Yikes, I finally found it:
view3D.fireMouseEvent (MouseEvent3D.MOUSE_OVER, view3D.mouseX, view3D.mouseY);
Maybe there should be some kind of "update" method that is seperate from
render, to make it easier to update things like mouse events without redrawing the scene.
On Wed, 30 Dec 2009 07:04:09 -0800, Joshua Granick <[email protected]>
wrote:
I just discovered the mouseObject property and tried checking it each frame,
but this seems to be the cause of the problems I'm experiencing. The
mouseObject property only changes when the scene is rendered.
On Wed, 30 Dec 2009 06:57:31 -0800, Joshua Granick <[email protected]>
wrote:
Ah! Now I see why no one understood my question.
If I set it to render on every frame, the mouse overs work fine. Otherwise it
only works when I mouse over the whole scene.
Now I have my work around, but I don't want to render it ever frame. I have a
lot of complex models, so I only render when the camera or objects change. Is
there any way to update these handlers without rendering, or am I
misunderstanding the performance cost of rendering? Will it tax the system if
the objects and camera are the same as they were on the last frame?
Thanks again
On Wed, 30 Dec 2009 06:47:59 -0800, Joshua Granick <[email protected]>
wrote:
Hi,
Imagine that you have a quilt. Each quilt square has a listener for roll over
and roll out. When you move your mouse these events will fire a lot ... each
time you move to a new quilt square.
In Away3D this works differently. Events fire when you roll over the quilt, but
not again until you roll off the quilt entirely. It will not fire for each
quilt square. It will fire an event for the first quilt square that you touch,
then it will not fire again until you roll off the whole quilt.
Here are my questions:
1. Can I toggle a property to make these events fire correctly?
2. If not, how do I manually check to see which object is under my mouse?
Thanks!