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In the same spirit as the First steps in Papervision3D series of articles, I’m documenting my own progress in learning about this 3D engine for Flash. I hope as well that this provides a useful tutorial for others getting started with Away3D. I guess what I’m trying to say is that this is by no means a definitive guide to Away3D! This is my first day as well so if you find mistakes or have suggestions then please let me know!

Before starting I’d like to post a couple of links to a series of articles that I found very interesting and useful for beginners learning the basics of 3D programming. The first one one, Flash 3D Basics, provides a very good overview of the important elements for any 3D development. The second one is aimed directly at Away3D, but is relevant also to Papervision3D, and discusses the two main classes for any Away3D flash movie: The View and The Scene. You’ll see both of these being used below. Anyway, I’d really recommend taking a look at them.

For this post I’m really starting at the very beginning. My aim is simply to draw 3D shapes on the screen, exactly as I did for First steps in Papervision3D : Part 1. For this I’m assuming that you are using Flex Builder 3, or the Flex Builder 3 plugin for eclipse, as I am. I’m also assuming that you have Away3D built and ready to link to. My previous article on downloading and installing Away3D in eclipse might help if this isn’t the case.

For those of you who are new to using Flex Builder 3, we need to first of all create a new project and then set it’s build path to that of the Away3D source.

In eclipse (or Flex Builder 3), from the File menu, select New and then ActionScript project. You’ll see a New ActionScript Project window appear.

Type in a project name (for example I named it Tartiflop) and click on Finish. We then need to configure the project to use either the Away3D.swf library that I showed how to create before, or we link directly to the Away3D source. I prefer the second method simply because it gives me a more convenient access to the library source by navigating within eclipse. To do this, select the new project and right-click. Select Properties from the drop-down menu. Select the ActionScript Build Path on the left.

Select the Library path tab and click on Add Project….

Select the Away3D Flex Library project and click on OK. You’ll see that the library has now been added into the list of build path libraries.

We’re now ready to start creating our first Away3D flash movie! You’ll notice that the new project wizard of eclipse has automatically created an ActionScript class called Tartiflop.as. We don’t need this so you can delete it. For this post the class is called Example001.as so you’ll need to create a new ActionScript. Right-click on src in the Tartiflop project in the Flex Navigator tree. Select New and then ActionScript Class. Name the new class Example001 and click Finish.

The following code draws a sphere and three lines showing the x, y and z axes. Cut and paste the code below (we’ll go into the details of how it works later), save and it should hopefully compile without any errors!

package {   import away3d.cameras.Camera3D;   import away3d.containers.Scene3D;   import away3d.containers.View3D;   import away3d.core.base.Vertex;   import away3d.materials.WireColorMaterial;   import away3d.materials.WireframeMaterial;   import away3d.primitives.LineSegment;   import away3d.primitives.Sphere;     import flash.display.Sprite;   import flash.display.StageAlign;   import flash.display.StageScaleMode;   import flash.events.Event;     [SWF(backgroundColor="#000000")]     public class Example001 extends Sprite {     private var scene:Scene3D;     private var camera:Camera3D;     private var view:View3D;         public function Example001() {             // set up the stage       stage.align = StageAlign.TOP_LEFT;       stage.scaleMode = StageScaleMode.NO_SCALE;             // Initialise Papervision3D       init3D();             // Create the 3D objects       createScene();             // Initialise Event loop       this.addEventListener(Event.ENTER_FRAME, loop);        }     private function init3D():void {       // Create a new scene where all the 3D object will be rendered       scene = new Scene3D();             // Create a new camera, passing some initialisation parameters       camera = new Camera3D({zoom:20, focus:30, x:-100, y:-100, z:-500});             // Create a new view that encapsulates the scene and the camera       view = new View3D({scene:scene, camera:camera});       // center the viewport to the middle of the stage       view.x = stage.stageWidth / 2;       view.y = stage.stageHeight / 2;       addChild(view);     }     private function createScene():void {       // First object : a sphere             // Create a new material for the sphere : simple white wireframe       var sphereMaterial:WireColorMaterial = new WireColorMaterial(0x000000, {wirecolor:0xFFFFFF});       // Create a new sphere object using wireframe material, radius 50 with       // 10 horizontal and vertical segments       var sphere:Sphere = new Sphere({material:sphereMaterial, radius:50, segmentsW:10, segmentsH:10});       // Position the sphere (default = [0, 0, 0])       sphere.x = -100;       scene.addChild(sphere);         // Second object : x-, y- and z-axis         // Create a origin vertex       var origin:Vertex = new Vertex(0, 0, 0);       // Create the red-coloured x-axis with a width of 2       var xAxis:LineSegment = new LineSegment({material:new WireframeMaterial(0xFF0000, {width:2})});       xAxis.start = origin;       xAxis.end = new Vertex(100, 0, 0);       scene.addChild(xAxis);           // Create the green-coloured y-axis with a width of 2       var yAxis:LineSegment = new LineSegment({material:new WireframeMaterial(0x00FF00, {width:2})});       yAxis.start = origin;       yAxis.end = new Vertex(0, 100, 0);       scene.addChild(yAxis);           // Create the blue-coloured z-axis with a width of 2       var zAxis:LineSegment = new LineSegment({material:new WireframeMaterial(0x0000FF, {width:2})});       zAxis.start = origin;       zAxis.end = new Vertex(0, 0, 100);       scene.addChild(zAxis);       }         private function loop(event:Event):void {       // Render the 3D scene       view.render();     }   } }

