Free rotation using Quaternions
package { import flash.display.Bitmap; import flash.events.Event; import flash.events.MouseEvent; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.core.math.Quaternion; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.BitmapMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Sphere; import org.papervision3d.view.BasicView; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class QuaternionExample extends BasicView { private const XYPLANE:Number3D = new Number3D(0, 0, 1); private const RADIUS:Number = 400; private const SPEED:Number = .05; private var plane3D:Plane3D = new Plane3D(XYPLANE, Number3D.ZERO);; private var sphere:Sphere; [Embed(source="assets/lake_640.jpg")] private var materialAsset:Class; public function QuaternionExample() { var light:PointLight3D = new PointLight3D(); var bitmap:Bitmap = new materialAsset() as Bitmap; var material:BitmapMaterial = new BitmapMaterial(bitmap.bitmapData); sphere = new Sphere(material, RADIUS, 30, 30); scene.addChild(sphere); startRendering(); stage.addEventListener(MouseEvent.CLICK, clickHandler); } private function clickHandler(event:MouseEvent):void { //quick reset sphere.copyTransform(new DisplayObject3D()); } override protected function onRenderTick(event:Event=null):void { var ray:Number3D = camera.unproject(viewport.containerSprite.mouseX, viewport.containerSprite.mouseY); ray = Number3D.add(ray, camera.position); var cameraVertex3D:Vertex3D = new Vertex3D(camera.x, camera.y, camera.z); var rayVertex3D:Vertex3D = new Vertex3D(ray.x, ray.y, ray.z); var intersectPoint:Vertex3D = plane3D.getIntersectionLine(cameraVertex3D, rayVertex3D); var velocityX:Number = intersectPoint.x * SPEED; var velocityY:Number = intersectPoint.y * SPEED; var velocityZ:Number = intersectPoint.y * SPEED; var difference:Number3D = new Number3D(-velocityX, -velocityY, -velocityZ); var distance:Number = Math.sqrt(difference.x * difference.x + difference.y * difference.y); var rotationAxis:Number3D = Number3D.cross(difference, XYPLANE); rotationAxis.normalize(); var rotation:Quaternion = Quaternion.createFromAxisAngle(rotationAxis.x, rotationAxis.y, rotationAxis.z, distance/RADIUS); rotation.normalize(); sphere.transform.calculateMultiply3x3(rotation.matrix, sphere.transform); renderer.renderScene(scene, camera, viewport); } } }
I hope to be able to do a write-up explaining Quaternions next week.
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Edgard
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John Lindquist
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cslam
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John Lindquist
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JB
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Jeramy
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Shaun
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T
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