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

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