14:18, "G." <[email protected]> wrote:
> > > > > > > > > > ok i prepare something for today
> > > > > > > > > > cheers
> >
> > > > > > > > > > On 14 jan, 14:04, Li <[email protected]> wrote:
> >
> > > > > > > > > > > Hey G,
> >
> > > > > > > > > > > Awesome work!! Can you upload or send a working demo of
> > > this
> > > > > with
> > > > > > > > > source?
> > > > > > > > > > > I've got my own battle here with other topics in the
> > > branch...
> > > > > I'll
> > > > > > > let
> > > > > > > > > the
> > > > > > > > > > > wishlist mature for a few days and take priorities from
> > > there
> > > > > while
> > > > > > > I
> > > > > > > > > solve
> > > > > > > > > > > my current problem. Once I get to text handling be sure
> I
> > > will
> > > > > > > consider
> > > > > > > > > > > these suggestions.
> >
> > > > > > > > > > > Please send a demo =)
> >
> > > > > > > > > > > Cheers
> >
> > > > > > > > > > > On Wed, Jan 14, 2009 at 10:52 AM, G. <
> [email protected]>
> > > > > wrote:
> >
> > > > > > > > > > > > ok I just discovered the place to upload files on the
> > > group
> > > > > ... I
> > > > > > > > > > > > really should sleep more ... anyway you can find the
> rar
> > > in
> > > > > the
> > > > > > > files
> > > > > > > > > > > > section.
> > > > > > > > > > > > keep me in touch
> > > > > > > > > > > > G
> >
> > > > > > > > > > > > On 14 jan, 12:30, "G." <[email protected]> wrote:
> > > > > > > > > > > > > well, seems that I still can't send things to your
> > > email
> > > > > ...
> >
> > > > > > > > > > > > > On 14 jan, 03:15, "G." <[email protected]> wrote:
> >
> > > > > > > > > > > > > > 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
> >
> > ...
> >
> > plus de détails »

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