Yes, that is how I would have done it with parenting :)
On Jun 25, 6:02 am, savagelook <[email protected]> wrote: > Well, I think your code/math is over my head for now, but I get what > you meant by parenting. I put the source object and the linked > objects inside an ObjectContainer3D and everything works as expected. > This should suit my needs for now. I've got a book on 3d math I > ordered a little while ago that I haven't had time to dive into yet. > Looks like this might be the catalyst for finally reading it. > > On Jun 25, 8:22 am, savagelook <[email protected]> wrote: > > > I'm looking at your code now to see how I can apply it, but what do > > you mean by "use parenting" to solve this problem? I'm open to > > anything. > > > On Jun 25, 3:59 am, Shawn <[email protected]> wrote: > > > > I believe the problem is with the lookAt's upAxis. lookAt first points > > > the z axis at the target and then tries to align a local up axis with > > > the scene's Y_AXIS. So, as your faces move they keep adjusting to > > > match their up axes with the scene's Y_AXIS. > > > > Unless you want to use parenting, the only way I know to fix this is > > > to use an "up object" to aim the up axis at after the lookAt has been > > > done. I have a test of an up object with a link to the code > > > here:http://moosemouse.com/up-object-test.html > > > > I have been using this for something quite different so it may not > > > immediately make sense to your project. But I *think* this is one way > > > to fix your problem. It is late so I am calling it a night, but let me > > > know if you would like further clarification. > > > > Best, > > > Shawn > > > > On Jun 24, 8:08 pm, savagelook <[email protected]> wrote: > > > > >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. > > > > > > > > > > >> > > > >> -- > > ... > > read more »
