Yeah I see (because as I remember now in Away Lite it is Vector3D instead Number3d.)BUT my misunderstanding here is the following: ...var faces:Vector.<Number3D>;
and ... intersectP = _ray.getIntersect(_dir, pixel, faces[l], faces[l+1], faces[l+2]); Do you convert the faces v0,v1,v2 positions to Number3D before that function? . Because here your faces already represented as Array of Number(s)3D ? In my case i was doing : _ray.getIntersect(_ray.dir,_ray.orig,_sf.faces[i].v0.position,_sf.faces[i].v1.position,_sf.faces[i].v2.position); On Wed, Aug 25, 2010 at 5:52 PM, Fabrice3D <[email protected]> wrote: > no, but should be like directly usuable in there with no or minor changes. > Its just an helper class not dependent of anything. > > On Aug 25, 2010, at 4:47 PM, Michael Iv wrote: > > Was that Away3DLite implementation ? > > On Wed, Aug 25, 2010 at 5:40 PM, Michael Iv <[email protected]> wrote: > >> Thanks a lot Fabrice for your help, i will check this out. ! >> >> >> On Wed, Aug 25, 2010 at 5:34 PM, Fabrice3D <[email protected]> wrote: >> >>> here a ruw sample from the quick demo I've sended you earlyer. >>> where white was no hit, black hit. Say very simple primary ray raytracer. >>> >>> private function someImage():void >>> { >>> _tracemap.lock(); >>> var intersectP:Number3D; >>> var i:int; >>> var j:int; >>> var k:int; >>> var l:int; >>> var r:int = 255; >>> var g:int = 255; >>> var b:int = 255; >>> >>> var startx:int = _view.x-Math.round(_width*.5); >>> var starty:int =_view.y-Math.round(_height*.5) >>> var pixel:Number3D; >>> var meshlength:int = _meshes.length; >>> var faces:Vector.<Number3D>; >>> var faceslength:int; >>> for(i = 0; i<_width;++i){ >>> startx++; >>> for(j = 0; j<_height;++j){ >>> pixel = _view.camera.unproject(startx, starty+j); >>> >>> _dir.x = pixel.x; >>> _dir.y = pixel.y; >>> _dir.z = pixel.z; >>> _dir.normalize(); >>> >>> for(k = 0; k<meshlength;++k){ >>> faces = _meshes[k]; >>> faceslength = faces.length; >>> for(l = 0; l<faceslength;l+=3){ >>> intersectP = _ray.getIntersect(_dir, pixel, faces[l], faces[l+1], >>> faces[l+2]); >>> RayDebugger.traceRayFromDir(pixel, _dir, 2500); >>> if (intersectP != null) >>> _tracemap.setPixel(i, j, r << 16 | g << 8 | b ); >>> } >>> } >>> } >>> } >>> _tracemap.unlock(); >>> >>> [... some uninterresting code...] >>> >>> Fabrice >>> >>> >>> >>> On Aug 25, 2010, at 4:06 PM, Michael Iv wrote: >>> >>> Got you , no I haven't seen the FITC presentation yet . By the way ,still >>> can't get ray.getIntersect() returning the data besides null. >>> If you could show some source code if a test run it could be >>> nice.Although I am almost sure I do it just as it has to be . >>> >>> Thanks a lot . >>> Michael. >>> >>> On Wed, Aug 25, 2010 at 5:00 PM, Fabrice3D <[email protected]> wrote: >>> >>>> As usual works just fine for me :)) >>>> I haven't added it exactly for what I suppose you want to do. >>>> It was added to allow the retrieving of uv's,map,meshname from a hittest >>>> result performed by the BSP. >>>> Look at BSPHittest code if you want to see how the class was used. >>>> (If you have followed the livestream from FITC where Rob showed the FPS >>>> demo we've builded, then you know now how the rockets were builded.) :) >>>> >>>> If you ensure that the position you test on is a result of a plane/ray >>>> hitest where the position is on the "plane" of the triangle >>>> then it should result in what you need: that is being used as test point >>>> in triangle. UV returned would be null if not inside. >>>> >>>> I wouldn't be honest not adding that I think very soon make some speed >>>> compairs with the ray intersect implementation I have in Prefab replaced >>>> with this class... >>>> so the class might evolve bits. >>>> >>>> Fabrice >>>> >>>> >>>> On Aug 25, 2010, at 3:12 PM, Michael Iv wrote: >>>> >>>> hey Fabrice , is BaryCentricTest is like Ray.getIntersect() but for UV >>>> coords >? >>>> >>>> Doest it work fine ? (Unlike Ray.getIntersect() ;) ); >>>> >>>> BaryCentricTest >>>> >>>> >>>> On Wed, Aug 25, 2010 at 3:33 PM, Fabrice3D <[email protected]> wrote: >>>> >>>>> >>>>> http://code.google.com/p/away3d/source/browse/#svn/trunk/fp10/Away3D/src/away3d/tools/utils >>>>> >>>>> here you go. >>>>> >>>>> Fabrice >>>>> On Aug 25, 2010, at 2:18 PM, Bobby wrote: >>>>> >>>>> > Hi Edwin, >>>>> > I am using the away3d_2_5_0 version. I have the away3d_3_5_0 >>>>> > also with me. But in both these I cannot find utils folder with the >>>>> > tools package. How can I overcome this error. I am using the >>>>> > downloaded zip files from the Away 3D site. I am not using SVN. Is >>>>> > that causing the problem. CAN ANYONE HELP ME !!!!!!!!!!!!!! >>>>> > >>>>> > Thanks in Advance >>>>> > Bobby Francis Joseph >>>>> >>>>> >>>> >>>> >>>> -- >>>> 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] >>>> >>>> >>>> >>> >>> >>> -- >>> 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] >>> >>> >>> >> >> >> -- >> 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] >> >> > > > -- > 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] > > > -- 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]
