Hey Phreakquency ah lensflares.... pet peeve of designers the world over... ;)
stop me if i'm off track, but i always thought lensflares were calculated from a series of 2d coordinates, rather than 3d. like this example here: http://www.lemlinh.com/flash-source-lens-flare-mouse-effect/ for something like this, all you would need is the 2d coordinates of the lightsource in the view (from a screenvertex), and the position of the center of the view. Are you making something a little more complex here? Rob On Mon, Feb 2, 2009 at 9:46 PM, Peter Kapelyan <[email protected]> wrote: > Ahh dunno if it that LineSegment will help you any. > > How about just creating a bunch of in between Number3D's , and checking the > distance to those (if anything is close to them) ? > > I guess you'd need at least as many Number3D's as the length of the ray > divided by the collision radius, or almost double that number to be safe. > > -Pete > > > On Mon, Feb 2, 2009 at 4:06 PM, phreakquency <[email protected]>wrote: > >> >> Thanks. Maybe I should have mentioned earlier, that >> This is part of my work on a LENSFLARE system for Away3d. >> >> Parts: >> 1 - LENSFLARE MovieClip that contains all 2D assets and listens for >> lensflare position >> on stage to move and scale assets for the desired look. >> >> 2 - a few lines of code that set the LENSFLARE_LIGHTSOURCE variable to >> an Object3D. >> ScreenVertex tracking links the LENSFLARE.x and y to the >> LENSFLARE_LIGHTSOURCE in Away3d. >> >> 3. LENSFLARE_LINE_OF_SIGHT is the line segment connecting between the >> LENSFLARE_LIGHTSOURCE and the CAMERA >> >> 3 - The Width of the LENSFLARE_LIGHTSOURCE sets the width of the >> LENSFLARE_LINE_OF_SIGHT RADIUS >> This determines how intense the flare is, and implements into the >> detection for the >> COLLISION of anything intersecting the LENSFLARE_LINE_OF_SIGHT so that >> if the LENSFLARE is obscured by anything, >> the alpha and intensity of the flare are reduced towards 0 until >> covered entirely, and increase back again when revealed. >> >> I first tried using a cylinder as the LENSFLARE_LINE_OF_SIGHT. It's >> probably much easier >> for figuring out intersections, but once again, >> using a cylinder or a line segment won't update properly as I >> mentioned in the earlier posts. >> >> the LENSFLARE_LINE_OF_SIGHT is an invisible element, >> which might update in realtime, but I can't tell if I can't see it. >> >> Want to share this with everybody as soon as I am finished with it. >> >> This has been haunting my sleep for a while now. >> >> thx >> Phreakquency >> >> >> On Feb 2, 12:38 pm, Peter Kapelyan <[email protected]> wrote: >> > I had modified LineSegment to have a "segments" parameter - so the line >> > could be subdivided say 20 times etc. >> > >> > If you did a distanceTo() check on each of the segment start or end >> vertice, >> > you could get somethign really close to what you want. >> > >> > If you think the new LineSegment I created would help you , let me know, >> > I'll try to get it to you or into the trunk ASAP. >> > >> > -Pete >> > >> > On Mon, Feb 2, 2009 at 3:09 PM, phreakquency <[email protected]> >> wrote: >> > >> > > Additionally, I've got the line segment successfully connected >> > > to an object and the camera. Only problem is whenever I move the >> > > camera >> > > the line does not update instantly and takes a moment to move from the >> > > last camera >> > > position to the new one. >> > >> > > boundingRadius trace also is returning what seems to be the length of >> > > the line. >> > >> > > what about a radius around the width of the line? >> > >> > -- >> > ___________________ >> > >> > Actionscript 3.0 Flash 3D Graphics Engine >> > >> > HTTP://AWAY3D.COM <http://away3d.com/> >> > > > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
