Collada with CellShader and PointLight3D

Sunday, December 7th, 2008 | examples, requests

Pretty much the same as the last example, but this one has a Cell Shader overlaying the BitmapMaterial. Also, the light follows the camera as the camera orbits the collada model.

Drag mouse to orbit. Scroll wheel to zoom.

source

package
{
	import flash.display.Bitmap;
	import flash.events.MouseEvent;
	import flash.utils.ByteArray;
 
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.BitmapMaterial;
	import org.papervision3d.materials.shaders.CellShader;
	import org.papervision3d.materials.shaders.ShadedMaterial;
	import org.papervision3d.objects.parsers.DAE;
	import org.papervision3d.view.BasicView;
 
	[SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")]
	public class CellShadedCollada extends BasicView
	{
		[Embed(source="assets/c.DAE", mimeType = "application/octet-stream")]
		private var daeAsset:Class;
 
		[Embed(source="assets/materials/c.png")]
		private var materialAsset:Class;
 
		private var cameraPitch:Number = 90;
		private var cameraYaw:Number = 270;
		private var isOrbiting:Boolean = false;
		private var previousMouseX:Number;
		private var previousMouseY:Number;
		private var light:PointLight3D;
 
		public function CellShadedCollada()
		{
			var byteArray:ByteArray = new daeAsset() as ByteArray;
			var dae:DAE = new DAE();
			dae.load(byteArray);
 
			var bitmap:Bitmap = new materialAsset() as Bitmap;
			var bitmapMaterial:BitmapMaterial = new BitmapMaterial(bitmap.bitmapData, true);
 
			light = new PointLight3D();
 
			var cellShader:CellShader = new CellShader(light, 0xffffff, 0x000000, 10);
			var shadedMaterial:ShadedMaterial = new ShadedMaterial(bitmapMaterial, cellShader);
 
			dae.materials.addMaterial(shadedMaterial, "cMaterial");
 
			scene.addChild(dae);
 
			startRendering();
 
			stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
			stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
			stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
			stage.addEventListener(MouseEvent.MOUSE_WHEEL, mouseWheelHandler);
		}
 
		private function mouseWheelHandler(event:MouseEvent):void
		{
			camera.moveForward(10 * event.delta);
		}
 
		private function onMouseDown(event:MouseEvent):void
		{
			isOrbiting = true;
			previousMouseX = event.stageX;
			previousMouseY = event.stageY;
		}
 
		private function onMouseUp(event:MouseEvent):void
		{
			isOrbiting = false;
		}
 
		private function onMouseMove(event:MouseEvent):void
		{
			var differenceX:Number = event.stageX - previousMouseX;
			var differenceY:Number = event.stageY - previousMouseY;
 
			if(isOrbiting)
			{
				cameraPitch += differenceY;
				cameraYaw += differenceX;
 
				cameraPitch %= 360;
				cameraYaw %= 360;
 
				cameraPitch = cameraPitch > 0 ? cameraPitch : 0.0001;
				cameraPitch = cameraPitch < 90 ? cameraPitch : 89.9999;
 
				previousMouseX = event.stageX;
				previousMouseY = event.stageY;
 
				camera.orbit(cameraPitch, cameraYaw);
				light.position = camera.position;
			}
		}
 
	}
}

Tags: , ,

  • pankaj khanna

    wonderful! i'll definitely try this. thanks for sharing.

  • Martijn

    Hello,

    Strange thing is that my collada model is showed as wireframe?? How is that possible???

    Thankss

  • Craig Hamilton

    Hi Martijn,
    I had the same problem. look in your dae file for something that looks like this:

    <library_materials>
    <material id="cubemap2_png" name="cubemap2_png">
    <instance_effect url="#cubemap2_png-fx">
    </instance_effect></material>
    </library_materials>

    The code is looking for the wrong material name so change dae.materials.addMaterial(shadedMaterial, "cMaterial"); to dae.materials.addMaterial(shadedMaterial, "cubemap2_png"); or whatever your material name is in your dae file.

    Good luck.

  • pri

    I try to use a COLLADA file with many triangles...It is very difficult to manipulate the object on the scene, I try to modify the framerate ...It works to slowly....
    My question is what to do to have a better render on the scene ...

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