While I'm still hoping for answers to my questions, I wanted to note
that I uncommented the normals code in the faces in away3dlite and it
works well.  I also was able to use it to put basic face linking
functionality into lite.  I'll post it up on my blog soon if any is
interested.

On Jun 21, 11:33 am, savagelook <[email protected]> wrote:
> Also, why are the vertices of faces now private with no getters or
> setters?  Why were mapping coordinates used to calculate the normals
> instead of the vertices like in Away3D 3.x?
>
> On Jun 21, 11:09 am, savagelook <[email protected]> wrote:
>
>
>
> > I would also like to know why the normals are commented out in
> > away3dlite, as of the latest trunk revision (2613)?  In the mean time
> > I'm going to use them and see if they work as expected.
>
> > On May 3, 1:33 am, Michael Iv <[email protected]> wrote:
>
> > > You are right , I just like to keep things sorted as much as possible .
> > > Actually I thought also about Vertex Vectors , but then desired to try 
> > > this
> > > out .
> > > v1.normalize x2 IS TYPING MISTAKE   :)
> > > Why they commented normal?
>
> > > Thanks For Help
>
> > > On Mon, May 3, 2010 at 5:24 AM, Ken Railey <[email protected]> wrote:
> > > > So using the texture coordinates is a bit of an unorthodox approach.  I
> > > > would take the cross product of two face edges and normalize that.  
> > > > Beyond
> > > > that, I am not sure why to are normalizing v1 twice (or even once, just 
> > > > skip
> > > > it).  Also, that call to new Vector3D() when initializing normVect is
> > > > wasted, since it gets overwritten on the next line.
>
> > > > Also, after a quick glance at svn it seems like the Face class had a 
> > > > normal
> > > > at some point that is just commented out.  Maybe try using that?
>
> > > >http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/s...
>
> > > > On Sun, May 2, 2010 at 4:38 PM, Michael Iv <[email protected]> 
> > > > wrote:
>
> > > >> Hi Guys , I was looking for Normal Face Vector in Lite and found none 
> > > >> . I
> > > >> tried to write my own . From my check It seems working ... But I would 
> > > >> like
> > > >> to get a confirmation from Math
> > > >> experts here  .
> > > >> I used the tuvs to create 2 vectors on the Face plane, then did cross
> > > >> product . Was that right ?
>
> > > >> Here is the code:
> > > >> var face:Face=sp.faces[45];
> > > >>                 var v1:Vector3D=new Vector3D(face.t0,face.u0,face.v0);
> > > >>                 var v2:Vector3D=new Vector3D(face.t1,face.u1,face.v1);
> > > >>                 v1.normalize();
> > > >>                 v1.normalize();
> > > >>                 var normVect:Vector3D=new Vector3D();
> > > >>                 normVect=v1.crossProduct(v2);
> > > >>                normVect.normalize();
>
> > > >> Thanks.
>
> > > >> --
> > > >> Michael Ivanov ,Programmer
> > > >> Neurotech Solutions Ltd.
> > > >> Flex|Air |3D|Unity|
> > > >>www.neurotechresearch.com
> > > >> Tel:054-4962254
> > > >> [email protected]
> > > >> [email protected]
>
> > > --
> > > Michael Ivanov ,Programmer
> > > Neurotech Solutions Ltd.
> > > Flex|Air |3D|Unity|www.neurotechresearch.com
> > > Tel:054-4962254
> > > [email protected]
> > > [email protected]

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