To see the final result, right-click again on the Tartiflop project and select Run As and Flex Application. What you should see is the following: click on the image below to see the real flash movie (its not much more interesting than the image though!).

Let’s go into more detail with the code. I’m taking a look at this with the point of view of someone who has been using Papervision3D and its interesting to look at the similarities and differences between the two libraries. If you compare the code to the equivalent in Papervision3D, you can see that the codes resemble a lot.

The constructor of Example001 is identical to that of the equivalent example in Paperivision3D: the stage parameters are set so that the scene is scaled correctly, the 3D elements are initialised, the scene is created and then we add a frame-enter event listener.

Example001 inherits from the Sprite class as is indeed possible with Papervision3D. Papervision3D however provides a BasicView class where the scene, camera, view and renderer are all encapsulated (see part 2 of the Papervision3D series for example). Also the stage scaling is automatically encapsulated in the BasicView class.

    public function Example001() {             // set up the stage       stage.align = StageAlign.TOP_LEFT;       stage.scaleMode = StageScaleMode.NO_SCALE;             // Initialise Papervision3D       init3D();             // Create the 3D objects       createScene();             // Initialise Event loop       this.addEventListener(Event.ENTER_FRAME, loop);        }

However, as we can see, its not very complicated to initialise all the 3D elements individually - as we do in the init3D() function.

    private function init3D():void {       // Create a new scene where all the 3D object will be rendered       scene = new Scene3D();             // Create a new camera, passing some initialisation parameters       camera = new Camera3D({zoom:20, focus:30, x:-100, y:-100, z:-500});             // Create a new view that encapsulates the scene and the camera       view = new View3D({scene:scene, camera:camera});       // center the viewport to the middle of the stage       view.x = stage.stageWidth / 2;       view.y = stage.stageHeight / 2;       addChild(view);     }

We first of all create a Scene3D object which is used later to contain all of our rendered 3D elements. Secondly we create a Camera3D which sets up all our viewing parameters and finally we create a View3D object which provides us with our window through which we observe the scene.

Interesting to note is the way we can create Away3D objects. Unlike Papervsion3D which has well defined constructors taking specific arguments, Away3D allows us to pass an array of initialisation parameters. One good point is that this makes the code more concise, however, personally, I feel that it is less intuitive: with Papervision3D I felt I could determine relatively quickly what was needed to construct an object but here you need to search more within a class to obtain useful information. Having said that I have to admit that I haven’t yet looked at the Away3D documentation! I’m someone who is too excited to get his hands dirty before reading the manual!

With respect to the camera, unlike Papervision3D it is not possible to modify the field of view (or fov) directly and instead we need to manipulate the zoom and focus of the camera (see my post on the relationship between all three and also this really good article explaining the Away3D camera). Having an OpenGL background I find the field of view more intuitive however this is just a personal opinion.

After the 3D base elements have been created we can move on to creating the scene. This, as is fairly obvious, is done in the createScene() function.

    private function createScene():void {       // First object : a sphere             // Create a new material for the sphere : simple white wireframe       var sphereMaterial:WireColorMaterial = new WireColorMaterial(0x000000, {wirecolor:0xFFFFFF});       // Create a new sphere object using wireframe material, radius 50 with       // 10 horizontal and vertical segments       var sphere:Sphere = new Sphere({material:sphereMaterial, radius:50, segmentsW:10, segmentsH:10});       // Position the sphere (default = [0, 0, 0])       sphere.x = -100;       scene.addChild(sphere);         // Second object : x-, y- and z-axis         // Create a origin vertex       var origin:Vertex = new Vertex(0, 0, 0);       // Create the red-coloured x-axis with a width of 2       var xAxis:LineSegment = new LineSegment({material:new WireframeMaterial(0xFF0000, {width:2})});       xAxis.start = origin;       xAxis.end = new Vertex(100, 0, 0);       scene.addChild(xAxis);           // Create the green-coloured y-axis with a width of 2       var yAxis:LineSegment = new LineSegment({material:new WireframeMaterial(0x00FF00, {width:2})});       yAxis.start = origin;       yAxis.end = new Vertex(0, 100, 0);       scene.addChild(yAxis);           // Create the blue-coloured z-axis with a width of 2       var zAxis:LineSegment = new LineSegment({material:new WireframeMaterial(0x0000FF, {width:2})});       zAxis.start = origin;       zAxis.end = new Vertex(0, 0, 100);       scene.addChild(zAxis);       }

The scene is very simple: no lighting and just two stationary types of objects. As with Papervision3D, most objects provide only the vertices of a given shape: the rendering (what we see on the screen) is done through the material.

