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
