I have a mesh loaded from awd2.
MouseEvents are effective on the avatar’s hip position and lower half of the spine. Nowhere else.
What could possibly cause this?
MouseEvent3D partially ineffectiveSoftware: Away3D 4.x |
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chocobo_green, Jr. Member
Posted: 01 May 2013 01:42 PM Total Posts: 38 I have a mesh loaded from awd2. What could possibly cause this? |
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chocobo_green, Jr. Member
Posted: 02 May 2013 10:54 AM Total Posts: 38 [ # 1 ] I modified something and used a more proper way for detection. The image shows what’s happending now. The green area is the avatar and the red area is the clickable range. I drew them by hand from what I saw in the app. Not very accurate but shows the rough picture.
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chocobo_green, Jr. Member
Posted: 02 May 2013 10:58 AM Total Posts: 38 [ # 2 ] In the first post the clickable area was very small. As the black rectangle shows. I don’t know what I’ve changed but it’s big as the red one now.
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John Brookes, Moderator
Posted: 02 May 2013 11:36 AM Total Posts: 732 [ # 3 ] Looks like a bug with the bounds of the animation (see image)
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chocobo_green, Jr. Member
Posted: 02 May 2013 04:38 PM Total Posts: 38 [ # 4 ] Got a crash under some EnterFrame. May be in the middle of avatar loading.
_view = new View3D(); event.localPosition = collider.localPosition.clone(); at away3d.core.managers::Mouse3DManager/queueDispatch()[C:\workspace\Away3d\src\away3d\core\managers\Mouse3DManager.as:123]
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John Brookes, Moderator
Posted: 02 May 2013 04:59 PM Total Posts: 732 [ # 5 ] Should say the above is for 4.1 (DEV). If your using localPosition, you need to add myMesh.shaderPickingDetails = true; You could also ignore all the above and set your own bounding box eg after addchild Basically shader will allow you to pick on the mesh of the animation. But its slower than setting the bounds and using default bounding box picking.
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chocobo_green, Jr. Member
Posted: 02 May 2013 06:26 PM Total Posts: 38 [ # 6 ] I tried the svn code. But the api changes stopped me there. Manually setting the bounds worked. But how do I determin the values? Bounds.getMeshBounds(_mesh) gave me the same old large box. And it’s difficult to estimate sizes for all the possible meshes to come.
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beers, Member
Posted: 03 May 2013 08:36 PM Total Posts: 53 [ # 7 ] Thats a good question. I’ve run into that problem myself. Is there a way to get an up-to-date bounding box of a model thats currently being animated by the gpu? I remember reading a while ago that there wasn’t, but that may have changed with away3d 4.1… beers
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