In this example we use two types of materials for two different types of shapes. This is different to Papervision3D where any material seems to be usable with any object. Here, the two shapes belong to two different families: an AbstractPrimitive and an AbstractWirePrimitive. Each one uses a material also belonging to a different family: an ITriangleMaterial and an ISegmentMaterial respectively. If we give the wrong type of material to a particular primitive then it is not rendered.

The two shapes used are a Sphere (an AbstractPrimitive) and a LineSegment (an AbstractWirePrimitive). We therefore give them two different types of materials. In this example I’ve used a WireColorMaterial and a WireframeMaterial respectively. The WireColorMaterial is created with a face color (black in this case) and a wire color is passed in the list of initialisation arguments (being white). The wireframe material is simply white but I’ve passed a width of 2 in the initialisation parameters.

The sphere is created first, taking a list of initialisation parameters including the sphere material. It should be noted that these parameters can be set afterwards, not necessarily in the constructor. I then create 3 lines for each axis, each one with a different color wireframe material. The lines are then given two vertices to define their start and end positions. Each 3D object is added to the scene so that they are rendered.

As a first impression of Away3D, I actually find that the construction of these primitive objects is more concise than for Papervision3D. Looking through the source directory of Away3D I also get the impression that there is more choice of primitives compared to Papervision3D.

Finally for this example, a small function is used to render the scene. We added in the constructor a frame-enter event listener called loop.

    private function loop(event:Event):void {       // Render the 3D scene       view.render();     }

Very simply, we call the function render of view to redraw the scene. This is another difference to Papervision3D: Papervision3D has a specific Renderer class used to draw the scene.

And that’s it! A very simple example of rendering a 3D scene in Away3D. Compared to Papervision3D, for something this simple, there really isn’t a huge difference. Overall I feel that Away3D is more concise but maybe loses degree of simplicity using the parameters array rather than having explicit constructor arguments… but that’s just a personal point of view though.

One surprise is the difference in file sizes between Papervision3D and Away3D. In Away3D the flash animation come to 136KB whereas in Papervision3D its at only 82KB. Okay, so neither are huge and maybe Away3D is a bigger library… but I’m interested to see how this compares for more complex examples.

Anyway, that’s it for this example. For me too its a first step - I just wanted to see what the Away3D library was like and how easy it was to convert from a Papervision3D source to an Away3D one. I hope to continue along the same theme to produce more complex examples over the coming weeks. As always, comments and suggestions as are always welcome so please don’t hesitate!

Next article:

Away3D can be installed either from the latest releases on the Away3D downloads page or from the SVN repository located on the googlecode site.

I’ve chosen the second method so that I can easily and regularly update the source to be up to date with the latest fixes and enhancements. I’m using the same technique that I showed downloading and compiling Papervision3D using SVN in eclipse. Since I use eclipse as my development environment (with the Flex Builder 3 plugin), I like to keep all my sources together in the same environment and the SVN plugin for eclipse works very well.

In eclipse select Import… from the File menu. You’ll see the following window appear.

Under the SVN item, select Projects from SVN and click Next. You’ll then be requested to enter details for the SVN repository.

For the URL enter http://away3d.googlecode.com/svn. Leave the user details empty - we’ll use anonymous access to obtain the source. Click Next to continue. Eclipse will examine the SVN repository and show the repository structure.

We’ll download everything from the trunk (which includes the source, docs and examples), so select trunk and click on Finish. You’ll then be asked how you want to check out the source.

We want to create a Flex Library project so select Check out as a project configured using the New Project Wizard.

Under Flex Builder, choose Flex Library Project and click Next.

Enter Away3D as the Project name (or any other name you’d like…) then select Next to configure the source directory.

Click next to src under Classes to include in the library. The Main source folder should show src, and the Output folder should show bin. Sometimes selecting the source folder here doesn’t always work and we’ll have to explicitly give the source folder again after the project has been created, as shown below.

You should now see in the Flex Navigator in eclipse a new project called Away3D with the latest revision number next to it. If you have the error nothing was specified to be included in the library shown in the Problems view, then you need to re-specify the source directory as I mentioned above. Simply right-click on the Away3D project and select Properties.

Under Flex Library Build Path, once again click next to src in the Classes to include in library box. After clicking OK you should see that eclipse is compiling the sources.

