Archive for November 24th, 2008
Understanding Papervision3D: Matrix3D
This post will cover how you use a Matrix3D to scale, pitch, yaw, roll, and translate 3d objects:
Every 3d object within Papervision3D has a Matrix3D that defines its scale, pitch, yaw, roll, x, y, and z (changing x, y, and z is referred to as “translation” because they move a group of points equally). You will find the Matrix3D in the “transform” property of your 3d object.
The default 4 column by 4 row Matrix 3d with no scale, yaw, pitch, roll, or translation is set up as follows:
1, 0, 0, 0 0, 1, 0, 0 0, 0, 1, 0 0, 0, 0, 1
These values are stored in the “transform” property of your 3d object using a “n”, a integer defining the row, and an integer for the column:
n11, n12, n13, n14 n21, n22, n23, n24 n31, n32, n33, n34 n41, n42, n43, n44
For example: cube.transform.n11
Scale, pitch, yaw, and roll are handled in the first 3 columns and rows of the matrix (play with the explorer above to figure out how it works):
1, 0, 0 0, 1, 0 0, 0, 1
x, y, and z are all handled first 3 numbers in the last column:
0 0 0
The last row hangs around to make Matrix multiplication possible. Have fun playing with the explorer to get a hang of how 3d objects are moved around. I hope to cover some of the Matrix3D math functions in the future.
Drag and Release
Sproing! I’ll go into “camera.unproject” and “rays” in more detail in the future.
package { import flash.events.Event; import flash.events.MouseEvent; import gs.TweenMax; import gs.easing.Elastic; import org.papervision3d.core.geom.Lines3D; import org.papervision3d.core.geom.renderables.Line3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.shadematerials.FlatShadeMaterial; import org.papervision3d.materials.special.LineMaterial; import org.papervision3d.objects.primitives.Sphere; import org.papervision3d.view.BasicView; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class DragAndRelease extends BasicView { private var sphere:Sphere; private var line:Line3D; private const LENGTH:Number = 2000; private var isSpherePressed:Boolean = false; public function DragAndRelease() { viewport.interactive = true; camera.fov = 110; var light:PointLight3D = new PointLight3D(); light.x = -1000, light.y = 1000; var material:FlatShadeMaterial = new FlatShadeMaterial(light, 0xcc0000); material.interactive = true; sphere = new Sphere(material, 200, 12, 12); sphere.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, objectPressHandler); sphere.z = LENGTH + camera.z; stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler); var lineMaterial:LineMaterial = new LineMaterial(0x00cc00); var lines:Lines3D = new Lines3D(); line = new Line3D(lines, lineMaterial, 1, new Vertex3D(1000,1000,1000), new Vertex3D(-1000,0,0)); lines.addLine(line); scene.addChild(lines); scene.addChild(sphere); startRendering(); } override protected function onRenderTick(event:Event=null):void { var ray:Number3D = camera.unproject(viewport.containerSprite.mouseX, viewport.containerSprite.mouseY); line.v0.x = ray.x, line.v0.y = ray.y, line.v0.z = ray.z; line.v1.x = sphere.x, line.v1.y = sphere.y, line.v1.z = sphere.z; ray.normalize(); ray.multiplyEq(LENGTH); ray = Number3D.add(ray, new Number3D(camera.x, camera.y, camera.z)); if(isSpherePressed) { sphere.position = ray; } renderer.renderScene(scene, camera, viewport); } private function objectPressHandler(event:InteractiveScene3DEvent):void { TweenMax.killTweensOf(sphere); isSpherePressed = true; } private function mouseUpHandler(event:MouseEvent):void { isSpherePressed = false; TweenMax.to(sphere, 1, {x:0, y:0, z:LENGTH + camera.z, ease:Elastic.easeOut}); } } }
Search
Recommended Books
Speaking at FITC Toronto
Recent Posts
- FDT Super Awesome March Deal
- haXe Tutorial
- AS3 Signals Tutorial
- Preferred Video Tutorial Resolution?
- TweenMax – Tweening a timeline (Advanced Tweening)
- Robotlegs + Flight + Union Platform
- Back in the saddle
- Eclipse Theme Designer Preview
- RobotLegs Hello World Video Tutorial
- 10 Things Every Senior Flash Developer Should Know
- Efflex – 3D Effects for Flex
- MorphController – Mighty Morphing Papervision3D
- End dump
- Test if a plane is within the view of the camera (aka testing if culled)
- Materials Reference
Recent Comments
- John Lindquist on ActionScript 3 – Model View Controller (MVC)
- Bruno Fonzi on FDT Super Awesome March Deal
- KD on ActionScript 3 – Model View Controller (MVC)
- BAM5 on haXe Tutorial
- AlexG on Finding 2D Coordinates of a DisplayObject3D
- Josh on ActionScript 3 – Model View Controller (MVC)
- martin everett on requests
- martin everett on requests
- lillacska on Dragging Spheres
- Guy Ritchie on MXML without the Flex framework
Categories
Archives
Preferred Video Tutorial Resolution
- 1024x768 (53%, 85 Votes)
- 1280x1024 (15%, 24 Votes)
- 1920x1080 (15%, 24 Votes)
- 800x600 (13%, 20 Votes)
- 480x320 (4%, 6 Votes)
- 640x480 (0%, 2 Votes)
Total Voters: 160



