matrix
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); } } } |
Understanding Papervision3D: Matrix3D
This post will cover how you use a Matrix3D to scale, pitch, yaw, roll, and translate 3d objects:
Every 3d object within Papervision3D has a Matrix3D that defines its scale, pitch, yaw, roll, x, y, and z (changing x, y, and z is referred to as “translation” because they move a group of points equally). You will find the Matrix3D in the “transform” property of your 3d object.
The default 4 column by 4 row Matrix 3d with no scale, yaw, pitch, roll, or translation is set up as follows:
1, 0, 0, 0 0, 1, 0, 0 0, 0, 1, 0 0, 0, 0, 1
These values are stored in the “transform” property of your 3d object using a “n”, a integer defining the row, and an integer for the column:
n11, n12, n13, n14 n21, n22, n23, n24 n31, n32, n33, n34 n41, n42, n43, n44
For example: cube.transform.n11
Scale, pitch, yaw, and roll are handled in the first 3 columns and rows of the matrix (play with the explorer above to figure out how it works):
1, 0, 0 0, 1, 0 0, 0, 1
x, y, and z are all handled first 3 numbers in the last column:
0 0 0
The last row hangs around to make Matrix multiplication possible. Have fun playing with the explorer to get a hang of how 3d objects are moved around. I hope to cover some of the Matrix3D math functions in the future.
Switching parents at runtime
This example comes from a conversation I had with Andy. You can actually do a lot of neat tricks by swapping parents, especially when you start rotating the parents.
package { import gs.TweenMax; import org.papervision3d.core.math.Matrix3D; 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 SwitchingParentsAtRuntime extends BasicView { private var parent1:Sphere; private var parent2:Sphere; private var childSphere:Sphere; private var light:PointLight3D; public function SwitchingParentsAtRuntime() { var headerText:headerContainer = new headerContainer(); headerText.header.text = "Click a red sphere to set as parent"; addChild(headerText); viewport.interactive = true; light = new PointLight3D(); var parentMaterial:FlatShadeMaterial = new FlatShadeMaterial(light, 0xcc0000); parentMaterial.interactive = true; var childMaterial:FlatShadeMaterial = new FlatShadeMaterial(light, 0x00cc00); parent1 = new Sphere(parentMaterial, 300, 10, 10); parent1.x = -500; parent1.y = 500; parent1.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, objectPressHandler); parent1.addEventListener(InteractiveScene3DEvent.OBJECT_OVER, objectOverHandler); parent1.addEventListener(InteractiveScene3DEvent.OBJECT_OUT, objectOutHandler); parent2 = new Sphere(parentMaterial, 300, 10, 10); parent2.x = 500; parent2.y = -500; parent2.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, objectPressHandler); parent2.addEventListener(InteractiveScene3DEvent.OBJECT_OVER, objectOverHandler); parent2.addEventListener(InteractiveScene3DEvent.OBJECT_OUT, objectOutHandler); childSphere = new Sphere(childMaterial, 100, 10, 10); childSphere.name = "child"; scene.addChild(parent1); scene.addChild(parent2); parent1.addChild(childSphere); childSphere.x = 500; TweenMax.to(parent1, 2, {y:-500, yoyo:true}); TweenMax.to(parent2, 2, {y:500, yoyo:true}); startRendering(); } private function objectPressHandler(event:InteractiveScene3DEvent):void { var parentSphere:Sphere = Sphere(event.target); if(childSphere.parent == parentSphere) { //do nothing }else { var childSphereWorldMatrix:Matrix3D = childSphere.world; var inverse:Matrix3D = new Matrix3D(); var tempParentMatrix:Matrix3D = new Matrix3D(); inverse.calculateInverse(parentSphere.world); tempParentMatrix.calculateMultiply(inverse, childSphereWorldMatrix); childSphere.copyTransform(tempParentMatrix); //get the parent of the child to //remove the child from the parent :) childSphere.parent.removeChild(childSphere); parentSphere.addChild(childSphere); } } private function objectOverHandler(event:InteractiveScene3DEvent):void { viewport.buttonMode = true; } private function objectOutHandler(event:InteractiveScene3DEvent):void { viewport.buttonMode = false; } } }
Search
Recommended Books
Speaking at FITC Toronto
Recent Posts
- Moving to johnlindquist.com
- AsyncCommand with Robotlegs, Signals, Flight, MinimalComps
- Search Widget – Robotlegs, Signals, Flight, Minimal Comps, Yahoo Astra
- FDT Super Awesome March Deal
- FDT Theme Designer
- haXe Tutorial
- AS3 Signals Tutorial
- Preferred Video Tutorial Resolution?
- TweenMax – Tweening a timeline (Advanced Tweening)
- Robotlegs + Flight + Union Platform
- Back in the saddle
- Eclipse Theme Designer Preview
- RobotLegs Hello World Video Tutorial
- 10 Things Every Senior Flash Developer Should Know
- Efflex – 3D Effects for Flex
Recent Comments
- Ocatarinabelachichix on about
- Rajiv on faq
- Rajiv on 3ds max texture baking for Papervision3D
- Anupam Biswas on Maya Texture Baking
- Anupam Biswas on Maya Texture Baking
- Arindam Mojumder on requests
- Arindam Mojumder on requests
- Arindam Mojumder on Full Screen Cube
- Arindam Mojumder on faq
- Mimosa123321 on requests
Categories
| M | T | W | T | F | S | S |
|---|---|---|---|---|---|---|
| « May | ||||||
| 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 | |
Archives
Preferred Video Tutorial Resolution
- 1024x768 (53%, 85 Votes)
- 1280x1024 (15%, 24 Votes)
- 1920x1080 (15%, 24 Votes)
- 800x600 (13%, 20 Votes)
- 480x320 (4%, 6 Votes)
- 640x480 (0%, 2 Votes)
Total Voters: 160




