light

Dragging Spheres

Tuesday, December 9th, 2008 | examples | Comments


source

package
{
	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.events.InteractiveScene3DEvent;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
	import org.papervision3d.objects.primitives.Sphere;
	import org.papervision3d.view.BasicView;
 
	[SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")]
	public class DraggingASphere extends BasicView
	{
		private const NUM_SPHERES:int = 11;
 
		private var planeToDragOn:Plane3D;
		private var currentSphere:Sphere;
 
		private var light:PointLight3D;
 
		public function DraggingASphere()
		{
			viewport.interactive = true;
 
			camera.y = 400;
 
			light = new PointLight3D(true);
			scene.addChild(light);
 
			for(var i:int = 0; i < NUM_SPHERES; i++)
			{
				var material:FlatShadeMaterial = new FlatShadeMaterial(light, 0xeeeeee, 0x2d2d2d, 10);
				material.interactive = true;
				var sphere:Sphere = new Sphere(material);
				sphere.x = (i - NUM_SPHERES/2) * 200;
 
				scene.addChild(sphere);
 
				sphere.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 objectPressHandler(event:InteractiveScene3DEvent):void
		{
			currentSphere = event.displayObject3D as Sphere;
		}
 
		private function mouseUpHandler(event:MouseEvent):void
		{
			currentSphere = 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(currentSphere)
			{
				currentSphere.x = intersectPoint.x;
				currentSphere.y = intersectPoint.y;
				currentSphere.z = intersectPoint.z;
			}
 
			light.x = intersectPoint.x;
			light.y = intersectPoint.y + 100;
			light.z = intersectPoint.z;
 
			renderer.renderScene(scene, camera, viewport);
		}
	}
}

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Collada with CellShader and PointLight3D

Sunday, December 7th, 2008 | examples, requests | Comments

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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Mouse3D moving light

Wednesday, November 19th, 2008 | examples | Comments

Mouse3D is bound to the interactiveSceneManager of your viewport. So to get the 3d “renderHitData” of where your mouse is, you need to:

Mouse3D.enabled = true;
viewport.interactive = true;
mouse3D = viewport.interactiveSceneManager.mouse3D;

Then you can get 3d data from your mouse3D object like you would any other DisplayObject3D. Just remember the mouse will need to be over an object with a “material.interactive = true” to get any data back.


source

package {
	import flash.events.Event;
	import flash.ui.Mouse;
 
	import org.papervision3d.core.utils.Mouse3D;
	import org.papervision3d.events.InteractiveScene3DEvent;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.shadematerials.PhongMaterial;
	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 Mouse3DExample extends BasicView 
	{
		private var mouse3D:Mouse3D;
		private var pivotPoint:DisplayObject3D;
		private var light:PointLight3D;
 
		public function Mouse3DExample() 
		{
			var headerText:headerContainer = new headerContainer();
			headerText.header.text = "Mouse over the sphere to move the light";
			addChild(headerText);
 
			viewport.interactive = true;
			Mouse3D.enabled = true;
			mouse3D = viewport.interactiveSceneManager.mouse3D;
 
			light = new PointLight3D(true);
			pivotPoint = new DisplayObject3D();
 
			var material:PhongMaterial = new PhongMaterial(light, 0xcc0000, 0x000000, 10);
			material.interactive = true;
			var sphere:Sphere = new Sphere(material, 500, 30, 30);
			sphere.addEventListener(InteractiveScene3DEvent.OBJECT_OVER, objectOverHandler);
			sphere.addEventListener(InteractiveScene3DEvent.OBJECT_OUT, objectOutHandler);
 
			var smallSphere1:Sphere = new Sphere(new PhongMaterial(light, 0x00cc00, 0x000000, 10), 100, 10, 10);
			var smallSphere2:Sphere = new Sphere(new PhongMaterial(light, 0x0000cc, 0x000000, 10), 100, 10, 10);
			smallSphere1.x = -500;
			smallSphere1.y = 500;
			smallSphere2.x = 400;
			smallSphere2.y = -600;
 
 
			pivotPoint.addChild(smallSphere1);
			pivotPoint.addChild(smallSphere2);
 
			scene.addChild(sphere);
			scene.addChild(pivotPoint);
			scene.addChild(light);
 
			addEventListener(Event.ENTER_FRAME, enterFrameHandler);
		}
 
		private function objectOverHandler(event:InteractiveScene3DEvent):void
		{
			Mouse.hide();			
		}
 
		private function objectOutHandler(event:InteractiveScene3DEvent):void
		{
			Mouse.show();
		}
 
		private function enterFrameHandler(event:Event):void
		{
			pivotPoint.yaw(1);
			pivotPoint.pitch(.5);
			light.copyTransform(mouse3D);
			light.moveBackward(100);
			singleRender();
		}
	}
}

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