The final result is the Away3D.swc Flex library, located in the bin directory, that can be used with other Away3D projects that you create afterwards. Similarly, with eclipse, you can compile Away3D projects by linking directly to this project. Personally I prefer the second method simply because it makes developing and debugging easier as you can directly look at the source for a particular Away3D class.

Hope this is of some use. I’ll be taking a look, as I did with Papervision3D, at producing a few simple examples just to get a feel of the library… more soon I hope!

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Sunday, August 3rd, 2008

First steps in Papervision3D : Part 5 - scene interaction

Previous articles summary :

In this post, rather than adding more 3D rendering to the scene, I’d like to illustrate how Papervision3D provides us with a very simple interface so that users can interact with objects that we’ve created. As someone coming from an OpenGL background this is real magic ! Each triangle that we draw in a scene can listen to mouse events and call a specified function for example when we click on it or move the mouse over it.

The code sample that I show below is based on the previous post : four spheres with different shaded materials rotating about the origin. I’m now adding two different types of event listeners : a listener for standard Flash mouse events allowing the user can move around the scene by changing the camera position and a listener for Papervision3D InteractiveScene3DEvent events. The first of these is added to the stage, the second to individual DisplayObject3D objects.

To illustrate the interactions with the scene objects, I’m adding a third new element to code : tweens. Without having to calculate and specify the change in positions (for example) of objects within the code, a tween does all the hard work for us. A tween works on a particular property of an object and at each frame of an animation modifies this property in a particular manner. I’m not going to go into much detail here as its not the purpose of this post but you’ll find a lot of information on the web - here’s wikipedia’s definition for what its worth. The tweens I use here come from the opensource library Tweener which provides tweens for Actionscript2 and Actionscript3 as well as JavaScript and HaXE. To install it in your Eclipse/Flex Builder 3 environment follow the same guidelines that I gave with installing Papervision3D but rather than importing the source using SVN, simply download the zip file of the source from the Tweener homepage and extract it into the src folder of a new Tweener project. When its compiled link your own Actionscript project to the Tweener project.

Here’s the full code for the interactive scene and including the imports of the new Tweener library.

package {
 
  import caurina.transitions.Tweener;
 
  import flash.display.StageAlign;
  import flash.display.StageScaleMode;
  import flash.events.Event;
  import flash.events.MouseEvent;
 
  import org.papervision3d.core.proto.MaterialObject3D;
  import org.papervision3d.events.InteractiveScene3DEvent;
  import org.papervision3d.lights.PointLight3D;
  import org.papervision3d.materials.shadematerials.CellMaterial;
  import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
  import org.papervision3d.materials.shadematerials.GouraudMaterial;
  import org.papervision3d.materials.shadematerials.PhongMaterial;
  import org.papervision3d.objects.DisplayObject3D;
  import org.papervision3d.objects.primitives.Sphere;
  import org.papervision3d.view.BasicView;

  public class Example005 extends BasicView {
 
    private static const ORBITAL_RADIUS:Number = 200;
   
    private var sphere1:Sphere;
    private var sphere2:Sphere;
    private var sphere3:Sphere;
    private var sphere4:Sphere;
    private var sphereGroup:DisplayObject3D;
    private var light:PointLight3D;
   
    private var doRotation:Boolean = false;
    private var lastMouseX:int;
    private var lastMouseY:int;
    private var cameraPitch:Number = 60;
    private var cameraYaw:Number = -60;
   
    public function Example005() {
      // specify that we want the scene to be interactive
      super(0, 0, true, true);
     
      // set up the stage
      stage.align = StageAlign.TOP_LEFT;
      stage.scaleMode = StageScaleMode.NO_SCALE;

      // Initialise Papervision3D
      init3D();
     
      // Create the 3D objects
      createScene();

      // Listen to mouse up and down events on the stage
      stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
      stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
     
      // Start rendering the scene
      startRendering();
    }
   
    private function init3D():void {
      // position the camera
      camera.z = -500;
      camera.orbit(cameraPitch, cameraYaw);
    }

    private function createScene():void {
      // Specify a point light source and its location
      light = new PointLight3D(true);
      light.x = 400;
      light.y = 1000;
      light.z = -400;

      // Create a new material (flat shaded) and make it interactive
      var flatShadedMaterial:MaterialObject3D = new FlatShadeMaterial(light, 0x6654FF, 0x060433);
      flatShadedMaterial.interactive = true;
      sphere1 = new Sphere(flatShadedMaterial, 50, 10, 10);
      sphere1.x = -ORBITAL_RADIUS;

      // Create a new material (flat shaded) and make it interactive
      var gouraudMaterial:MaterialObject3D = new GouraudMaterial(light, 0x6654FF, 0x060433);
      gouraudMaterial.interactive = true;
      sphere2 = new Sphere(gouraudMaterial, 50, 10, 10);
      sphere2.x =  ORBITAL_RADIUS;

