mouse

Mouse follower

Tuesday, November 25th, 2008 | examples | Comments

Saw this question come up on the mailing list. I thought it would make a nice demo:


source

package
{
	import flash.events.Event;
 
	import org.papervision3d.core.utils.Mouse3D;
	import org.papervision3d.materials.ColorMaterial;
	import org.papervision3d.objects.primitives.Plane;
	import org.papervision3d.view.BasicView;
	import org.papervision3d.view.layer.ViewportLayer;
	import org.papervision3d.view.layer.util.ViewportLayerSortMode;
 
	[SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")]
	public class Mouse3DFloor extends BasicView
	{
		private var mouse3D:Mouse3D;
		private var follower:Plane;
 
		public function Mouse3DFloor() 
		{
			viewport.interactive = true;
			Mouse3D.enabled = true;
			mouse3D = viewport.interactiveSceneManager.mouse3D;
 
			var redColorMaterial:ColorMaterial = new ColorMaterial(0xcc0000);
			redColorMaterial.interactive = true; 
			//10, 10 represent the number of segments in the plane
			var floor:Plane = new Plane(redColorMaterial, 2000, 2000, 10, 10);			
			floor.rotationX = 90;
 
			var greenColorMaterial:ColorMaterial = new ColorMaterial(0x00cc00);
			follower = new Plane(greenColorMaterial, 300, 300);
			follower.rotationX = 90;			
			scene.addChild(floor);			
			scene.addChild(follower);
 
			camera.y = 1000;
			camera.lookAt(floor);
 
			var floorViewportLayer:ViewportLayer = new ViewportLayer(viewport, floor);
			var followerViewportLayer:ViewportLayer = new ViewportLayer(viewport, follower);
 
			viewport.containerSprite.sortMode = ViewportLayerSortMode.INDEX_SORT;	
			floorViewportLayer.layerIndex = 0;
			followerViewportLayer.layerIndex = 1;
 
			viewport.containerSprite.addLayer(floorViewportLayer);
			viewport.containerSprite.addLayer(followerViewportLayer);
 
 
			startRendering();
		}
 
		override protected function onRenderTick(event:Event=null):void
		{
			follower.x += (mouse3D.x - follower.x) * .1;
			follower.y += (mouse3D.y - follower.y) * .1;
			follower.z += (mouse3D.z - follower.z) * .1;
			renderer.renderScene(scene, camera, viewport);
		}
 
	}
 
}

Tags: ,

Drag and Release

Monday, November 24th, 2008 | examples | Comments

Sproing! I’ll go into “camera.unproject” and “rays” in more detail in the future.


source

package
{
	import flash.events.Event;
	import flash.events.MouseEvent;
 
	import gs.TweenMax;
	import gs.easing.Elastic;
 
	import org.papervision3d.core.geom.Lines3D;
	import org.papervision3d.core.geom.renderables.Line3D;
	import org.papervision3d.core.geom.renderables.Vertex3D;
	import org.papervision3d.core.math.Number3D;
	import org.papervision3d.events.InteractiveScene3DEvent;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
	import org.papervision3d.materials.special.LineMaterial;
	import org.papervision3d.objects.primitives.Sphere;
	import org.papervision3d.view.BasicView;
 
	[SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")]
	public class DragAndRelease extends BasicView
	{
		private var sphere:Sphere;
		private var line:Line3D;
		private const LENGTH:Number = 2000;
 
		private var isSpherePressed:Boolean = false;
 
		public function DragAndRelease()
		{
			viewport.interactive = true;
			camera.fov = 110;
			var light:PointLight3D = new PointLight3D();
			light.x = -1000, light.y = 1000;
 
 
			var material:FlatShadeMaterial = new FlatShadeMaterial(light, 0xcc0000);
			material.interactive = true;
			sphere = new Sphere(material, 200, 12, 12);
 
			sphere.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, objectPressHandler);
			sphere.z = LENGTH + camera.z;
			stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
 
			var lineMaterial:LineMaterial = new LineMaterial(0x00cc00);
			var lines:Lines3D = new Lines3D();
			line = new Line3D(lines, lineMaterial, 1, new Vertex3D(1000,1000,1000), new Vertex3D(-1000,0,0));
			lines.addLine(line);
 
			scene.addChild(lines);
			scene.addChild(sphere);
 
			startRendering();
		}
 
		override protected function onRenderTick(event:Event=null):void
		{
			var ray:Number3D = camera.unproject(viewport.containerSprite.mouseX, viewport.containerSprite.mouseY);
			line.v0.x = ray.x, line.v0.y = ray.y, line.v0.z = ray.z;
			line.v1.x = sphere.x, line.v1.y = sphere.y, line.v1.z = sphere.z;
 
			ray.normalize();
			ray.multiplyEq(LENGTH);
			ray = Number3D.add(ray, new Number3D(camera.x, camera.y, camera.z));
 
			if(isSpherePressed)
			{
				sphere.position = ray;
			}
 
			renderer.renderScene(scene, camera, viewport);
		}
 
		private function objectPressHandler(event:InteractiveScene3DEvent):void
		{
			TweenMax.killTweensOf(sphere);
			isSpherePressed = true;
		}
 
		private function mouseUpHandler(event:MouseEvent):void
		{
			isSpherePressed = false;
			TweenMax.to(sphere, 1, {x:0, y:0, z:LENGTH + camera.z, ease:Elastic.easeOut});
		}
	}
}

Tags: , , , ,

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();
		}
	}
}

Tags: , ,

Dragging mouse for camera orbit

Wednesday, November 19th, 2008 | examples | Comments

This little gem comes from a chat I had a while back with Tim Knip:


source

package
{
	import flash.events.MouseEvent;
 
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
	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 OrbitingCameraExample extends BasicView
	{
		private var isOribiting:Boolean;
		private var cameraPitch:Number = 90;
		private var cameraYaw:Number = 270;
		private var cameraTarget:DisplayObject3D = DisplayObject3D.ZERO;
		private var previousMouseX:Number;
		private var previousMouseY:Number;
 
		private var light:PointLight3D;
 
		public function OrbitingCameraExample()
		{
			light = new PointLight3D();
			var material:FlatShadeMaterial = new FlatShadeMaterial(light, 0xcc0000);
 
			var sphere1:Sphere = new Sphere(material, 300, 10, 10);
			var sphere2:Sphere = new Sphere(material, 100, 10, 10);
			sphere2.x = 300;
			sphere2.y = 300;
			sphere2.z = 700
			var sphere3:Sphere = new Sphere(material, 100, 10, 10);
			sphere3.x = 600;
			sphere3.y = -400;
			sphere3.z = -200;
			var sphere4:Sphere = new Sphere(material, 100, 10, 10);
			sphere4.x = -700;
			sphere3.z = -100;
 
			scene.addChild(sphere1);
			scene.addChild(sphere2);
			scene.addChild(sphere3);
			scene.addChild(sphere4);
 
			stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
			stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
			stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
 
			startRendering();
		}
 
		private function onMouseDown(event:MouseEvent):void
		{
			isOribiting = true;
			previousMouseX = event.stageX;
			previousMouseY = event.stageY;
		}
 
		private function onMouseUp(event:MouseEvent):void
		{
			isOribiting = false;
		}
 
		private function onMouseMove(event:MouseEvent):void
		{
			var differenceX:Number = event.stageX - previousMouseX;
			var differenceY:Number = event.stageY - previousMouseY;
 
			if(isOribiting)
			{
				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, true, cameraTarget);
			}
		}
	}
}

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