I spoke to soon. Here is a class I created that shows the problem I'm having.
http://abowman.nozonenet.com/away3d/mouseDownTest/MouseDownTest.swf http://abowman.nozonenet.com/away3d/mouseDownTest/MouseDownTest.as Move the ball to the front of the plane and you can move it again after setting it down. If you move the ball to the back of the plane and set it down, you no longer can pick it up. You can double-click to reset the ball to the middle of the screen. This does seem to be caused by setting ownCanvas=true for the ball's container. I would really appreciate it if someone could help me solve this problem. On Aug 7, 11:46 am, abowman <[email protected]> wrote: > Ok, it appears to be working now. I had to normalize rayDir before > assigning it to ray.dir. > > On Aug 7, 11:42 am, abowman <[email protected]> wrote: > > > > > Now I'm trying the Ray class. > > > I created a Ray, added the camera position as the origin, and this as > > my scene mouse down handler: > > > public function sceneMouseDown(e:MouseEvent3D):void { > > > rayDir.x = e.sceneX - ray.orig.x; > > rayDir.y = e.sceneY - ray.orig.y; > > rayDir.z = e.sceneZ - ray.orig.z; > > > ray.dir = rayDir; > > > var intersect:Boolean = > > ray.intersectBoundingRadius(myTestObject.position, > > myTestObject.boundingRadius); > > > trace("intersect="+ intersect); > > > } > > > ray.intersectBoundingRadius always returns true no matter where I > > click. Can someone tell me how to make this work correctly? > > > On Aug 7, 10:54 am,abowman<[email protected]> wrote: > > > > Can someone here recommend and alternate method for detecting a mouse > > > down event on a 3d object? > > > > I'm doing something else now and it works until the object moves past > > > a certain point in my scene. > > > > I've seen that some people have been using the Ray helper class. Is > > > there an example anywhere for using getIntersect or > > > intersectBoundingRadius to detect whether the mouse is over an object? > > > > Thanks > > > > On Aug 6, 8:33 am,abowman<[email protected]> wrote: > > > > > It turns out the problem was caused by nesting the object inside of > > > > two ObjectContainer3Ds. It's working to some degree now that it's > > > > inside of one ObjectContainer3D. > > > > > What I'm doing is creating a ball that I can pick up and throw. For > > > > some reason, it doesn't register a click when the ball is moving > > > > (unless it's very slow). Sometimes it breaks completely. > > > > > On Aug 5, 9:13 am,abowman<[email protected]> wrote: > > > > > > Unfortunately, it doesn't. I'm not setting screenZOffset at any point > > > > > in my code. > > > > > > On Aug 5, 8:48 am, savagelook <[email protected]> wrote: > > > > > > > is this thread > > > > > > helpful:http://groups.google.com/group/away3d-dev/browse_thread/thread/806be6... > > > > > > > On Aug 5, 8:18 am,abowman<[email protected]> wrote: > > > > > > > > MouseEvent3D > > > > > > > > On Aug 5, 8:14 am, savagelook <[email protected]> > > > > > > > wrote: > > > > > > > > > Are you using MouseEvent or MouseEvent3D? > > > > > > > > > On Aug 5, 7:35 am,abowman<[email protected]> wrote: > > > > > > > > > > How can I get a mouse down event listener to work on an > > > > > > > > > object that > > > > > > > > > has ownCanvas set to true?
