| Author |
Message |
|
|
I built a FLAR application that has 10 3ds models in it with corresponding AR markers. Basically when a marker is found its corresponding model is added (addChild()), and removed (removeChild()) when its marker is removed. The addChild event freezes the app for a second as the BSP has to reprocesses and rebuild. I need a better solution quick! What could be a better solution? Something like a visible property or even something like parent.hideChild( child ) Any ideas? Maybe move object behind camera when it needs to be hidden??
|
 |
|
|
Makes sense especially for particles... Thanks makc
|
 |
|
|
Thanks makc for the illustration! Its sounding to me that Sprite3Ds aren't designed for depth layering, but to just display graphics at a 3d location without sorting. Am I off? Although I can't think of a use for that kind of object... Seems that what Ian said about using Planes instead is a better solution for a Sprite type effect. That's what I did on my site's people.
Thanks!!
|
 |
|
|
I had the same shock when I used Sprite 3D... When it was at a lower z, it appeared below everything in my scene, but once I made it higher in z, then its above everything regardless to distance to camera. Where is the sorting? I tried to translate the Russian post, but I didn't get anything from it. Do I have to recursively sort all Sprite3Ds manually?
Thanks
|
 |
|
|
How to determine weather Object3D is rendered in Scene or not. For example, if the camera is looking at a building model that has planes surrounding it, I want to be able to find if a plane is seen or not because its on the other side of the building.
Thanks!
|
 |
|
|
So without using a physics engine, if I were to extend the WalkController to create a DriveController, I would need to add a few things: - Turning amount (rotationZ) is based on speed. Cars can't turn in place... - When driving up or down a hill, the camera must rotate as well (rotationX). - Speed forward/backward inertia and acceleration? - Disabled jump - Limit "sliding" left and right, only forward and back. ( example: using the WalkController up hill on an angle will cause the collider to slide sideways ) - Camera only faces forward (local Y) Thanks!
|
 |
|
|
To create the Tanki game, did you use the ObjectController and have the camera follow it or did you create a custom controller like the WalkController? I'm very interested in its intellectual design.
I'm trying to create a DriveController to have a similar functionality as the Tanki tank + camera chaser, but without the ability to turn in place like a tank.
Thanks!
-Joe
|
 |
|
|
OK, now its working Thanks Mikhail. Here is the final OrbitCamera3D for anyone who wants to use it:
|
 |
|
|
I tried that, but it still doesn't render the new angle when changing the controller's coords? This is what I tried:
It didn't have a problem moving until I switched it to the WalkController to get rid of the mouseWheel error... Is the WalkController making it immobile? If I know how to disable the CameraController's mouseWheel event, I could resolve this...
|
 |
|
|
Hmm, works for me. Do this:
|
 |
|
|
Yeah, that worked, but now the focalPointX, focalPointY, focalPointZ, and lookAt(), don't work... What am I missing here?? Here is the update with the WalkController update:
|
 |
|
|
I created a baked model in 3DS, loaded it in A3D, got all of the model's Meshes written as classes using MeshUtils.generateClass, and celebrated from its success! But... It did not deal with the transparencies.
I converted the Mesh's material jpg to a transparent PNG (and photoshopped out the transparencies) and that worked great... but I was hoping that would get taken care of dynamically as it does with Loader3DS. What methods should I use to do this? Or should I just be happy with my transparent PNG?
Thanks!
|
 |
|
|
Are your calling View.interactive = true; ?
|
 |
|
|
Yes, I just noticed this too. It looks by default a MouseEvent.MOUSE_WHEEL or MouseEvent3D.MOUSE_WHEEL listener is set. I get this error:
Since I don't have access to the Alternativa3D library source, I think were going to need the help of Team Alternativa on this.
So... we need to remove default mouseWheel event, or even better, tie it to my OrbitCamera3D.distance property.
|
 |
|
|
Hi,
Ill post up the MouseEvent3D as soon as I get a chance. I will also submit an example for you. Maybe by this weekend.
|
 |
|
|