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

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