Collada with CellShader and PointLight3D
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; } } } }
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