pv3d.org example testing examples from pv3d.org h_jayesh forked:1favorite:1lines:54license : see code comments modified : 2009-06-18 01:45:52 Embed Tweet // testing examples from pv3d.org 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="300", height="300", 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(300, 300); opaqueBackground = 0x000000; var light:LightObject3D = new PointLight3D(); var material:MaterialObject3D = new FlatShadeMaterial(light, 0xcc0000, 0x333333, 10); arrow1 = new Arrow(material); arrow1.x = -250; scene.addChild(arrow1); arrow2 = new Arrow(material); scene.addChild(arrow2); arrow3 = new Arrow(material); arrow3.x = 250; 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); } } } Code Fullscreen Preview Fullscreen CYBERFOX example, papervision3d, pv3d pv3d.org, Number3D Number3D.toRADIANS material transform light normalize Event Number sort new page view favorite forked pv298 forked from: pv3d.org example zeichen forked:1 favorite:0lines:54 (diff:1)