Well the thing is we need to keep our controls relatively simple,
since the user will be using these tridents a lot. We've already got
the user to go through selecting the object, picking a button, then
click an drag to move an object. So adding a special key combination
is really not the best solution in my opinion.

The CORRECT_Z_ORDER is already in use on the trident itself, and most
of our scene's objects.



On Apr 5, 9:27 am, Peter Kapelyan <[email protected]> wrote:
> 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.
>
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>
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>
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>
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