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
> 

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