Move the mouse above the stage and above a shockwave3d sprite,
and the 3DPI displays all informations about the object, that
is below the mouse. This way it is easy to identify models, ModelResources,
shaders and textures, that are visible in your shockwave3d scene.
Furthermore it is also possible to quickly access all details
and properties of one of the listed objects (sprite, member, camera,
model, ModelResource, shader, texture).
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When the Picking-Tab is selected, the
3DPI displays the following informations:
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1) picking calculations
In the top part of the 3DPI window all important objects are
listed, that are corresponding to the position of the mouse
over the stage:
- Sprite: the spriteNum of the sprite under the mouse.
- Member: the member of the sprite and its name.
- Camera: the sprite camera. If the sprite has more cameras
(cameraCount() > 1) it calculates the top most camera, whichs
rect fits with the mouse position.
- Model: the top most model under mouse.
- ModelResource: the resource of the model.
- Shader: the shader, which belongs to the models mesh
ID, where the mouse is placed.
- Texture: the texture of the shaders first layer (if
one exists).
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2) modelsUnderLoc
Detailed picking informations are displayed in the bottom
part of the 3DPI window: distance, isectPosition, isectNormal,
meshID, faceID, vertices and uvCoords.
This informations are calculated by the Lingo command 'modelsUnderLoc'
(camera function):
theCamera.modelsUnderLoc(pointWithinSprite {, maxNumberOfModels,
levelOfDetail})
The 3DPI uses your current mousePosition and the sprite.rect
for calculating the 'pointWithinSprite' parameter; 1 for 'maxNumberOfModels',
because it only displays informations about the top most model
under the mouse; and #detailed for the 'levelOfDetail' parameter
to get the listed poperties.
Please read more about each property in the Director Help
-> 3D Lingo Dictonary -> modelsUnderLoc.
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Working with the Picking-Tab
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Simply move the mouse over the stage and over a shockwave3d
sprite, and all corresponding informations are displayed in
the Picking-Tab.
Press the option key (= alt key) and the 3DPI stops
calculating all informations for the Picking-Tab. The last details
will remain displayed in the 3DPI window as long as the key
is pressed, and meanwhile you can move your mouse relaxed wherever
you want to.
If any valid informations are still displayed and the option
key is still pressed, you can now click on an Icon left
to the top informations. This works like a Hyperlink: the corresponding
Tab and the corresponding object automatically gets selected
by the 3DPI, and you can access all the objects properties.
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A shockwave3D scene is placed on the stage, which includes
some different models.

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When moving the mouse over the left model, a box,
the Picking-Tab reveals, that this model is called "myBox",
that it uses a ModelResource called "box_1" and a shader
called "boxShader", and that this shader uses a texture
called "boxTexture".

When beeing interested in the details of this texture,
that the models shader uses, hold the option key to stop scanning,
keep the key pressed, and then click on the texture-Icon.

The 3DPI switches to the Texture-Tab, selects the "boxTexture"
and displays all its informations.
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When the Picking-Tab shows nothing
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There are 2 possible circumstances, that no informations appear
in the Pickting-Tab:
- If "Pause when deactive" is selected in the 3DPI
Preferences, check that the 3DPI window is really the active
one, otherwise the 3DPI is paused and so will not display any
informations.
- Another sprite is placed above the shockwave3D sprite. Even
if no other sprite *appears* above, stop your movie and check
the sprites. If directToStage of your shockwave3D member is
switched on, it always appears on top of all other sprites,
even if it is in the first sprite channel.
The reason for this circumstance is because the 3DPI currently
calculates the correct sprite by the Lingo function "the
rollover", which always returns the top most sprite below
the mouse. (In 3DPI future versions this circumstance might
be improved.)
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