Thanks for the insights katopz. For anyone interested I have just got face linking (on steroids) working in lite. All credit goes to the original FaceLink author as 98% is just copied code from there. The rest is just minor computational changes using Vector3D in the absence of Number3D. The code I have now requires minor changes to Face.as, but I'm going to see if I can also do it without changing the source and maintain a good framerate. I'll post it up once I have it all ironed out.
On Jun 22, 3:38 am, katopz <[email protected]> wrote: > Hey guys > > it's for speed reason, dot access is slower, so private _vertices is just > bypass that dot and acting like referrer, you can saw bypass like this every > where in lite libs > > if you really want to access vertices you can use mesh.vertices and provide > faceIndex for each face, or mesh.faces[index] > > for normal comment out there is just under development for light somehow, > it's not in my field btw > > hth > > On 22 June 2010 14:10, Michael Iv <[email protected]> wrote: > > > > > > > I talked to Rob Bateman about this issue a few weeks ago in relation to > > another class. He said that some properties became private in order to not > > be exposed for a regular user .(Still don't understand a reason for > > this).But you can still access most of these using arcane namespace. > > > On Tue, Jun 22, 2010 at 6:56 AM, savagelook > > <[email protected]>wrote: > > >> 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] > > > -- > > 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] > > -- > Regards > ----------------------------------------------------------- > Todsaporn Banjerdkit, katopz,http://sleepydesign.com > Away3DLite and JigLibFlash Developer Team
