I have been using Away3D to create and render super-small 3D models for custom configurators! Unlike most product configurators that use 2D image splices, this uses a real CAD model to render, texture and interact on the web, in real-time!
When using ownCanvas=true, there are known problems with z-order and
rendering on Away3D.
CORRECT_Z_ORDER & INTERSECTING_OBJECTS doesn't work on complex models.
I added this method to Object3D.as to workaround this issue. This
method calculates the absolute Z of the mesh in scene coordinates and
sets its screenZOffset accordingly.
public function adjustAbsZOrder():void
var m1:Matrix3D = _scene == this ? transform : sceneTransform;
var v:Vector3D = new Vector3D((_minX + _maxX)/2 ,
(_minY + _maxY)/2 ,
(_minZ + _maxZ)/2 );
var tv:Vector3D = m1.transformVector(v);
this.screenZOffset = tv.z;
Paste that code to core/base/Object3D.as
and call mesh[i].adjustAbsZOrder() for all your meshes that require z-order
fixes before you call render(). If a Mesh changes position or rotates, this method needs to be called again!
I also noticed that the distanceTo() method in Object3D does not use
the screen transformations, except for the position. So, when a Mesh
is rotated and moves closer to the target object, the
distanceTo(target) still produces the same value as before.
Transforming m1 & m2 using their positions (like in the code above)
before computing their dx/dy/dz works!
Hope that was of help!
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