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]
