Thanks for this info :))

On Thu, Jun 24, 2010 at 4:00 PM, savagelook <[email protected]>wrote:

> http://savagelook.com/blog/away3d/away3dlite-normals-and-face-linking
>
> normals and face linking in away3dlite.  The face linking is not a
> rolled up class like FaceLink in Away3D since the modifications were
> minimal.  I did make changes to Face.as to include a normal and center
> at creation time, so as long as you don't deform the mesh, everything
> should work.  If you do deform the mesh (like with as3mod or manually)
> you would just need to recalculate the normal and center for each face
> affected.
>
> One note, katopz mentioned that you could access a face's vertices
> through face.mesh.vertices, but I never got around to trying that.  By
> doing that and maintaining your own vectors of face centers and
> normals, you could create this face linking code without making
> changes to Face.as, if you were so inclined.
>
> On Jun 23, 11:37 am, savagelook <[email protected]> wrote:
> > 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
>



-- 
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]

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