Sure , I gave you from 3.5. Sorry for this question but why would you want
to use 2.5?

On Wed, Jun 16, 2010 at 11:35 AM, jens lofberg <[email protected]>wrote:

>  No =(
> getAngle() dont excists in normal  (away3D 2.5.0)
> I found _fAngle in geometry.as but this variable is private.
>
> What I would like to do is to get al the forces on an item placed on a
> plane due to gravity and the angle of the ground, so I would need the angle
> of 'ground' at the point where my item is placed.  (I'm using elevation on a
> plane to create the ground)
>
> But I have another idea how to solve my problem using the Elevationreader:
> I just check the difference in height on the point where my object is and 1
> pixels to the side of it. If I do this in two direction I get my angle =)
> Actually I don't even have to calculate the angle to make it simple. I just
> say that the force in x,y is equal to this difference (and gravity is the
> force in z).
>
> But first I have to go back to finishing the work I should have been
> working on =(
>
> jens
>
>
>
> Le 16/06/2010 10:02, Michael Iv a écrit :
>
> 'worked OK?
>
> On Wed, Jun 16, 2010 at 10:58 AM, jens lofberg <[email protected]>wrote:
>
>> perfect, thanks!
>> jens
>>
>>
>> Le 15/06/2010 20:24, Michael Iv a écrit :
>>
>> face.normal.getAngle() should do the work.
>>
>> On Tue, Jun 15, 2010 at 6:17 PM, savagelook <[email protected]
>> > wrote:
>>
>>> Check the showNormals block of the renderTriangle() function in
>>> BitmapMaterial.  I don't have time to dig in right now, but that's how
>>> the away3d code shows a line indicating the direction of the normals
>>> on a triangle.  This should help you get want you want.
>>>
>>> On Jun 15, 11:12 am, savagelook <[email protected]> wrote:
>>> > I could be wrong cause I'm not looking at the code, but I would assume
>>> > that "face[0].normal" is returning the vector of the normal, or simply
>>> > its direction.  You might need to calculate the center of the face by
>>> > using its 3 vertices, not sure if away3d has this center point built
>>> > in.  I don't know how to do that calculation off hand, though, sorry.
>>> >
>>> > On Jun 15, 10:52 am, jens lofberg <[email protected]> wrote:
>>> >
>>> >
>>> >
>>> > > Hi
>>> > > I would like to use the angle of the face.normal but I don't
>>> understand it.
>>> > > trace(face[0].normal) only give me one 3d point (x,y,z)? To use the
>>> > > angle I need two points?
>>> >
>>> > > THANKS
>>> > > jens
>>>
>>
>>
>>
>> --
>> Michael Ivanov ,Programmer
>> Neurotech Solutions Ltd.
>> Flex|Air |3D|Unity|
>> www.neurotechresearch.com
>> http://blog.alladvanced.net
>> http://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.com
> http://blog.alladvanced.net
> http://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.com
http://blog.alladvanced.net
http://www.meetup.com/GO3D-Games-Opensource-3D/
Tel:054-4962254
[email protected]
[email protected]

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