> 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
yes. adding their position and eventual rotation.

Fabrice


On Aug 25, 2010, at 5:00 PM, Michael Iv wrote:

> 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]
> 

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