ActionScript 3.0 :: Away3D: Attach To A Rotating Sphere
May 21, 2010
I want to attach spheres to rotating sphere but I've encountered some rotation problems:
In application u can rotate mainSphere in both x and y axiss'.
If I rotate main sphere in only x axiss or only y axiss, it works correctly. But if I rotate main sphere around both x and y axiss, sphere is attacing the wrong place.
Here is the code:
ActionScript Code:
// these are the spheres containers. Sphere container class extends form object3d
var mainSphere:SphereContainer3D;
var attachingSphere:SphereContainer3D;
i'm trying to achieve the effect of a rotating sphere given a regular 2D texture. the best thing i've seen is a tutorial on emanueleferonato.com which gives this result: emanueleferonato dot com /downloads/mapping09.swf as you can see, it works pretty well when you're moving left/right OR up/down. it fails to simulate realistic rolling when going in any diagonals (since it's a very simplistic illusion). how to render such a sphere given any point on a mercator projection and then have the sphere rotate in an arbitrary (but fixed) direction? this is a bit advanced math stuff.
btw, if anyone's interested, i figured a better displacement map than what is used in the link i showed
i started my search again and immediately bumped into this: [URL] it's library called BitmapSphere and it does exactly what i need it to! also, could admin edit this and put together the link or something? i find it highly annoying that i need 50 posts before being able to post a link
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mc1 attach after 2 second mc2 attach --> remove mc1 after 2 second
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I've constantly scrapped what I've done over and over, right now I have no source code to present. I'm totally lost and confused, and my deadline for getting this done is today in a few hours. I really wanted to figure this out on my own but honestly I just don't see what I can do, I've got sphere to sphere collision detection working perfectly for my player and other spheres, but the walls are squares lined up to form long rectangles, and I just can't seem to get it to work. I'm dynamically loading the square-wall blocks as tiles to form a dynamically loaded map, and then I'm iterating through each individual block to determine if collision has occurred with the player. I think somehow I'm not managing the results right, or maybe I somehow need to be able to determine which direction the player hit the wall from, but I just don't know how to do it.
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[Code]...
To see this in action, click here. alternate link. Notice that with the default settings, the number of items actually in the sphere are less by 13. I believe is the error introduced by my approximation in the first step.
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SYNTAX / CODE:
function getLoader(url) { var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, completeHandler);
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var loader:Loader3D = new Loader3D(); loader.addEventListener( Loader3DEvent.LOAD_SUCCESS, handler_loadSuccess ); var parser:Obj = new Obj(); loader.loadGeometry( "assets/objects/Test.obj", parser );
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Here is ActionScript Code: var viewport:Viewport3D=new Viewport3D(0,0,true,true); addChild(viewport); var renderer:BasicRenderEngine = new BasicRenderEngine(); var scene:Scene3D = new Scene3D(); var camera:Camera3D = new Camera3D(); [Code] .....