> 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
