This is at the moment under dev. means its subject to change very often.
the implementation supports now only straight lines, CurveSegment is added but
does nothing atm
Here is an snippet
import away3d.primitives.*;
import away3d.entities.SegmentsBase;
[..]
var sgB:SegmentsBase = new SegmentsBase(_view);
_view.scene.addChild(sgB);
var v0 : Vector3D = new Vector3D(-500, 0, 0);
var v1 : Vector3D = new Vector3D(500, 0, 0);
var lineSegment:LineSegment = new LineSegment(v0, v1,
0xFFFFFF, 0x00FFFF, 1);
sgB.addSegment(lineSegment);
LineSegment = new LineSegment(v0, v1, startcolor, endcolor, thickness);
you will then be able to do once it will work, at runtime
lineSegment.start.x = value
lineSegment.end = new Vector3D()
lineSegment.startColor = 0xFF0000;
lineSegment.endColor = 0x00FF00;
sgB.removeSegment(lineSegment);
At this stage we have issues on OGL side (mac) and lines are not showing up.
Win side runs ok.
it must be a small thing as WireFrameGrid does render
here is an example using the WireFrameGrid
var wireFrameGrid:WireFrameGrid = new WireFrameGrid(_view , 10, 1000, 0xFFFFFF,
1);
_view.scene.addChild(wireFrameGrid);
Jerome and me are on it right now, so this should be resolved very soon.
again, more methods and features will be added, some will evolve and most
hasn't been tested fully.
The structure will be more or less final once the CurveSegment will be
supported.
the good thing, is that this feature was holding us from being able to port
many other classes. Such as Trident for instance...
Fabrice
On Mar 18, 2011, at 7:29 AM, polyGeek wrote:
> My bad. I forgot to specify I'm working with Away3D 4.0.