Thanks mate. I've never been this good in Maths :D On Wed, Apr 14, 2010 at 7:19 PM, Michael Iv <[email protected]> wrote:
> I will try to help you with this at the weekend > > > On Wed, Apr 14, 2010 at 8:08 PM, Omar Fouad <[email protected]>wrote: > >> Fabrice's talk is too complicated :) >> >> >> On Wed, Apr 14, 2010 at 7:00 PM, Michael Iv <[email protected]>wrote: >> >>> If you need your hot spots to be in 3d space and relative to camera >>> facing direction this will not help . You should try the approach of Fabrice >>> . >>> >>> >>> On Wed, Apr 14, 2010 at 7:54 PM, Omar Fouad <[email protected]>wrote: >>> >>>> Nope! I've tried lots of things. I've been reading somewhere about >>>> camera.screen(object3D). It should return the screen 2D coordinates that >>>> are >>>> relative an object3D inside the view. But I don't know what is missing >>>> here. >>>> I give the screen x and y to it and it moves strangely across the screen. >>>> >>>> >>>> >>>> On Wed, Apr 14, 2010 at 4:42 PM, Omar Fouad <[email protected]>wrote: >>>> >>>>> I was thinking of doing something else. In Away3D there a class called >>>>> MovieClipSprite, which is a "plane" that always faces the camera and >>>>> takes a >>>>> DisplayObject as its material. I was thinking of adding those >>>>> movieClipSprites inside an ObjectContainer3D that also contains the >>>>> cylinder. Those movieClipSprites are the spots I need and they would be on >>>>> top of the cylinder. This way when moving the camera, I should see both >>>>> cylinder and spots rotating in the same positions. The beauty of the >>>>> MovieClipSprite is that it doesn't transform by any means. >>>>> I'll try and keep you updated. >>>>> >>>>> Cordially. >>>>> >>>>> >>>>> On Wed, Apr 14, 2010 at 4:27 PM, Michael Iv <[email protected]>wrote: >>>>> >>>>>> I am still not sure what Omar tries to do . Is that about hotspots >>>>>> deifined directly on constant material areas or these are the hot spots >>>>>> that >>>>>> are always relative to the camera direction? If it is the first then >>>>>> Fabrice's second solution looks really the best approach . >>>>>> >>>>>> >>>>>> On Wed, Apr 14, 2010 at 5:20 PM, Fabrice3D <[email protected]>wrote: >>>>>> >>>>>>> Using the Ray class you would indeed with the projection of two rays >>>>>>> get your uv's coordinates and via barycentric formula from the faces >>>>>>> hitted >>>>>>> extract a rectangle. The defined rect could then be compared with your >>>>>>> mouse3devent... the hard way. >>>>>>> >>>>>>> Simplest way would certainly be to define 2d rect on map. the >>>>>>> mouseEvent3D returns you the uv's, define a Point from these x,y >>>>>>> extracted >>>>>>> from the uv's and a simple PointInRect would tell you if you have a hit. >>>>>>> >>>>>>> Fabrice >>>>>>> >>>>>>> >>>>>>> On Apr 14, 2010, at 2:55 PM, Omar Fouad wrote: >>>>>>> >>>>>>> Well thanks! This approach is what I've mentioned in the post. >>>>>>> However the dilemma is how to move the spots, according the rotation of >>>>>>> the >>>>>>> camera. I don't need the spots to rotate around the x or the y axes, >>>>>>> the can >>>>>>> be flat, but on the same specific place on the cylinder's material. >>>>>>> BTW thanks for your answers! >>>>>>> >>>>>>> On Wed, Apr 14, 2010 at 2:49 PM, Michael Iv >>>>>>> <[email protected]>wrote: >>>>>>> >>>>>>>> Basically it can be made easier: I would create the hot spots as >>>>>>>> billboards like DirSprite3D and make their alpha to zero . Than I >>>>>>>> would >>>>>>>> wrap them with ObjectContainer ,then you can read the rotation angle >>>>>>>> of your >>>>>>>> camera , or if you rotate the cylinder instead then read its rotation >>>>>>>> . And >>>>>>>> after that use that value for angular displacement , I mean move your >>>>>>>> container on the spherical path (basic trigonometry) according to >>>>>>>> that >>>>>>>> rotation . I could write it here but I am at work now , sorry . >>>>>>>> may at the weekend I ll post this case in my blog.