Hmm it doesn't seem aligned to the face (those things should be turning too, no?).
On Thu, Jun 24, 2010 at 9:00 AM, 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 > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