      // Create a new material (flat shaded) and make it interactive
      var phongMaterial:MaterialObject3D = new PhongMaterial(light, 0x6654FF, 0x060433, 150);
      phongMaterial.interactive = true;
      sphere3 = new Sphere(phongMaterial, 50, 10, 10);
      sphere3.z = -ORBITAL_RADIUS;

      // Create a new material (flat shaded) and make it interactive
      var cellMaterial:MaterialObject3D = new CellMaterial(light, 0x6654FF, 0x060433, 5);
      cellMaterial.interactive = true;
      sphere4 = new Sphere(cellMaterial, 50, 10, 10);
      sphere4.z =  ORBITAL_RADIUS;

      // Create a 3D object to group the spheres
      sphereGroup = new DisplayObject3D();
      sphereGroup.addChild(sphere1);
      sphereGroup.addChild(sphere2);
      sphereGroup.addChild(sphere3);
      sphereGroup.addChild(sphere4);

      // Add a listener to each of the spheres to listen to InteractiveScene3DEvent events
      sphere1.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, onMouseDownOnSphere);
      sphere2.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, onMouseDownOnSphere);
      sphere3.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, onMouseDownOnSphere);
      sphere4.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, onMouseDownOnSphere);

      // Add the light and spheres to the scene
      scene.addChild(sphereGroup);
      scene.addChild(light);
    }
   
    override protected function onRenderTick(event:Event=null):void {
      // rotate the spheres
      sphere1.yaw(-8);
      sphere2.yaw(-8);
      sphere3.yaw(-8);
      sphere4.yaw(-8);
     
      // rotate the group of spheres
      sphereGroup.yaw(3);

      // If the mouse button has been clicked then update the camera position     
      if (doRotation) {
       
        // convert the change in mouse position into a change in camera angle
        var dPitch:Number = (mouseY - lastMouseY) / 2;
        var dYaw:Number = (mouseX - lastMouseX) / 2;
       
        // update the camera angles
        cameraPitch -= dPitch;
        cameraYaw -= dYaw;
        // limit the pitch of the camera
        if (cameraPitch <= 0) {
          cameraPitch = 0.1;
        } else if (cameraPitch >= 180) {
          cameraPitch = 179.9;
        }
     
        // reset the last mouse position
        lastMouseX = mouseX;
        lastMouseY = mouseY;
       
        // reposition the camera
        camera.orbit(cameraPitch, cameraYaw);
      }
     
      // call the renderer
      super.onRenderTick(event);
    }

    // called when mouse down on stage
    private function onMouseDown(event:MouseEvent):void {
      doRotation = true;
      lastMouseX = event.stageX;
      lastMouseY = event.stageY;
    }

    // called when mouse up on stage
    private function onMouseUp(event:MouseEvent):void {
      doRotation = false;
    }
   
    // called when mouse down on a sphere
    private function onMouseDownOnSphere(event:InteractiveScene3DEvent):void {
      var object:DisplayObject3D = event.displayObject3D;
      Tweener.addTween(object, {y:200, time:1, transition:"easeOutSine", onComplete:function():void {goBack(object);} });
    }
   
    // called when a tween created in onMouseDownOnSphere has terminated
    private function goBack(object:DisplayObject3D):void {
      Tweener.addTween(object, {y:0, time:2, transition:"easeOutBounce"});
    }
  }
}

This produces the following Flash animation (click on image below) where we see the four spinning spheres rotating about the origin. You can rotate the scene by clicking and moving the mouse. You can interact with the spheres by clicking on them to make them jump.


Now lets look at the two different types of interaction that occur with this scene.

Stage interaction and modifying the camera position
The objective is to look at the scene from different angles by clicking the mouse button and moving the mouse. The interaction with the mouse is initialised by listening to the standard Flash event listeners. In the constructor we add the following lines :

      // Listen to mouse up and down events on the stage
      stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
      stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);

When a mouse click occurs on the stage, calls are made to onMouseDown and onMouseUp. These methods modify a boolean value to indicate that the user wants to translate the camera and initialises the position of the mouse, necessary to determine the amount of movement that occurs during a frame.

    // called when mouse down on stage
    private function onMouseDown(event:MouseEvent):void {
      doRotation = true;
      lastMouseX = event.stageX;
      lastMouseY = event.stageY;
    }

    // called when mouse up on stage
    private function onMouseUp(event:MouseEvent):void {
      doRotation = false;
    }

The movement of the camera occurs by implementing code in the onRenderTick function which is called systematically at the beginning of every frame.

