> The only problem now is that I switched to using Drag3D instead of my own
> dragging class, so no dragging doesn't work correctly if I spin the world. I
> suppose I need to find a nice way of spinning the camera around an axis
> rather than spinning the world :)
>

have you had a look at possibly using hovercamera3d? This has the same
effect of rotating the scene, but you will most likely still be able to use
drag3d

a bug report in the issues list for the problems using drag3d with a rotated
scene would be useful for debugging purposes

 cheers

Rob

On Fri, Sep 10, 2010 at 12:58 AM, Joshua Granick <[email protected]
> wrote:

> Hi Rob,
>
> I do actually see some improvement:
>
> Previously, I "spun the world" by changing the rotation value of my scene,
> to rotate everything in place. I know that moving the camera instead of the
> world is more ordinary, but it was quick and worked well with my predefined
> camera angles. When Away3D 3.5 came out, this no longer worked. I just tried
> it again, and it works again.
>
> The only problem now is that I switched to using Drag3D instead of my own
> dragging class, so no dragging doesn't work correctly if I spin the world. I
> suppose I need to find a nice way of spinning the camera around an axis
> rather than spinning the world :)
>
>
>
>
>
>
> On Thu, 09 Sep 2010 16:39:17 -0700, Rob Bateman <[email protected]>
> wrote:
>
>  Hey Joshua
>>
>> some of the internal listeners for re-parenting were updated in the latest
>> trunk version of the fp10 engine 3.5.2
>>
>> would it be possible for you to check this problem against the latest
>> trunk
>> code, and see if you are still experiencing the issue?
>>
>> cheers
>>
>> Rob
>>
>> On Sun, Sep 5, 2010 at 1:12 AM, Joshua Granick
>> <[email protected]>wrote:
>>
>>  I can try.
>>>
>>> Here's some more information about it:
>>>
>>>
>>> SETUP:
>>>
>>>
>>> I use the Collada loader to create two objects. Each is named then placed
>>> inside of a new ObjectContainer3D.
>>>
>>>
>>>
>>> THIS WORKS:
>>>
>>>
>>> I remove one of the objects from it's ObjectContainer3D parent, and add
>>> it
>>> inside the other object
>>>
>>>
>>>
>>> THIS DOESNT WORK:
>>>
>>>
>>> I remove one of the objects from it's ObjectContainer3D parent, and add
>>> it
>>> to the other object's parent ObjectContainer3D
>>>
>>>
>>>
>>>
>>>
>>> Now that I think of it, I think both objects are given the same name. It
>>> could be that there are problems with having two objects with the same
>>> name
>>> in the same ObjectContainer3D, or it could be how many levels deep the
>>> objects were. For example, I noticed that properties like minX and maxX
>>> work
>>> correctly when checking a mesh, but as its embedded within multiple
>>> ObjectContainer3D instances, these get inaccurate. Not sure if this is
>>> similar?
>>>
>>>
>>>
>>>
>>> On Sat, 04 Sep 2010 17:04:28 -0700, Rob Bateman <[email protected]>
>>> wrote:
>>>
>>>  Hey Joshua
>>>
>>>>
>>>> this is odd behavior indeed. The original version you describe is
>>>> correct
>>>> for Away3D, but i am at a loss to explain why this no longer works for
>>>> you.
>>>> Would you be able to isolate the problem in a simple test class?
>>>>
>>>> Rob
>>>>
>>>> On Mon, Aug 30, 2010 at 5:51 AM, Stephen Hopkins <[email protected]
>>>> >wrote:
>>>>
>>>>  Hm you sure that object3d's don't move with the container? I remember
>>>>
>>>>> testing the container with a offset cube and rotating the the
>>>>> container rotated the cube about the container's origin. I didn't try
>>>>> moving the container though.
>>>>>
>>>>> On Aug 27, 2:38 am, "Joshua Granick" <[email protected]>
>>>>> wrote:
>>>>> > Whelp, I thought I was stuck, but then I realized I have enough
>>>>> framework
>>>>>
>>>>> > around Away3D that I was able to update the attached object myself,
>>>>> so
>>>>> it
>>>>>
>>>>> > all sticks together.
>>>>> >
>>>>> > It would still be nice to know, though, for the future, if there's a
>>>>> way
>>>>>
>>>>> > to have child ObjectContainer3D objects move with their parent, like
>>>>> > Sprites do. I'm guessing this is probably a performance thing,
>>>>> though?
>>>>> >
>>>>> > On Fri, 27 Aug 2010 01:35:51 -0700, Joshua Granick
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>> > <[email protected]> wrote:
>>>>> >
>>>>> > > Hey guys,
>>>>> >
>>>>> > > Here's the scenario:
>>>>> >
>>>>> > >   A) I have an ObjectContainer3D, which holds a mesh or primitive
>>>>> inside
>>>>> >
>>>>> > >   B) I have another ObjectContainer3D, which also holds a mesh or
>>>>> > > primitive
>>>>> >
>>>>> > >   C) I drag the second mesh to the first one, and I want to add the
>>>>> > > second ObjectContainer3D as a child of the first
>>>>> >
>>>>> > > In the last major release, I was able to do this fine. The second
>>>>> would
>>>>>
>>>>> > > attach itself to the first. If you clicked to drag the first
>>>>> object,
>>>>> > > both would move together. If you clicked the second one to drag, I
>>>>> could
>>>>> > > detach it again and let you move it elsewhere.
>>>>> >
>>>>> > > With Away3D 3.5, this is no longer possible. If I add the second as
>>>>> a
>>>>> > > child of the first, it doesn't act like its a child. It doesn't
>>>>> move
>>>>> > > when the first is moved. This is critically vital for my whole
>>>>> project
>>>>>
>>>>> > > that I'm upgrading.
>>>>> >
>>>>> > > Thank you for your help!!
>>>>> >
>>>>> > --
>>>>> > Joshua Granick
>>>>> > Owner / Lead Developer
>>>>> > [ eclecticdesignstudio ]
>>>>> > P: (916) 889-7306
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>>
>>> --
>>> Joshua Granick
>>> Owner / Lead Developer
>>> [ eclecticdesignstudio ]
>>> P: (916) 889-7306
>>>
>>>
>>
>>


-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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