Archive for November 17th, 2008
Finding 2d Vertices in a DisplayObject3D
This is kind of a ridiculous example, but it shows how you can loop through all of the vertices of a DisplayObject3D and pull out the 2d x and y coordinates.
The stars start out in random locations then tween to the vertices of the sphere.
package { import gs.TweenMax; import gs.easing.*; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.objects.primitives.Sphere; import org.papervision3d.view.BasicView; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class Finding2DVertexPoints extends BasicView { private var sphere:Sphere; private var stars:Array = []; private var vertices:Array = []; public function Finding2DVertexPoints() { sphere = new Sphere(new ColorMaterial(), 300, 15, 15); sphere.material.fillAlpha = 0; scene.addChild(sphere); //sphere.geometry.vertices is an array of vertex3D's //each vertex3D contains a vertex3DInstance which //has the 2d x and y property //long-hand sytax: sphere.geometry.vertices[i].vertex3DInstance.x for each(var vertex3D:Vertex3D in sphere.geometry.vertices) { var dummyStar:star = new star(); dummyStar.x = Math.random() * this.width; dummyStar.y = Math.random() * this.height; stars.push(dummyStar); this.addChild(dummyStar); //render once to calculate vertex data singleRender(); //push all the sphere's vertices into an array vertices.push(vertex3D.vertex3DInstance); } startTween(); } private function startTween():void { for(var i:int = 0; i<vertices.length; i++) { var time:Number = 4; var tweenObject:Object = {}; tweenObject.yoyo = true; tweenObject.ease = Quad.easeInOut; //assign the endpoint of the tween to vertices gathered above tweenObject.x = vertices[i].x + width/2; tweenObject.y = vertices[i].y + height/2; tweenObject.scaleX = tweenObject.scaleY = .2; tweenObject.bezierThrough = [{x:Math.random() * width, y:Math.random() * height}]; tweenObject.orientToBezier = true; TweenMax.to(stars[i], time, tweenObject); } } } }
Finding 2D Coordinates of a DisplayObject3D
I see this question pop up rather frequently, so I thought I’d make a quick demo.
First the 3d plane will tween to a random x, y, and z, then the 2d movieclip will tween to the plane’s local screen x and y. The 2d movieclip is also showing the current x and y in text of the plane for reference.
package { import gs.TweenMax; import gs.easing.*; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.objects.primitives.Plane; import org.papervision3d.view.BasicView; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class Finding2DCoordinates extends BasicView { private var plane:Plane; private var box2D:blue2DBox; public function Finding2DCoordinates() { var planeMaterial:ColorMaterial = new ColorMaterial(0xcc0000); plane = new Plane(planeMaterial); box2D = new blue2DBox(); scene.addChild(plane); addChild(box2D); plane.autoCalcScreenCoords = true; //Turn screen coords on startRendering(); tweenPlane(); } private function tweenPlane():void { var xTarget:Number = Math.random() * 1500 - 750; var yTarget:Number = Math.random() * 1500 - 750; var zTarget:Number = Math.random() * 1500; var tweenObject:Object = {}; tweenObject.x = xTarget; tweenObject.y = yTarget; tweenObject.z = zTarget; tweenObject.onComplete = tweenBox; tweenObject.onUpdate = updateText; TweenMax.to(plane, 1, tweenObject); } private function tweenBox():void { //plane's 2d x and y var xTarget:Number = plane.screen.x + this.width/2; var yTarget:Number = plane.screen.y + this.height/2; var tweenObject:Object = {}; tweenObject.x = xTarget; tweenObject.y = yTarget; tweenObject.onComplete = tweenPlane; tweenObject.ease = Quad.easeInOut; TweenMax.to(box2D, 1, tweenObject); } private function updateText():void { box2D.xText.text = "x: " + String(Math.floor(plane.screen.x + this.width/2)); box2D.yText.text = "y: " + String(Math.floor(plane.screen.y + this.height/2)); } } }
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