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Jez C #1
dragging a small texture around a HUGE plane
I'm trying to get a small texture to be able to be dragged around a huge plane
by the user.
I can move the texture using this line:
member("Scene2").shader("planeShader").TextureTran sformList[2].position =
vector( 0.52000, 0.35000, 0.00 )
and I thought I could substitute the vector at the end of the line with the
one generated by:
sprite(2).camera.spriteSpaceToWorldSpace(point(the mouseH, the mouseV))
but the vector values needed have to be between -1 and 1, and the vector
values returned are between
-- vector( 415.64, 105.08, -601.04 )
and
-- vector( 1016.63, 324.66, -162.84 )
how do the returned vectors from "spriteSpaceToWorldSpace" relate to the
object in the 3D world, under the mouse lolcation?
or am i going about this the wrong way (to drag a small texture round a plane)
Any help greatfully received
Jez.
Jez C Guest
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tedalde2 #2
Re: dragging a small texture around a HUGE plane
What you probably want to use is modelsUnderLoc(). When using the #detailed
flag, it returns a list of models under a 2D sprite-relative point (which can
be the cursor location). Check out the documentation on this method.
Then use the #detailed info to determine if/where on the plane the cursor is
intersecting. The property is iSectPosition. Use the vector derived from
iSectPosition to determine your UV coordinates for the texture (probably just
multiply it times a float to get it scaled properly).
I used this basic procedure to drag models onto a plane, but the concept
should apply to texture coordinates also. Though note it can get tricky when
you drag the cursor off the sprite/stage/window, when to stop dragging, etc.
You need to setup all those little caveats.
tedalde2 Guest



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