[Papervision3D] Why does Papervision hang when I view model from the side?
Kevin Burke
pajhonka at yahoo.com
Mon Oct 18 06:46:17 PDT 2010
Thank you very much for your idea! I'm out of answers and I am still very
unsatisfied because of this bug. I rounded the pitch as you suggested, but that
did not fix the problem. However, I think you might be on to something because I
traced the pitch & yaw of the camera and the 'hanging' behaviour happens when
the yaw is ~0 and ~-90. When the Cloth modifier begins, the behaviour is more
subdued, but as the modifier becomes more pronounced, so does the glitch. I just
don't understand why the rendering stops only at these degrees of yaw? The movie
seems to work fine when I orbit around the modified blanket from other degrees
:-/ ?
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From: nir blue [via Papervision3D]
<ml-node+2999426-61687223-21963 at n4.nabble.com>
To: Kevin Burke <pajhonka at yahoo.com>
Sent: Sun, October 17, 2010 4:44:13 PM
Subject: Re: Why does Papervision hang when I view model from the side?
could it be that the camera pitch should be rounded? maybe its going way to far
after the decimal point.
On Fri, Oct 15, 2010 at 6:58 AM, Kevin Burke <[hidden email]> wrote:
I have a Papervision plane with an AS3DMod Cloth modifier applied to it. It runs
well when viewed from the front and back, but it trips up for some reason when
viewed from the side? http://www.kevinburkeportfolio.com/downstream/virgen.swf
The orbit code has easing applied to it:
> private function upHandler(event:Event):void { isCameraRotating = false;
> mstack=true; } private function downHandler(event:Event):void {
> isCameraRotating = true; mstack=false; previousMousePoint = new
>Point(mouseX, mouseY); dxList = new Vector.<Number>(); dyList = new
>Vector.<Number>(); } private function updateCamera():void {
> cameraYaw %= 360; cameraPitch %= 360; cameraPitch = cameraPitch > 0
>? cameraPitch : 0.0001; cameraPitch = cameraPitch < 180 ? cameraPitch :
>179.9999; //trace("cameraPitch: "+cameraPitch, "cameraYaw:
>"+cameraYaw); camera.orbit(cameraPitch, cameraYaw, true, cameraTarget); }
> private function calc(list:Vector.<Number>, d:Number):Number {
> if(list.length > SMOOTHNESS) list.shift(); list.push(d); var
>result:Number = 0; for each(var item:Number in list) result += item;
> return result / list.length * SENSITIVITY; } private function
>render(e:Event):void { camera.lookAt(cameraTarget);
> renderer.renderScene(scene, camera, viewport); if (mstack) {
> codice.m.apply(); } if(!isCameraRotating) return;
> if(previousMousePoint.x == mouseX && previousMousePoint.y == mouseY) {
> dxList.shift(); dyList.shift(); return; } var dx:Number =
>previousMousePoint.x - mouseX; var dy:Number = previousMousePoint.y - mouseY;
> TweenLite.to(this, 2, {onUpdate:updateCamera, cameraYaw:cameraYaw +
>calc(dxList, dx), cameraPitch:cameraPitch + calc(dyList, dy),
>ease:Cubic.easeOut, overwrite:true}); previousMousePoint = new
>Point(mouseX, mouseY); }
Any ideas?
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