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.
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