Hello all,

First time noob poster ALERT!  (just a heads up)

Thanx for letting me join this group.

I started play'n around with Away3d a couple of days ago, ... kinda
reached the limit of what can be done using plain action script. I got
my objects up, moving around, following a path ...the usual 'Hello
world' things to do. Very nice, very easy to get started, nice job.

Here is where I'm stuck.
I have an object, cube for now, following a path using the
pathanimator. All working.
What i would like to do is actually draw the path behind the cube, as
the cube moves along the path. I want a trail, so to speak.

And I am stuck in two ways.
1) what to use. LineSegments, Segments???
2) how to implement it. How to actually draw the path, step by step.

I have a function (below) i use to draw the complete path. All
working. But not what I want.

So I was thinking of using the pathanimator.getPositionOnPath()
function. I figured I can get the current position (vertex) of the
cube every time it is rendering the path animation.
Then get the mesh from the scene -> add a new, small segment, and so
on

But I can't get that to work, I don't think getPositionOnPath is the
right way to go.


Any suggestions, pointers ?

Thanx

byteit


private function DrawPath(trgPath:Array):void
{
        var trgMesh:Mesh = new Mesh();
        trgMesh.name="mesh1";
        this.myGroup.addChild(trgMesh);

        var segment0:Segment = new Segment();
        for (var n:int = 0; n<trgPath.length;n+=9)
        {
                segment0.moveTo(trgPath[n],trgPath[n+1],trgPath[n+2]);
                
segment0.curveTo(trgPath[n+3],trgPath[n+4],trgPath[n+5],trgPath[n
+6],trgPath[n+7],trgPath[n+8]);
        }
        trgMesh.addSegment(segment0);
}

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