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

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