Hi fabrice,

Thanks for the snippet... your going to have to enlighten me though -
where do i find this Dynamics class??

cheers,
david

On May 3, 3:47 pm, Fabrice3D <[email protected]> wrote:
> Here a little snippet that could be used from content from a Prefab3D AS3 
> class
>
> var holder:Dynamics = new Dynamics();
> for(var i:int=0;i<holder.meshes.length;++i){
>         if(holder.meshes[i].name== "somecoolname"){
>                 holder.meshes[i].collider = true;
>                 
> holder.meshes[i].addOnMouseDown(pressDownOnDynamicObjectColliding);
>         } else{
>                 
> holder.meshes[i].addOnMouseDown(pressDownOnDynamicObjectNonColliding);
>         }
>         _tree.addChild(holder.meshes[i]);
>
> }
>
> If you want that furniture draw to dispatch an event, or the poster on the 
> wall that becomes a video.
> model the tree smart and add these as dynamics.
>
> Keep in mind its the first intergration, we will enhance and ease its use in 
> the future.
> but for now, I would unless you really really really cannot do else, not use 
> the tree geometry for mouseEvents
>
> To get the best performance, you should simplify as much as possible.
> For instance if you try to build a church, the ceiling geometry better be a 
> cube in witch you would insert as dynamic the ceiling in roman style.
> This would add lots of unecessary data. That's the kind of mistake I did in 
> the hascienda demo for instance.
> Less is really more!
>
> Fabrice
>
> On May 3, 2010, at 1:21 PM, dp wrote:
>
>
>
> > Hey Fabrice,
>
> > One more question regarding this - is there a relatively easy way to
> > implement mouse events? as I need to be able to find out what
> > material / or mesh is under the mouse, I really hope there is - as
> > converting my project would work so much better with this BSP format!
>
> > thansk, david
>
> > On May 2, 10:29 am, dp <[email protected]> wrote:
> >> Fantastic, works perfectly. thanks for helping!
>
> >> david
>
> >> On May 1, 9:37 pm, Fabrice3D <[email protected]> wrote:
>
> >>> say a mesh is named a mesh in Prefab as "aw_12"  or whatever name you 
> >>> give to a specific mesh
> >>> var mat:BitmapMaterial =  CentralMaterialLibrary.getMaterial("aw_12") as 
> >>> BitmapMaterial;
> >>> use this method to alter the same material. Like if you want to display 
> >>> another bitmap.
>
> >>> As about setting the material in case of another type, there is no 
> >>> specific access yet in centralMaterialLibrary
>
> >>> But just added a new method for this.
>
> >>> access the bspTree with actual and new material
>
> >>> _tree.replaceMaterial(theMaterialActuallyApplied, theNewMaterial, false); 
> >>> //boolean defines if you want clear the previousmaterials. Note that if 
> >>> it holds a bitmapdata
> >>> you will need to dispose() it yourself
>
> >>> you can get the previous applied material from the 
> >>> centralMaterialLibrary. also here, if you plan to repeat this, take care 
> >>> about saving the new material, in order to allow compare old/new material
> >>> the next time you need it.
>
> >>> Fabrice
>
> >>> On May 1, 2010, at 5:16 PM, dp wrote:
>
> >>>> woohoo, finally got it working today. The latest update must of done
> >>>> the trick, thanks!
>
> >>>> Still have the problem of no materials loading in PreFab though... so
> >>>> I just had reassigned them, not ideal but it worked well after that.
>
> >>>> Now back to my initial problem of the best way to dynamically add/
> >>>> replace the materials - is using the CentralMaterialLibrary the best
> >>>> way to do this? if so how exactly? as I'm not having much success
> >>>> trying.
>
> >>>> Also I noticed that getMeshFromMaterialName always returns null, is
> >>>> this feature implemented?
>
> >>>> Cheers!
>
> >>>> Just to let you know the trace was:
> >>>> [./images/floor.png]
> >>>> [./images/room.png]
