Well,
I started using 3D with Five3D, and I spent some times on the
different classes. I think Mathieu Badimon's philosophy on his
framework is actually the best and that it would have to be the
starting point of the developement of the branch, as you did.
concerning the options, I think that the best solution would be to mix
the two : from one point keeping the Away3D chain and create/redesign
classes so the branch would be the closest possible to the
ActionScript API.
Basically, and in regard to my experiments, and from a user's point of
view, I would see something like this:
- making the actual Shape3D class become a Graphics3D class, I mean
giving it the same functionalities as the Graphics class.
- making a Shape3D class which would basically be a wrapper for vector
shapes, with x, y and z coordinates (and maybe rotationX, rotationY,
rotationZ, though it's not really important for a start unlike x, y
and z coordinates)
- making a Sprite3D class a part of the actual chain, but with the
ability to add Shapes and other Sprites as children, and maybe have
something like the actual Sprite class in the API: a graphics getter/
setter (and Sprite being a mesh and not only a container would be the
best)
with that i think that the branch would have a solid basis and the
maximum flexibility. I've seen during my experiments with the
TextField3D primitive that designing the text letter by letter first
opens to more possibilities (such as spotting an expression, or
changing some words' font, isolating some words/expressions and being
able to act on it as a group, like changing its z property or make
some rotations) and is also faster with less code (and drawing the
text content word by word is even faster but it reduces the
possibilities).
what are you thinking about it?
Peace
G
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