The problem is twofold.  First, I want the orientation you see in the 3.5
Trident example and went to some trouble to achieve it.  That's a standard
sort of view in the CAD/CAM world.

Second, I fed the two versions of Away3D exactly the same API calls with the
same parameters.  They should produce the same orientation.  One of them
(3.6) is wrong.

The Z-axis is reversed (0, 0, -1) instead of (0, 0, 1) because it needs to
be inverted in the CAD/CAM world.

Best,

BW

On Thu, Apr 7, 2011 at 6:29 PM, Stephen Hopkins <[email protected]>wrote:

> Hm.. Well as someone who also works with Flex (Flash 4, though), I
> will say that your code is very flexy :P. Maybe I just haven't need to
> write an app that requires overwriting UIComponent or canvas methods
> and if I ever did, it was only so that I could attach a sprite
> (view3D) to a flex app. In flash 4, it seems sufficient to just create
> a SpriteVisualElement and add your main sprite there.
>
> Anyways, even from the pictures... what is the problem? I see that the
> trident or the camera is in a different orientation in both the
> pictures. Are they supposed to look exactly the same? Also you have
> the z-axis up, make sure you are getting the correct up axis.
>
> On Apr 7, 2:07 pm, Bob Warfield <[email protected]> wrote:
> > Stephen, you can see what you get for a Trident once its compiled here:
> >
> > http://devluchadore.wordpress.com/2011/04/04/issues-converting-from-a...
>  >
> > That shows a screenshot of both Tridents in my actual CAD/CAM application
> so
> > you can see what I'm trying to achieve (the 3.5 Trident) versus what I am
> > getting (the 3.6 Trident).
> >
> > So, if I understand this dot product issue, I should not be passing 0's,
> but
> > rather 0.001's in the upAxis vector?  Instead of {0,0,-1} I need
> > {0.001,0.001,-1}?  Since it was easy, I tried it.  In fact I tried making
> > any 0 in sight 0.001.  Didn't make a lick of difference.
> >
> > I went back and looked at the eulers/rotation of the camera.  It's quite
> > different in 3.5 vs 3.6, as it would have to be:
> >
> > 3.5:
> >
> >    46.83172 -2.4E-06 -44.9983
> >
> > 3.6
> >
> >    41.3751 -24.258 -70.003
> >
> > Again, this sure looks like a 3.6 bug as I am feeding it exactly the same
> > parameters in both versions and getting a different answer.
> >
> > I don't see how a forum will tell you any more than the mailing list.
>  Just
> > because somebody viewed the post doesn't mean it was somebody on the team
> or
> > that knew anything.  The real issue is it takes a lot of pushing to get
> > answers to questions.  This is my second thread started on this issue
> before
> > anyone responded at all.
> >
> > John, RE pure AS3, I don't know non-Flex, LOL.  In any event, I don't
> think
> > there is much "Flexy" going on in that code other than the transparent
> layer
> > "hitArea".  I debated whether to include it in the sample but did just in
> > case it might be the cause.  It's there in the first place to deal with
> > another Away3D bug I could never get to the bottom of.  My mouse events
> were
> > getting eaten if the mouse point touched any segment in any mesh.
> >
> > Still need help figuring this out.  Sure looks like a bug to me!
> >
> > Cheers,
> >
> > BW
> > On Thu, Apr 7, 2011 at 12:59 PM, Stephen Hopkins <[email protected]
> >wrote:
> >
> >
> >
> >
> >
> >
> >
> > > Hard to say what you are trying to achieve/encountering since there is
> > > no compiled version, but the problem might be with the lookAt
> > > function. I and maybe a few others had trouble using the lookAt
> > > function.
> >
> > >http://groups.google.com/group/away3d-dev/browse_thread/thread/97f7f4.
> ..
>  >
> > >  I just wanted the camera to look directly downwards, or along a
> > > global axis, but the camera would would not rotate for some reason
> > > unless I skewed the vector away from the the unit axis vectors. (i.e.,
> > > instead of looking at (0, 0, 0), I made it look at (0, 0, 0.001) ).
> > > Never found a fix to it or why it was happening. Such a bug did not
> > > occur in Away 3.5 as I had many demos/projects that did such a thing.
> > > This is why we need a forum. I would post a new issue, but I just hate
> > > the fact that there's no way of telling if they have been reviewed. I
> > > already have two outstanding issues that I don't know whether they
> > > will be solved or addressed, or just fixed in away3d 4.0
> >
> > > On Apr 7, 8:36 am, Bob Warfield <[email protected]> wrote:
> > > > I have attached source code for a real simple demo.  It does nothing
> > > other
> > > > than show the Trident.  If you compile it with 3.5 libraries, the
> Trident
> > > is
> > > > correct.  If you compile with 3.6, the Trident is cockeyed.
> >
> > > > There are 2 changes required to switch between the libraries:
> >
> > > > -  Comment or uncomment the import of Number3D.
> > > > -  Comment or uncomment the routines at the top that say "3.5
> Version" or
> > > > "3.6 Version".
> >
> > > > There's not an awful lot that changes between the two versions other
> than
> > > > whether I user Number3D or Vector3D yet the two Tridents are very
> > > > different.  That doesn't seem right.
> >
> > > > Can somebody please help?
> >
> > > > Best,
> >
> > > > BW
> >
> > > >  GWAway3D.mxml
> > > > 1KViewDownload
> >
> > > >  GWizCamDemo.as
> > > > 10KViewDownload
>

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