http://www.savagelook.com/demos/normals_align/sandbox.html
I started on the alignment but I had a problem. For some reason the planes keep rotating along the normals even after adding the lookAt() call when I'm updating the linked planes. Can anyone who knows 3d math better than me explain why this is happening, its in the link above. Thanks, its driving me nuts and I can't figure it out. On Jun 24, 12:04 pm, savagelook <[email protected]> wrote: > Shoot, I forgot to mention I didn't do the alignment yet. I'm gonna > make another demo soon using planes to show the alignment part. > Should look pretty neat with just the planes and an invisible source > mesh. > > On Jun 24, 10:44 am, Peter Kapelyan <[email protected]> wrote: > > > > > 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