      // If the mouse button has been clicked then update the camera position     
      if (doRotation) {
       
        // convert the change in mouse position into a change in camera angle
        var dPitch:Number = (mouseY - lastMouseY) / 2;
        var dYaw:Number = (mouseX - lastMouseX) / 2;
       
        // update the camera angles
        cameraPitch -= dPitch;
        cameraYaw -= dYaw;
        // limit the pitch of the camera
        if (cameraPitch <= 0) {
          cameraPitch = 0.1;
        } else if (cameraPitch >= 180) {
          cameraPitch = 179.9;
        }
     
        // reset the last mouse position
        lastMouseX = mouseX;
        lastMouseY = mouseY;
       
        // reposition the camera
        camera.orbit(cameraPitch, cameraYaw);
      }

The amount of horizontal and vertical movement of the mouse since the last frame (or the mouse down event was captured) are converted into angular displacements. These displacements are converted into a change in camera position. Rather than specifying and x, y and z values for the camera we are able to take advantage of its orbit function. The orbit takes two angles : yaw (or angle in the x-z plane) and pitch angle from the y axis which we limit to be between 0 and 180 degrees.

The orbit occurs around any given 3D object - in this case the origin as default - and has a particular distance from the object. This distance was initialised during the init3D method when we specified camera.z = -500. All subsequent orbital positions therefore have a distance of 500 from the origin. If you look into the code of the function orbit, you’ll see that these angles are subsequently converted into positional values for the camera.

After updating the camera position, the call to super.onRenderTick performs the necessary actions to render the scene at the modified viewing position.

Object interaction and tweening
The second type of interaction that we use takes advantage of Papervision3D’s power of detecting which 3D object is beneath the mouse. We need to explicitly indicate to Papervision3D that we want to have an interactive scene when we create the viewport and for each interactive material that we create, the interactions themselves are handled by adding listeners to the 3D objects.

First of all, to specify that we want an interactive scene we modify the call to the constructor of BasicView which is done by passing the value of true to the interactive scene argument (the second boolean shown below, the first being to indicate that we want the viewport to resize to the stage).

    public function Example005() {
      // specify that we want the scene to be interactive
      super(0, 0, true, true);

Secondly, each object that we want to be interactive must have an interactive material. This is done by setting the variable interactive to true for the materials that we have created. For example, the flat shaded sphere is as such :

      // Create a new material (flat shaded) and make it interactive
      var flatShadedMaterial:MaterialObject3D = new FlatShadeMaterial(light, 0x6654FF, 0x060433);
      flatShadedMaterial.interactive = true;
      sphere1 = new Sphere(flatShadedMaterial, 50, 10, 10);

Once the 3D objects have been created we add listeners to listen to Papervision3D interactive scene events, in this case when the user clicks on a sphere.

      // Add a listener to each of the spheres to listen to InteractiveScene3DEvent events
      sphere1.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, onMouseDownOnSphere);
      sphere2.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, onMouseDownOnSphere);
      sphere3.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, onMouseDownOnSphere);
      sphere4.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, onMouseDownOnSphere);

All of these objects use the same function to handle the event.

    // called when mouse down on a sphere
    private function onMouseDownOnSphere(event:InteractiveScene3DEvent):void {
      var object:DisplayObject3D = event.displayObject3D;
      Tweener.addTween(object, {y:200, time:1, transition:"easeOutSine", onComplete:function():void {goBack(object);} });
    }

The object that has been clicked on is sent as part of the InteractiveScene3DEvent data. Here we then see the implementation of Tweener.

Tweener contains static methods that allow us to modify object properties. In this case we simply modify the y position of the object so that it goes to a value of 200 in 1 second using the easeOutSine transition function. I’d recommend looking at the Tweener documentation on the different transition functions. The onComplete argument allows us to put the sphere back to its original position when the tween has completed.

    // called when a tween created in onMouseDownOnSphere has terminated
    private function goBack(object:DisplayObject3D):void {
      Tweener.addTween(object, {y:0, time:2, transition:"easeOutBounce"});
    }
  }

This then uses another tween with an easeOutBounce transition to move the sphere back to the x-z plane.

As you can see, adding user interactions to the scene is very easy. Papervision3D provides a very simple interface to modify both camera position and produce interactions with individual objects in the scene. What I’ve shown here is just is a simple introduction to object interaction : there are different types of interactions for example when an object is added to a scene, the mouse moves over the object or the object is moved. Look inside the source of InteractiveScene3DEvent to get an idea of all the possibilities. Hopefully this at least has given a taster of what can be produced. As always comments and feedback are very welcome !

Next article:

Tuesday, July 29th, 2008

First steps in Papervision3D : Part 1

In this post I hope to show how, in a few simple steps, we can create a simple 3D scene in Actionscript 3 using Papervision3D. As I’ve mentioned in previous posts, I’m no expert and am merely posting on the web the experiences I’ve had over the last few weeks in starting myself. A couple of useful links providing an introduction to 3D techniques and Papervision3D features provide a good starting point.

