That type of "perfect" sorting is pretty hard to get in Flash 3D unless you use CORRECT_Z_SORT or INTERSECTING_OBJECTS which will most likely slow down your scene more than you wanted. You can always try to make sure that trident is always on top of everything (the whole scene?), or dedicate a mode or specialized key combo like I mentioned before.
Otherwise, you may end up spending a lot of time for that "perfect" type sorting and still not get something that perfect, so that's why I suggest some shortcuts. -Peter On Mon, Apr 5, 2010 at 9:18 AM, Reinorvak <[email protected]> wrote: > Think of it like this, if you've ever used Maya, or Max3DS, its like > the trident and rotation rings in there. When those options are > visible, those have top priority picking over other objects. So, if an > arrow is inside of another object, I can still select it to move the > object that's currently selected. > > I can ensure the person would more then likely want to select the > item, because they previously brought the trident into a visible > status through a button click in our HUD. > > Pretty much, what I'm trying to create is a priority pick. In an > easier example, its something like this. Say you have the 2D HUD, and > a 3D world behind it. You always want options on the HUD to be > selected over objects in the world. That's what I'm trying to recreate > with this trident selection. > > On Apr 2, 4:06 pm, Peter Kapelyan <[email protected]> wrote: > > Hmm, I am trying to understand, and it seems like you always want the > > trident object to be clickable, even if it is behind something else that > is > > clickable. > > > > It's not very logical, so in this case I would suggest having a mode, > like, > > "if spacebar down, allow scene/trident rotation". > > > > That would ensure someone can always move the trident. How else can you > be > > sure they want to click on the trident, and not the thing in front of it? > > > > I hope it makes sense. > > > > -Pete > > > > > > > > On Fri, Apr 2, 2010 at 3:48 PM, Reinorvak <[email protected]> > wrote: > > > Bringing this up again since its a problem that still hasn't been > > > resolved. Would really like to know how to fix this issue, either > > > using flash or away3D. > > > > > On Mar 22, 11:00 am, Reinorvak <[email protected]> wrote: > > > > I've tried it, but the problem is that the object is smaller then the > > > > object on top of it. So the object on top, gets picked over the > object > > > > below it. And even if this were the case, its not guaranteed to pick > > > > that object should it be visible. > > > > > > Let me further explain my situation. Currently, I have a trident in > > > > the scene that controls the movement of objects. These objects can't > > > > be intersecting one another, but can get in-front of the trident's > > > > view. The trident is still visible due to the z Offset, but the > object > > > > will be picked, not the trident when a mouseEvent3D is fired. > > > > > > I can see how the pushFront, pushBack might work if nothing else was > > > > in-front of the object, but its not quite the solution I'm looking > > > > for. What I'm trying to figure out is if I can set an object to be > > > > picked no matter whats in-front of it. So, like the > > > > setChildIndex[numChildren-1] for 2D picking in flash. > > > > > > On Mar 22, 10:43 am, Pierre Karadia <[email protected]> wrote: > > > > > > > have you tried: > > > > > > > whateverYourObjectIs.pushFront = true; > > > > > > > ?? > > > > > > > Reinorvak wrote: > > > > > > No one has an answer for this? I'd really like to know because > this > > > > > > could potentially mean a re-write of a major system. > > > > > > > > On Mar 19, 1:27 pm, savagelook <[email protected]> > wrote: > > > > > > > >> I just spent a day figuring out why I could see a plane in front > of > > > a > > > > > >> cube but couldn't get any mouse events to trigger on the plane. > The > > > > > >> answer being exactly what you said in your second paragraph. > > > > > > > >> I'd be curious to hear the answer to this one as well. > > > > > > > >> On Mar 19, 12:03 pm, Reinorvak <[email protected]> > wrote: > > > > > > > >>> Just curious, kinda been looking around through more away3D > files > > > in > > > > > >>> the view3d and camera3d. > > > > > >>> Is there any way to set a picking order to objects in the > scene? > > > > > > > >>> Like, say I have a cube within a sphere. You can see the square > > > > > >>> because its it's own canvas and has a screenZOffset less then > that > > > of > > > > > >>> the sphere. How do I tell the camera to pick the cube and not > the > > > > > >>> sphere if they're both at the same spot and the sphere's radius > is > > > > > >>> larger then the cube's volume. > > > > > > > > To unsubscribe from this group, send email to away3d-dev+ > > > unsubscribegooglegroups.com or reply to this email with the words > "REMOVE > > > ME" as the subject. > > > > -- > > ___________________ > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > HTTP://AWAY3D.COM > > > -- > To unsubscribe, reply using "remove me" as the subject. > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
