[Papervision3D] objects to Object

Philippe Ajoux philippe.ajoux at gmail.com
Mon Jan 15 09:08:36 EST 2007


A quick concern:

As Jake pointed out, no matter how we go with structure, are you going to be
using a global z-sorting or just mesh z-sorting.
Right now it is per-mesh that the faces are z-sorted, and this yields many
artifacts with rendering multiple objects, especially when
they overlap. On the other hand, if the faces were all in a global array you
could z-sort that and be good to go. The only issue is to figure out
how to best have that happen while maintaining the structure of the scene.

-Phil

On 1/15/07, Stanislav Sokolov <sokolov at nd.ru> wrote:
>
>  Hi Carlos.
>
>
>
> Maybe this will be interested for you: http://i-maps.ru/Vector3D.zip
>
> Here is my own 3D engine. It's very simple. It haven't free camera or
> texturing, but it have simple Vertex Lightening and performance. It render
> 3276 triangles on 5-10 fps ))) feel free to use every part of it!
>
>
>  ------------------------------
>
> *From:* Papervision3D-bounces at osflash.org [mailto:
> Papervision3D-bounces at osflash.org] *On Behalf Of *Carlos Ulloa
> *Sent:* Saturday, January 13, 2007 9:53 PM
> *To:* Papervision3D at osflash.org
> *Subject:* Re: [Papervision3D] objects to Object
>
>
>
> Yeah, I think child makes more sense, and also sounds better than leaf,
> which was another option.
>
> In the next revision each displayobject has a transform property that's
> 4x3 matrix -It was something we needed if we wanted to grow up. I haven't
> started thinking about hierarchy implementation, any code would be very
> welcome.
>
> And it shouldn't be difficult to update Collada to read hierarchies.
>
> C4RL05
> // noventaynueve.com
> // papervision3d.org
>
>
>  On 13/01/07, *jakelewis* <jakelewis at blueyonder.co.uk> wrote:
>
> Your objects are in fact 'children' in the hierarchy so perhaps 'child'
> might be a better term than the rather generic 'object'
>
>
>
> i.e. scene.child.man.child.arm.child.hand.
>
>
>
> or as a method
>
>
>
> scene.getChild("man").getChild("arm").getChild("hand");
>
>
>
> Needs error testing for when one of the links does not exist.
>
>
>
>
>
> Another useful feature in a hierarchy system is deriving the matrix that
> transforms one node's space to another's - i.e translates up the matrix
> chain from first node to a common ancestor, invert the matrix, and concat
> down the chain to the other node. To avoid having to calculate right up to
> the scene level each time, it is handy to have a 'depth/generation' counter
> on each node.  I have code from other engines that would be easy to port,
> assuming hierarchical PV3D will have standard 4x3 matrices.
>
>
>
> Jake
>
>
>
>
>
> -----Original Message-----
> *From:* Papervision3D-bounces at osflash.org [mailto:
> Papervision3D-bounces at osflash.org]*On Behalf Of *Carlos Ulloa
> *Sent:* Saturday, January 13, 2007 1:11 PM
> *To:* Papervision3D at osflash.org
> *Subject:* [Papervision3D] objects to Object
>
> As some of you know, each scene has an objects property that's an Array
> with a list of the objects in the scene.
>
> This objects array is of very little use because it gets sorted on every
> render (according to their z depth). The first object you pushed into the
> scene would be objects[0], but after each render if could be at any position
> in the array.
>
> I'm thinking about keeping the array private and make objects an Object
> that contains the objects in the scene indexed by name.
>
> Then you'll be able to access individual objects by their name...
>
> scene.objects.car.moveForward( speed );
>
> And you could still loop through all the objects this way...
>
> for each( var object:DisplayObject3D in scene.objects )
>
> IMO it'd be more elegant than it's now, and also would be great for
> accessing internal objects of a MeshGroup (which is what I'm working on at
> the moment).
>
> It also be a cool syntax for object hierarchy.
>
> scene.objects.man.objects.arm.objects.hand...
>
> Maybe it's too much "objects" everywhere :), but still easy to find
> something.
>
> When importing a Collada scene we would be able to extract the names of
> the objects, so it be easy to refer to them afterwards.
>
> The other option I've considered is having a getObjectByName() function,
> but I find it less nice to work with.
>
> Resource management is not very spectacular but it's a very important part
> of a 3d engine. I think it's important if we get it right from the start.
>
> Thoughts?
>
> C4RL05
> // noventaynueve.com
> // papervision3d.org
>
>
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>
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>


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