My main objective here is to highlight the principal elements necessary to render a 3D scene using certain principal pv3d classes namely Scene3D, Viewport3D, Camera3D and BasicRenderEngine. In the next post in this series I’ll show how Papervsion3D v2.0 provides a simple wrapper class, BasicView, that encapsulates all of these making it even simpler to get started. However, for this post I wanted to show the basic ingredients involved in Papervision3D.

Before starting, I’m assuming that you’re using Flex Builder 3 (or the Eclipse plugin) and have downloaded and compiled Papervision3D v2.0 (Great White) within this environment. You can check out these previous posts if you need help :

1. Creating a new project
From the File menu in Eclipse, select New -> ActionScript Project. In the new project wizard, enter the name of the project (here I’ve called it FirstSteps) and click on Next.


We now need to specific the source path. Rather unimaginatively, I use src entered next to the Main source folder label. I also change the name of the Main application file to Example001.as. Note that this can also be changed later. The output folder I left as its default value. Next click on the Library path tab to set up the import of Papervision3D.

Initially only the Flex 3 classes are included and we need to import the Papervision3D ones. You now have two options : either link this project to the Papervision3D one (see my last post) by clicking on the Add Project… button or copy the compiled as3 library from that project into the new project and link to it by clicking on Add SWC… For this example I’m going to use the first option - I’ve found it useful over the last few weeks to be able to wander through the Papervision3D source code during the development stages. I don’t know if there’s an advantage or not with using one option rather than the other… In any case you can always change how you import Papervision3D later by modifying the project properties. So, for the time being, click on Add Project… and select the Papervision3D project that we created before.


2. Example001.as
We’re now ready to start our first example. Open the newly created Example001.as file and replace what’s been automatically generated with the following code. This example draws a wire-frame sphere and the x-, y- and z- axes. What I really want to illustrate though is how the scene is set up.

package {
 
  import flash.display.Sprite;
  import flash.display.StageAlign;
  import flash.display.StageScaleMode;
  import flash.events.Event;
 
  import org.papervision3d.cameras.Camera3D;
  import org.papervision3d.core.geom.Lines3D;
  import org.papervision3d.core.geom.renderables.Line3D;
  import org.papervision3d.core.geom.renderables.Vertex3D;
  import org.papervision3d.core.proto.MaterialObject3D;
  import org.papervision3d.materials.WireframeMaterial;
  import org.papervision3d.materials.special.LineMaterial;
  import org.papervision3d.objects.DisplayObject3D;
  import org.papervision3d.objects.primitives.Sphere;
  import org.papervision3d.render.BasicRenderEngine;
  import org.papervision3d.scenes.Scene3D;
  import org.papervision3d.view.Viewport3D;

  public class Example001 extends Sprite {
 
    private var scene:Scene3D;
    private var camera:Camera3D;
    private var viewport:Viewport3D;
    private var renderer:BasicRenderEngine;
 
    public function Example001() {
     
      // set up the stage
      stage.align = StageAlign.TOP_LEFT;
      stage.scaleMode = StageScaleMode.NO_SCALE;
     
      // Initialise Papervision3D
      init3D();
     
      // Create the 3D objects
      createScene();
     
      // Initialise Event loop
      this.addEventListener(Event.ENTER_FRAME, loop);   
    }

    private function init3D():void {

      // create viewport
      viewport = new Viewport3D(0, 0, true, false);
      addChild(viewport);

      // Create new camera with fov of 60 degrees (= default value)
      camera = new Camera3D(60);
     
      // initialise the camera position (default = [0, 0, -1000])
      camera.x = -100;
      camera.y = -100;
      camera.z = -500;
     
      // target camera on origin
      camera.target = DisplayObject3D.ZERO;

      // Create a new scene where our 3D objects will be displayed
      scene = new Scene3D();
 
      // Create new renderer
      renderer = new BasicRenderEngine();
    }

    private function createScene():void {

      // First object : a sphere
     
      // Create a new material for the sphere : simple white wireframe
      var sphereMaterial:MaterialObject3D = new WireframeMaterial(0xFFFFFF);

      // Create a new sphere object using wireframe material, radius 50 with
      //   10 horizontal and vertical segments
      var sphere:Sphere = new Sphere(sphereMaterial, 50, 10, 10);

      // Position the sphere (default = [0, 0, 0])
      sphere.x = -100;

      // Second object : x-, y- and z-axis
     
      // Create a default line material and a Lines3D object (container for Line3D objects)
      var defaultMaterial:LineMaterial = new LineMaterial(0xFFFFFF);
      var axes:Lines3D = new Lines3D(defaultMaterial);

      // Create a different colour line material for each axis
      var xAxisMaterial:LineMaterial = new LineMaterial(0xFF0000);
      var yAxisMaterial:LineMaterial = new LineMaterial(0x00FF00);
      var zAxisMaterial:LineMaterial = new LineMaterial(0x0000FF);