> >>>> [./images/]
>
> >>>> and im windows based - flash develop.
>
> >>>> On Apr 29, 11:04 pm, Fabrice3D <[email protected]> wrote:
> >>>>> 3ds, not one change made on that side for at least past 5 updates.
>
> >>>>> Today I have updated the AWData class twice for this and another issue, 
> >>>>> make sure you run the latest.
> >>>>> running with a fresh copy of 3.5 from svn, I get zero errors and all my 
> >>>>> textures are loading.
>
> >>>>> Please add a trace in AWData at empty line 254   
> >>>>> trace("["+resolvedP+line+"]");
>
> >>>>> we'll take it from there...
> >>>>> Are you Windows or mac based?
>
> >>>>> Fabrice
>
> >>>>> On Apr 29, 2010, at 10:27 PM, dp wrote:
>
> >>>>>> Hey Fabrice,
>
> >>>>>> Thanks for helping out here.
>
> >>>>>> I'm fairly sure everything is compiling correctly, no errors, and when
> >>>>>> I look at the stats I can see the render elements number change as I
> >>>>>> look around the white space. This is still the case it seems with the
> >>>>>> updated AWData.
>
> >>>>>> I was going to try again with another model, as I lost track of which
> >>>>>> I files I was using and wanted to be sure, before sending anything
> >>>>>> over to you... except now whatever I try, PreFab does not seem to want
> >>>>>> to load my 3ds textures, for any model I try. I'm not sure if I'm
> >>>>>> being stupid, or something changed with the update?
>
> >>>>>> cheers.
>
> >>>>>> On Apr 29, 12:48 pm, Fabrice3D <[email protected]> wrote:
> >>>>>>> I have just uploaded an update for AWData that should fix the white 
> >>>>>>> material issue you are having.
>
> >>>>>>> with bsp typed awd files, a custom path was giving a  
> >>>>>>> custompath/images/filename.jpg
> >>>>>>> instead of custompath/filename.jpg
> >>>>>>> while there was no issues with the awd's not having the bsp.
>
> >>>>>>> can you let me know if it works in your case?
>
> >>>>>>> Fabrice
>
> >>>>>>> On Apr 28, 2010, at 10:32 PM, dp wrote:
>
> >>>>>>>> Thanks for the replies guys, yes I guess I wont be altering the
> >>>>>>>> geometry just want access to apply materials.
>
> >>>>>>>> However I haven't yet made it that far... as I cant seem to get the
> >>>>>>>> output from prefab to work, I've tried a couple of models now, and
> >>>>>>>> both times I just get a blank white screen, the last model was a
> >>>>>>>> simple cube (2 meshes - floor, and ceiling/walls).. Any ideas?
>
> >>>>>>>> thanks.
>
> >>>>>>>> On Apr 26, 1:37 pm, David Lenaerts <[email protected]> wrote:
> >>>>>>>>> Also, I should add that changing the geometry would invalidate the 
> >>>>>>>>> tree in
> >>>>>>>>> most cases, resulting inrendering issues (sorting, culling, visList 
> >>>>>>>>> errors),
> >>>>>>>>> so you shouldn't ;-)
>
> >>>>>>>>> David
>
> >>>>>>>>> On Mon, Apr 26, 2010 at 1:04 PM, Fabrice3D <[email protected]> 
> >>>>>>>>> wrote:
> >>>>>>>>>> If you mean awd, yes but not using library. Just access directly 
> >>>>>>>>>> the meshes
> >>>>>>>>>> objects.
> >>>>>>>>>> On other hand, the awd's with BSP outputs do have a new class 
> >>>>>>>>>> companion,
> >>>>>>>>>> CentralMaterialLibrary, in order to access the tree material(s) if 
> >>>>>>>>>> you need
> >>>>>>>>>> to.
>
> >>>>>>>>>> Fabrice
>
> >>>>>>>>>> On Apr 25, 2010, at 5:40 PM, dp wrote:
>
> >>>>>>>>>>> Great work on the new engine, looks like it will be great.
>
> >>>>>>>>>>> A quick question though - Is it still possible to access all the
> >>>>>>>>>>> materials/meshes with this new format at runtime? and modify them?
>
> >>>>>>>>>>> eg.
> >>>>>>>>>>> model.materialLibrary.getMaterial("....").material =
>
> >>>>>>>>>>> cheers,
> >>>>>>>>>>> david.
>
> >>>>>>>>>>> --
> >>>>>>>>>>> Subscription settings:
> >>>>>>>>>>http://groups.google.com/group/away3d-dev/subscribe?hl=en
>
> >>>>>>>>> --http://www.derschmale.com

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