Hey Ben yep, it's clear. but i'm afraid this is just not an option in the framework of away3d - the view is a window on the scene, and resolves all objects to 2d representations, but doesn't leave a stamp on teh objects themselves. I think the best way is to simply pass the view as an argument, which sounds liek what you are doing.
however, screenvertices are fairly easy to grab with some of the recent updates to the trunk: you can do it like this: screenvertex = view.drawPrimitiveStore.createVertexDictionary(object3d)[vertex] after a view.render() is called. or if you can't wait for that, use: screenvertex = view.camera.screen(object3d, vertex); hth! Rob On Sat, Jan 24, 2009 at 4:53 PM, ben <[email protected]> wrote: > > HI Rob, > the reason is simple : > when addin my particle manager, (wish is not extending object3D > anymore), I have a reference to an Object3D (or many ) from the main > view, that have been added to an array. > in the manager, in order to add little playfull mouse interactions, i > just wan't to get the screenVertex of my Object3D>>from my the > Array>>from the particle manager. > > I understand the fact that a view property should be ambiguous, and > maybe i should reformulate my querry : in fact as I'm interested with > my object screenVertex, > I do more need the camera... > > For now, i pass the view as parameter when buildin my class, i can get > the scene from my object, but I don't know why, even if I can trace a > ref to the main camera (as well as stage, scene, etc...) > the camera.screen return a reference error ??? > > But in order to extend my particle manager, I would like not to have > to pass the view as parameter... But how can I go back trough the pipe > and get the path to the camera and view from an object3D ??? > > Is it clear ??? > > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
