i'll look at it, but before I do, do you updatedrag on enterframe from the 
moment the user starts to drag?
the vector need constant update.

Fabrice 

On Sep 14, 2010, at 11:39 PM, Joshua Granick wrote:

> Hi again :)
> 
> Here's one more thing that broke with this release. Not sure if its related.
> 
> If I select an instance, it uses Drag3D to begin dragging. If I change the 
> camera angle while it is still selected, the dragging gets weird. As a 
> workaround, I need to deselect the object before changing the camera. Then 
> the user will have to click to select the object again, and dragging will 
> work correctly.
> 
> This also used to work without a workaround before the latest release. Cause 
> ... not sure either, unfortunately
> 
> 
> On Tue, 14 Sep 2010 14:03:14 -0700, Joshua Granick 
> <[email protected]> wrote:
> 
>> I'm having a trouble with MouseEvent3D.MOUSE_DOWN events not being 
>> dispatched. I can't quite put a finger on what causes it, though.
>> 
>> In my project, if you click an item, it pushes it into a different scene for 
>> dragging. There are often too many objects to render everything fast enough, 
>> so I use a separate View and Scene to render only the dragging object. When 
>> you stop dragging, it stops rendering, but its still in that scene. If you 
>> click it again it should resume dragging. If you click off of it it should 
>> return it to the original Scene and View.
>> 
>> This has been working fine, but with this latest release, the 
>> MouseEvent3D.MOUSE_DOWN event doesn't dispatch when the object is in the 
>> dragging scene. As a result, you can click, drag, but once you release, you 
>> cannot start dragging the object again.
>> 
>> As a hack to workaround this issue, I've added a MouseEvent.MOUSE_DOWN 
>> handler for that View, to start dragging the currently selected object when 
>> its clicked. It would be nice if this wasn't necessary, but there's enough 
>> variables in play, here, that it's hard for me to pinpoint the exact problem.
>> 
>> I can't share code publicly but I can send it privately if you're interested
>> 
>> Thanks!
>> 
>> 
>> 
>> On Tue, 14 Sep 2010 13:36:17 -0700, Joshua Granick 
>> <[email protected]> wrote:
>> 
>>> Hi Rob,
>>> 
>>> I don't think this is correct. When you add or subtract, it reduces the 
>>> result to a Vector3D instance, and not a Number3D instance. This seems to 
>>> be the new parallel:
>>> 
>>> 
>>> var difference:Number3D = new Number3D ();
>>> difference = difference.subtract (firstPoint, secondPoint);
>>> 
>>> 
>>> vs.
>>> 
>>> 
>>> var differenceTemp:Vector3D = firstPoint.subtract (secondPoint);
>>> var difference:Number3D = new Number3D (differenceTemp.x, differenceTemp.y, 
>>> differenceTemp.z);
>>> 
>>> 
>>> 
>>> In some ways this new method is more comfortable, but having to 
>>> re-instantiate the result as a Number3D is kind of a pain. Do you think it 
>>> might be possible to at least add a new method to make this easier ... 
>>> maybe something like this?
>>> 
>>> 
>>> var difference:Number3D = Number3D.fromVector (firstPoint.subtract 
>>> (secondPoint));
>>> 
>>> 
>>> 
>>> 
>>> On Tue, 14 Sep 2010 06:47:25 -0700, Rob Bateman <[email protected]> 
>>> wrote:
>>> 
>>>> Hey guys
>>>> 
>>>> today an update has been made to the main fp10 trunk that incorporates a 
>>>> few
>>>> major refactors. The impact of these on code compatibility should be
>>>> minimal, but there are a few necessary changes that have had to be made as
>>>> we move forward.
>>>> 
>>>> First of all, we have (finally) replaced all MatrixAway3D references with
>>>> fp10's native Matrix3D class. This has allowed us to switch to faster
>>>> projection techniques for vertices, which should for the majority of Away3D
>>>> apps be seen as a slight speed increase. There have also been some other
>>>> optimising measures brought in from Lite, such as radix sorting of faces,
>>>> etc
>>>> 
>>>> In the interest of improved memory handling, there have also been a huge
>>>> amount of updates carried out to improve memory consumption, and provide a
>>>> more stable memory base. This is not yet perfected, but the majority of
>>>> applications should see improvements here as well
>>>> 
>>>> Following on from memory optimisations, both screenvertex and number3d now
>>>> inherit from vector3d. These changes mean a slight alteration will be
>>>> required for any apps that use these classes. Primarily, the differences 
>>>> lie
>>>> in the way these objects are added, subtracted etc. Where previously you
>>>> would add two number3d objects by doing:
>>>> 
>>>> new number3DResult:Number3D - new Number3D();
>>>> number3DResult.add(number3D1, number3D2);
>>>> 
>>>> 
>>>> you will now need to do:
>>>> 
>>>> new number3DResult:Number3D = number3D1.add(number3D2);
>>>> 
>>>> The old player 9 memory problems of generating extra number3d instances are
>>>> no longer an issue in 10.1, and the above way of working is generally
>>>> considered a standard when dealing with 3D vectors, hence the change. The
>>>> same thing follows for the native Matrix3D class - where before you would
>>>> transform a number3d with the following:
>>>> 
>>>> new number3DResult:Number3D - new Number3D();
>>>> number3DResult.transform(oldNumber3D, transformMatrix);
>>>> 
>>>> you can now do the same using native objects:
>>>> 
>>>> new vector3DResult:Vector3D = transformMatrix.transformVector(oldVector3D);
>>>> 
>>>> 
>>>> aside from these slight syntactic changes, the engine should operate as
>>>> normal. If anyone experiences any bugs, please report them in this thread!
>>>> 
>>>> Enjoy the new release!
>>>> 
>>>> 
>>>> Rob

Reply via email to