As being one that had hard times with getIntersect would like to add ,you have to transform the faces of your object into the view space before you perform the test. :)
On Sun, Apr 3, 2011 at 9:55 PM, Fabrice3D <[email protected]> wrote: > 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 > > > > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
