But isn't this is returning the 3D coords for a 3D point based on a 3D objects position? I think I need to do the opposite. Move a 3D object (its z=0 btw) to a 2D point based on an object on the stage. Example, move my 3D boat to a marker on a river where the marker is a 2D flash object on the stage.
On Jun 15, 10:24 am, Michael Iv <[email protected]> wrote: > You are almost correct but you have got to give an offset to the coordiantes > as view coord system is different from Scene3D > > _spriteX=_screenVertex.x+_view.width*.5; > _spriteY=_screenVertex.y + _view.height*.5; > > > > > > On Tue, Jun 15, 2010 at 5:10 PM, JeffH <[email protected]> wrote: > > Hi Michael, > > > I'm probably just missing something really easy here but I've seen the > > following example code which just seems to be for moving a 2D object > > to a point in the 3D space. Can you show me an example of how I would > > move a 3D object based on a 2D point? Thanks for your help! > > > screenPlace(view.camera, myMovieClip, 3Dobject) > > > function screenPlace(camera,who,whob):void { > > var sc:ScreenVertex; > > sc = camera.screen(whob) > > who.x = sc.x + view.x; > > who.y = sc.y + view.y; > > } > > > On Jun 15, 9:36 am, Michael Iv <[email protected]> wrote: > > > use ScreenVertex coordinates by accessing camera.screen() method . > > > :) > > > > On Tue, Jun 15, 2010 at 4:34 PM, JeffH <[email protected]> wrote: > > > > Hi all. I wanted to get the experts' opinions on the best way to > > > > accomplish what I need to do. I have a 3D object (a boat) that is in a > > > > view with the camera set to a position and roll (45) to try and > > > > achieve a "simcity" look. The settings are like this: > > > > > view.camera.x = 675; view.camera.y = -675; view.camera.z = -1300; > > > > view.camera.roll(45); view.camera.lookAt(new Number3D(0, 0, 0)); > > > > > What I want to do is to move this object based on 2D points located on > > > > the stage (for example, a path along a river). What is the best way to > > > > do this? I did try converting 2D points to 3D by trying to get the > > > > intersect of a ray off a plane but it doesn't seem to work. Not sure > > > > if it is because I have a camera roll... I tried this based on some > > > > other posts (where my 2D point is the var pt): > > > > > var plane:Plane3D = new Plane3D(); > > > > plane.fromNormalAndPoint(new Number3D(0, 1, 0), new Number3D(0, 0, > > > > 0)); > > > > var cameraPosition:Number3D = new Number3D(view.camera.x, > > > > view.camera.y, view.camera.z); > > > > var ray:Number3D = view.camera.unproject(pt.x, pt.y); > > > > ray.add(ray, cameraPosition); > > > > var intersect:Number3D = > > > > plane.getIntersectionLineNumbers(cameraPosition, ray); > > > > > But, intersect.x does not seem to align with pt.x on the screen. > > > > Perhaps I am misinterpreting how this should work? Should I try to > > > > orient the stage (Flash CS4) the same way or can I leave that "flat" > > > > and translate 2D coordinates to the 3D space? > > > > > Anyway, thanks for any guidance! > > > > -- > > > Michael Ivanov ,Programmer > > > Neurotech Solutions Ltd. > > > Flex|Air > > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp:// > >www.meetup.com/GO3D-Games-Opensource-3D/ > > > Tel:054-4962254 > > > [email protected] > > > [email protected] > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup.com/GO3D-Games-Opensource-3D/ > Tel:054-4962254 > [email protected] > [email protected]