( >>>>>>>> http://blog.alladvanced.net) >>>>>>>> >>>>>>>> >>>>>>>> On Wed, Apr 14, 2010 at 3:39 PM, Omar Fouad <omarfouad.net@ >>>>>>>> gmail.com> wrote: >>>>>>>> >>>>>>>>> No :) I missed yours >>>>>>>>> >>>>>>>>> On Wed, Apr 14, 2010 at 2:23 PM, Michael Iv <[email protected] >>>>>>>>> > wrote: >>>>>>>>> >>>>>>>>>> What? I missed your point or you missed mine? >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Wed, Apr 14, 2010 at 3:16 PM, Omar Fouad <omarfouad.net@ >>>>>>>>>> gmail.com> wrote: >>>>>>>>>> >>>>>>>>>>> huh? >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Wed, Apr 14, 2010 at 2:12 PM, Michael Iv < >>>>>>>>>>> [email protected]> wrote: >>>>>>>>>>> >>>>>>>>>>>> If you want to set the hot spots that will be located always >>>>>>>>>>>> relative to the camera direction you can set directional sprites >>>>>>>>>>>> facing the >>>>>>>>>>>> camera with zer0 alpha.And copying camera transformation matrix and >>>>>>>>>>>> direction (can cast a Ray) you can figure out where to move these >>>>>>>>>>>> objects >>>>>>>>>>>> >>>>>>>>>>>> On Wed, Apr 14, 2010 at 2:56 PM, Omar Fouad <omarfouad.net@ >>>>>>>>>>>> gmail.com> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Hi, >>>>>>>>>>>>> >>>>>>>>>>>>> I have a cylinder that has applied to it a BitmapMaterial, >>>>>>>>>>>>> which is the panorama image (landscape 360). I've zoomed the >>>>>>>>>>>>> camera properly >>>>>>>>>>>>> so it looks great while panning left, right, up, and down. >>>>>>>>>>>>> What I really need to do now is to set a hot-spot on that view. >>>>>>>>>>>>> in this example (link: >>>>>>>>>>>>> http://www.egypt.travel/?flashinstalled=2 ) i believe the >>>>>>>>>>>>> spots are not movieclip materials placed on top of the bitmap >>>>>>>>>>>>> material (or >>>>>>>>>>>>> their rotationY angle would change with the camera rotation). I >>>>>>>>>>>>> believe, >>>>>>>>>>>>> that is a layer placed on the stage on top of the View3D, that >>>>>>>>>>>>> moves >>>>>>>>>>>>> according the camera panAngle. >>>>>>>>>>>>> But how can I give the spots x and y props and then, update >>>>>>>>>>>>> them while panning the camera? >>>>>>>>>>>>> >>>>>>>>>>>>> Thanks in advance. >>>>>>>>>>>>> >>>>>>>>>>>>> Cordially. >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> -- >>>>>>>>>>>> Michael Ivanov ,Programmer >>>>>>>>>>>> Neurotech Solutions Ltd. >>>>>>>>>>>> Flex|Air |3D|Unity| >>>>>>>>>>>> www.neurotechresearch.com >>>>>>>>>>>> Tel:054-4962254 >>>>>>>>>>>> [email protected] >>>>>>>>>>>> [email protected] >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> -- >>>>>>>>>> Michael Ivanov ,Programmer >>>>>>>>>> Neurotech Solutions Ltd. >>>>>>>>>> Flex|Air |3D|Unity| >>>>>>>>>> www.neurotechresearch.com >>>>>>>>>> Tel:054-4962254 >>>>>>>>>> [email protected] >>>>>>>>>> [email protected] >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> -- >>>>>>>> Michael Ivanov ,Programmer >>>>>>>> Neurotech Solutions Ltd. >>>>>>>> Flex|Air |3D|Unity| >>>>>>>> www.neurotechresearch.com >>>>>>>> Tel:054-4962254 >>>>>>>> [email protected] >>>>>>>> [email protected] >>>>>>>> >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>>> >>>>>> -- >>>>>> Michael Ivanov ,Programmer >>>>>> Neurotech Solutions Ltd. >>>>>> Flex|Air |3D|Unity| >>>>>> www.neurotechresearch.com >>>>>> Tel:054-4962254 >>>>>> [email protected] >>>>>> [email protected] >>>>>> >>>>>> >>>>> >>>> >>> >>> >>> -- >>> Michael Ivanov ,Programmer >>> Neurotech Solutions Ltd. >>> Flex|Air |3D|Unity| >>> www.neurotechresearch.com >>> Tel:054-4962254 >>> [email protected] >>> [email protected] >>> >>> >> > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > Tel:054-4962254 > [email protected] > [email protected] > > -- To unsubscribe, reply using "remove me" as the subject.
