Use mouseEvent3D and retrieve the uvs from event data or with bit more complex coding if you need to test from any position, use Ray class to hittest the mesh faces and use the BarycentricTest class once you have a hit, it will returns you the uv you need.
Same applys to Broomstick, but in case of mouseEvent3D, you'll need to set mouseDetails true on your object --> read the doc for event variables details Fabrice On Apr 11, 2011, at 3:32 PM, juju wrote: > What do you mean by "on uv retrieval" ? how do retrieve them ? > > These areas you can create with your application, from wich away3d > class are they extending ? > I know i'm missing lot of things about how away3d works.. > I don't understand how the HoverCamera3D works, because when a add > some primitives inside my scene, they are always where the viewport is > placed: at the center of the screen, and remains here. > And it seems that I have to use only this camera. > > On 11 avr, 11:36, Fabrice3D <fabric...@gmail.com> wrote: >> look at this snapshot, it's from my app Sfeerz, doing something >> similar.http://www.closier.nl/sfeerz/images/hotspots.jpg >> >> This feature allows you to add regions(areas in my app) to the pano, without >> actually add anything to the material or pano. >> basically you define a series of rect for your source usually doors or >> anything making sens for your navigation, >> on uv retrieval, you simply convert uvs to x,y coordinates on map, and >> proceed a basic inRect test, if its true, then you hit a rect. >> as you of course have id'ed your rects, you know what to do next... >> >> Same is applicable to any mesh, as long as their mapping remains unique. >> >> Fabrice >> >> On Apr 11, 2011, at 11:11 AM, juju wrote: >> >>> hi, thank you for your help!! :) >>> yes Fabrice, I've 6 jpg. >> >>> I think I didn't explain exactly what I'm trying to do.. sorry. >>> Right now, I'm not trying to make some "interactives" areas.. >>> At this point, I don't even know how to add these hotspots (just that, >>> without interactivity) at some predefinied points, and then, when the >>> HoverCamera3D change his panAngle & titlAngle, they keep her positions >>> over the panorama. >>> All primitives which I could add to me scene3d, stayed facing me >>> without any changes at their x y axis... >> >>> Darcey, if you mean to do this in the Flash IDE, I can't. Because, all >>> assets are loaded externally, and I'll have to make later, a >>> BackOffice wich will allows you to add custom panorama, with custom >>> hotspots.. >> >>> Again, very sorry if I misunderstood you, but it's a school's project, >>> and I have to succeed.. :(