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]
