Closed GoogleCodeExporter closed 8 years ago
[deleted comment]
An tweak solution was founded here:
http://markmail.org/message/l64wqxxsx6x3i5cm#query:away3d%20sprite%20mouse%20eve
nts%20problem+page:1+mid:skk2bctuh6ajbhsy+state:results
...
This might not be the root cause of the issue, but in
away3d.core.draw.DrawScaledBitmap.contains(), changing the line that reads:
mapping = new Matrix(scale*cos, -scale*sin, scale*sin, scale*cos, topleft.x,
topleft.y);
to be:
if( rotation != 0 ) mapping = new Matrix(scale*cos, -scale*sin, scale*sin,
scale*cos,
topleft.x, topleft.y); else mapping = new Matrix(scale, 0, 0, scale, topleft.x,
topleft.y );
seems to get mouse events working on my Sprite2D billboards.
...
It`s really worked, checked in my project
Original comment by gasu.basu
on 20 Nov 2008 at 9:38
it worked...but,
roll-over events are triggered when the mouse is within the sprite2d's bounds
REGARDLESS of any button overlayed over it.
e.g. on roll-over of a sprite2d, display a button in 2d stage overlapping the
3d stage.
roll-over the part of that button that is inside the bounds of the sprite2d and
it
will trigger the roll-over of the sprite2d.
thanks anyway - i just gotta do more code checks for when the sprite2ds have the
onRollOver action
Original comment by kuer...@gmail.com
on 3 Dec 2008 at 5:00
thanx for the fix! updated and in the trunk revision 893
unfortunately the sprit2d rollovers are not paer of the same problem...
interrupting
rollover events for mouseevent3d would have worse consequences for things like
interactive moviematerials. if you can work around that effect, it is probably
the
best long term solution
Rob
Original comment by rob.bate...@gmail.com
on 11 Dec 2008 at 9:28
Original issue reported on code.google.com by
gasu.basu
on 13 Nov 2008 at 1:21