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]
>
>


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