Just uploaded a 3.6 and 4.0 update for Drag3D class
the getIntersect method works as usual, returning mouse coordinates/hit plane
by default
but if you pass a custom, x and y getIntersect(myX, myY); will return the hit
based on these.
cheers
Fabrice
On Apr 3, 2011, at 8:42 PM, Bob W wrote:
> Another problem with 3.6 versus 3.5--the "upAxis" parameter for the camera's
> lookAt is acting funny.
>
> I am just passing it unit vectors: {1, 0, 0}, {0, 1, 0}, or {0, 0, -1} (Z is
> inverted in my model's space). This worked great in 3.5. In 3.6 I get all
> sorts of odd effects:
>
> - My "perspective" view, which is the camera hovering above and somewhat
> left of the object has a lookAt of {0, 0, -1}. You would expect Z to be up,
> and it is, but mysteriously, the X and Y are rotated in the process. The old
> lookAt didn't do this--the other axes stayed put.
>
> - I also have "Top", "Right", and "Front" views. Similar bizarre things
> happen to them.
>
> Must be something quite different about the matrix math used in 3.6 vs 3.5.
>
> How do I fix it?
>
> Best,
>
> BW
>
> On Sat, Apr 2, 2011 at 5:02 PM, BobWarfield <[email protected]> wrote:
> I'm trying to switch my fairly large app from Away3D 3.5 to 3.6 and
> I’m seeing some problems:
>
> Scene3D
>
> No more updateLight property. I don’t use lights. Is there an
> equivalent I should use to make things run a little faster?
>
> There is an autoUpdate, but no update. If autoUpdate == false, what
> am I supposed to call to update? Seems like you should either have
> both autoUpdate and update or neither.
>
> Drag3D
>
> Fabrice, we used to be able to pass in coordinates to getIntersect. I
> found this really handy and use it for all sorts of things. Now
> apparently it only accepts the mouse coordinates and no args?
>
> Comparing the two versions (3.5 and 3.6), the tiny bit of performance
> gained sure doesn’t seem worth the loss of flexibility. It can’t have
> been a very performance intensive op anyway. I bet you could keep the
> flexibility and get back most of the performance diff using Jackson
> Dunstan’s improved “isNaN” code.
>
> Matrix3D
>
> Is there code somewhere to convert a vertex or Vector3D to screen
> coordinates?
> I had been using some code ripped off from ZoomFocusLens.project:
>
> v.x = (v.x * view.camera.viewMatrix.sxx + v.y *
> view.camera.viewMatrix.sxy + v.z * view.camera.viewMatrix.sxz +
> view.camera.viewMatrix.tx);
>
> etc.
>
> Of course it is no longer viable since Matrix3D came along and the
> code in 3.6’s ZoomFocusLens.project seems a lot more daunting to
> repurpose.
>
> You will notice the similarity of purpose to what I use
> Drag3D.getIntersect for. Seems like utils to help people go from
> Away3D coordinates to ordinary Flash graphics coordinates would be
> very popular.
>
> Best,
>
> BW
>