Thanks Ralph, I appreciate the help and the rapid response. Cheers G
On Nov 10, 10:30 pm, Ralph B <[email protected]> wrote: > Hi Greg, > Sorry, Util3 is just a class I made for myself of handy utility > functions. The degrees method just converts radians to degrees. You > can replace that line with: > > ang = (180/Math.PI)*(v2.getAngle(v1)); > > Because v1 and v2 are of type Number3D, you can take advantage of the > numerous useful methods in the Number3D class, including getAngle(), > which returns the angle in radians between two vectors that are > characterized by two Number3D objects. > > camPos is the x,y,z position of the camera and is of type Number3D. > In Away3D the Camera3D class has a property "position" which is of > type Number3D. I believe the other Away3D cameras inherit from > Camera3D so this property should be available for any camera. > > Ralph > > On Nov 10, 9:14 am, GBear <[email protected]> wrote: > > > Hey Ralph > > > My AS3 knowledge is really lean, what's Util3 and how do I set/define > > camPos please? > > > I found the simple/best Text3D topic thanks, and I see you had same > > issues as me trying to load font swf. I'm using CS4 and never got it > > right from scratch, I just renamed the embedded example and worked > > from there. > > > I also spent half the weekend trying to publish and embed .obj without > > luck, Flash seems to be way too tricky with this stuff. > > > Thankfully Fabrice made Prefab and I managed to get the AS3 export > > working, now we just need him to add text interface and we will be > > Away :) > > > Thanks in advance! > > G > > > On Nov 10, 4:23 pm, GBear <[email protected]> wrote: > > > > Hi Ralph > > > > Yip, it was unreliable, mixing front and back up completely. > > > > Thanks a lot for this, I will give it a go and search through the old > > > topics. > > > > Cheers > > > > Ralph B wrote: > > > > I haven't re-checked this for CS4/FP10, but I understand from the > > > > reasons that Li mentions below, bothsides=false is not always > > > > reliable. If you want the text to be fully rendered when viewed from > > > > the front and invisible when viewed from the rear, you can make both > > > > sides visible, then hide the whole text object if it is facing away > > > > from the camera with an algorithm like this: > > > > > function hideReversedTextObject(obj, camPos){ > > > > // Does a crude backface culling > > > > var v1:Number3D = new Number3D(); > > > > var v2:Number3D = new Number3D(); > > > > var ang; > > > > > v1 = obj.inverseSceneTransform.forward; // Vector facing away from > > > > object > > > > // Note: use inverseSceneTransform.forward (not > > > > sceneTransform.forward) to get > > > > // the vector that is normal to the plane of the object > > > > (textfield). > > > > > v2.sub( obj.scenePosition, camPos ); // vector to camera > > > > > ang = Util3.degrees(v2.getAngle(v1)); // Angle between vector to > > > > camera and vector facing away from the object. > > > > obj.visible = (ang < 90); > > > > } > > > > > Also, if you look for topic "What is the latest/best/simplest 3d text > > > > method to use?" in the groups I had posted a step-by-step technique > > > > for using TextField3D in CS3, following Li's guidance. > > > > > Ralph > > > > > On Nov 8, 9:02 pm, GBear <[email protected]> wrote: > > > > > Thanks Li, I'll give that a go and let you know how it comes out. > > > > > > Cheers > > > > > > Li wrote: > > > > > > Hey GBear, > > > > > > > Textfield3D has bothsides = true by default, that is, backface > > > > > > culling is > > > > > > disabled for text. You can enable it however by setting it to > > > > > > false. This > > > > > > might cause some problems because of the way vector fonts are > > > > > > arbitrarily > > > > > > designed; some glyphs are designed clockwise while others are > > > > > > designed anti > > > > > > clockwise. This orientation in the definition is crucial for back > > > > > > face > > > > > > culling to be implemented properly. There is no convention in font > > > > > > design > > > > > > and I haven't yet produced a solution to counter this. > > > > > > > The back property is not applicable for textfield3d. > > > > > > > I would try using TextField3D with the font you have in mind and > > > > > > bothsides = > > > > > > false and see how many glyphs pop out. It depends on the font > > > > > > really... If > > > > > > you're not ok with that I would go for the Swf.as alternative. > > > > > > Break some > > > > > > text in the Flash IDE and import it in Away3D as a Sprite via > > > > > > Swf.as. There > > > > > > is a slight chance that by doing this (I still haven't tested it > > > > > > enough) > > > > > > Flash will resolve the arbitrary font definitions to its own terms > > > > > > and hence > > > > > > produce more coherent material for the engine. > > > > > > > hth > > > > > > Li
