Dragging Planes and lookAt Camera

Friday, December 19th, 2008 | examples, requests


source

package
{
	import flash.display.BitmapData;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.geom.Point;
 
	import org.papervision3d.core.geom.renderables.Vertex3D;
	import org.papervision3d.core.math.Number3D;
	import org.papervision3d.core.math.Plane3D;
	import org.papervision3d.core.proto.MaterialObject3D;
	import org.papervision3d.events.InteractiveScene3DEvent;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.BitmapMaterial;
	import org.papervision3d.objects.primitives.Plane;
	import org.papervision3d.view.BasicView;
 
	[SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")]
	public class DraggingPlanes extends BasicView
	{
		private const NUM_PLANES:int = 11;
 
		private var planeToDragOn:Plane3D;
		private var currentPlane:Plane;
 
		private var light:PointLight3D;
 
		public function DraggingPlanes()
		{
			viewport.interactive = true;
 
			camera.y = 100;
 
			for(var i:int = 0; i < NUM_PLANES; i++)
			{
				var material:MaterialObject3D = createMaterial();
				material.interactive = true;
				/*
				Please note that, by default, the material on a plane
				is placed on the "back" of a plane (since the camera defaults
				to -1000 z. So if you tell the plane to "lookAt" the camera,
				you will see the front of the plane with nothing on it. You can
				solve this by making the material doubleSided
				*/
				material.doubleSided = true;
				var plane:Plane = new Plane(material, 100, 100, 4, 4);
				plane.x = (i - NUM_PLANES/2) * 200;
 
				scene.addChild(plane);
				plane.lookAt(camera);
 
				plane.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, objectPressHandler);
				stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
			}
 
			var up:Number3D = new Number3D(0, 1, 0);
			planeToDragOn = new Plane3D(up, new Number3D(0,0,0));
 
			startRendering(); 	
		}
 
		private function createMaterial():MaterialObject3D
		{
			var bitmapData:BitmapData = new BitmapData(300, 200, false, Math.random() * 0xffffff);
			var bitmapBorder:BitmapData = new BitmapData(320, 220, false, 0xffffff);
 
			bitmapBorder.copyPixels(bitmapData, bitmapData.rect, new Point(10, 10));
 
			var bitmapMaterial:BitmapMaterial = new BitmapMaterial(bitmapBorder, true);
			bitmapMaterial.smooth = true;
 
			return bitmapMaterial;
		}
 
		private function objectPressHandler(event:InteractiveScene3DEvent):void
		{
			currentPlane = event.displayObject3D as Plane;
		}
 
		private function mouseUpHandler(event:MouseEvent):void
		{
			currentPlane = null;
		}
 
		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 = planeToDragOn.getIntersectionLine(cameraVertex3D, rayVertex3D);
 
			if(currentPlane)
			{
				currentPlane.x = intersectPoint.x;
				currentPlane.y = intersectPoint.y;
				currentPlane.z = intersectPoint.z;
				currentPlane.lookAt(camera);
			}
 
			renderer.renderScene(scene, camera, viewport);
		}
	}
}

Tags:

  • Hey great work.. this is a very simple example. I am trying to figure out how to toggle between X & Z movement to X & Y. Any thoughts would be icing on an already big help!
  • John Lindquist
    "up" defines the up axis
    "planeToDragOn" constricts the movement of the 3d objects by defining a flat 2d space to move on
  • first, thanks for all the neat examples and sources!

    what do the variables 'planeToDragOn' and 'up' do?
  • Ruby
    Thank you for the example!

    Ruby
  • John Lindquist
    I'm not using any of the more advanced z-sorting techniques in this example.
  • Michael
    Hi,

    thanks for all the sources, helps a lot to learn PV3D fast.
    Short question: I have an ugly effect when the planes overlap. It seems like the meshes mix up wich each other. I thought the newly implemented z-sorting feature would care for those errors?

    Michael
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