Archive for May 27th, 2009
CalculateMultiply3×3
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 | package { import flash.events.Event; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.proto.LightObject3D; import org.papervision3d.core.proto.MaterialObject3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.shadematerials.FlatShadeMaterial; import org.papervision3d.objects.primitives.Arrow; import org.papervision3d.view.BasicView; [SWF(width="900", height="480", backgroundColor="#000000", frameRate="31")] public class CalculateMultiply3x3 extends BasicView { private var arrow1:Arrow; private var arrow2:Arrow; private var arrow3:Arrow; public function CalculateMultiply3x3() { super(900, 480); opaqueBackground = 0x000000; var light:LightObject3D = new PointLight3D(); var material:MaterialObject3D = new FlatShadeMaterial(light, 0xcc0000, 0x333333, 10); arrow1 = new Arrow(material); arrow1.x = -750; scene.addChild(arrow1); arrow2 = new Arrow(material); scene.addChild(arrow2); arrow3 = new Arrow(material); arrow3.x = 750; scene.addChild(arrow3); startRendering(); } override protected function onRenderTick(event:Event=null):void { /* CaculateMultiply3x3 is most often used for advanced rotations where you find the axis you want to rotate around at run-time (like a ball rolling in a certain direction). First, create (or find) a rotation matrix with an axis and a rotation then use calculateMultiply3x3 to add to your object's rotation using your rotation matrix. It's easiest to think of it in pseudocode as "myObject.rotation += myCustomRotation". Another way to think of it: "Rotate this much around this axis */ /* The following commented code is equivalent to arrow.rotationY += 1; //the axis to rotate around var upAxis:Number3D = new Number3D(0, 1, 0); //the amount of rotation around that axis var rotation:Number = 1 * Number3D.toRADIANS; var rotationMatrix:Matrix3D = Matrix3D.rotationMatrix(upAxis.x, upAxis.y, upAxis.z, rotation); arrow.transform.calculateMultiply3x3(rotationMatrix, arrow.transform); */ //example 1 var axis1:Number3D = new Number3D(1, 0, 0); axis1.normalize(); var rotation1:Number = 3 * Number3D.toRADIANS; var rotationMatrix1:Matrix3D = Matrix3D.rotationMatrix(axis1.x, axis1.y, axis1.z, rotation1); arrow1.transform.calculateMultiply3x3(rotationMatrix1, arrow1.transform); //example 2 var axis2:Number3D = new Number3D(viewport.containerSprite.mouseX, viewport.containerSprite.mouseY, 0); axis2.normalize(); var rotation2:Number = 3 * Number3D.toRADIANS; var rotationMatrix2:Matrix3D = Matrix3D.rotationMatrix(axis2.x, axis2.y, axis2.z, rotation2); arrow2.transform.calculateMultiply3x3(rotationMatrix2, arrow2.transform); //example 3 var axis3:Number3D = new Number3D(.7, .7, .1); axis3.normalize(); var rotation3:Number = viewport.containerSprite.mouseX / 50 * Number3D.toRADIANS; var rotationMatrix3:Matrix3D = Matrix3D.rotationMatrix(axis3.x, axis3.y, axis3.z, rotation3); arrow3.transform.calculateMultiply3x3(rotationMatrix3, arrow3.transform); super.onRenderTick(event); } } } |
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