      // Create a origin vertex
      var origin:Vertex3D = new Vertex3D(0, 0, 0);

      // Create a new line (length 100) for each axis using the different materials and a width of 2.
      var xAxis:Line3D = new Line3D(axes, xAxisMaterial, 2, origin, new Vertex3D(100, 0, 0));
      var yAxis:Line3D = new Line3D(axes, yAxisMaterial, 2, origin, new Vertex3D(0, 100, 0));
      var zAxis:Line3D = new Line3D(axes, zAxisMaterial, 2, origin, new Vertex3D(0, 0, 100));
     
      // Add lines to the Lines3D container
      axes.addLine(xAxis);
      axes.addLine(yAxis);
      axes.addLine(zAxis);

      // Add the sphere and the lines to the scene
      scene.addChild(sphere);
      scene.addChild(axes);
    }
   
    private function loop(event:Event):void {
      // Render the 3D scene
      renderer.renderScene(scene, camera, viewport);
    }
  

  }
}

When executed you should see a wireframe sphere to the left and the a red x-axis, green y-axis and blue z-axis (click on image to execute the Flash animation):

Now let’s go into a bit more detail into the code.

3. Initialising the stage
During the setup of the project we specified that Example001.as should be the main application file. This means that it has access to the stage and its associated variables. In the constructor of Example001.as we include the following lines of standard Actionscript code :

      stage.align = StageAlign.TOP_LEFT;
      stage.scaleMode = StageScaleMode.NO_SCALE;

The first line indicates that rendered scene should be aligned to the top-left of the browser. The second indicates that the displayed scene will remain the same size when the browser window is redimensioned.

The other pure Actionscript part is to specify an event listener so that the scene can be drawn on the stage (and updated if the scene changes). This is specified using the event listener :

      this.addEventListener(Event.ENTER_FRAME, loop);

4. Initialising the 3D scene
There are three essential classes necessary to set up the scene : Scene3D, Viewport3D and Camera3D. I’d recommend playing around with the values that I’ve given in the code to see what differences they make - its always easier to learn through trial and error !

Firstly we specify the viewport which is added directly as a child of of Example001 and rendered on the stage :

      viewport = new Viewport3D(0, 0, true, false);
      addChild(viewport);

The first two parameters specify the size of the viewport (width and height respectively). By setting them both to 0 we indicate to Papervision3D that we want to use the full width of the stage. We could though for example have a viewport that is smaller than the stage. The first boolean value we pass is to resize the viewport when the stage (or browser window) is resized. The final value indicates that we are not rendering an interactive scene.

Next we set up the camera which specifies the user location relative to the scene and in which direction they are looking in. We imagine that the user is seeing the scene through a camera because variables such as zoom and focus can be specified.

      // Create new camera with fov of 60 degrees (= default value)
      camera = new Camera3D(60);
     
      // initialise the camera position (default = [0, 0, -1000])
      camera.x = -100;
      camera.y = -100;
      camera.z = -500;
     
      // target camera on origin
      camera.target = DisplayObject3D.ZERO;

The camera is created with a field of vision of 60 degrees, indicating the vertical visible angle. We then give it a position which by default is located at -1000 along the z-axis (positive values go into the screen). We then indicate that we want the camera to point towards the origin - if you leave this out you’ll notice that the camera by default looks along the z-axis.

Finally we create a Scene3D and a BasicRenderEngine.

      // Create a new scene where our 3D objects will be displayed
      scene = new Scene3D();
 
      // Create new renderer
      renderer = new BasicRenderEngine();

All 3D objects that we create with Papervision are added to the Scene3D, as we’ll see later, and the Renderer is used, as one might expect, to draw the scene.

That, at its very simplest, is how we set up Papervision3D before creating the 3D objects (actually, that’s not true : I’ll show in the next post an easier way !). As I said before, play around with the value and, more importantly, explore the Papervision3D code to see what the different parameters do.

5. Adding 3D objects to the scene
Here I’m going to add two simple objects to the scene : a sphere with a wireframe structure, and three lines to show the x-, y- and z-axes, each with a different colour.

We use a Papervision3D primitive object for the sphere - the people at Papervision3D have done all the hard work for us, all we need to do is give a few parameters for its size and amount of detail.

      // Create a new material for the sphere : simple white wireframe
      var sphereMaterial:MaterialObject3D = new WireframeMaterial(0xFFFFFF);

      // Create a new sphere object using wireframe material, radius 50 with
      //   10 horizontal and vertical segments
      var sphere:Sphere = new Sphere(sphereMaterial, 50, 10, 10);

      // Position the sphere (default = [0, 0, 0])
      sphere.x = -100;

First of all we create a new material. All objects in Papervision3D have an associated material. To name but a few examples, the material can be simply to display edges (as we use here), a coloured material for a solid colour, a shaded one that takes into account lighting or a bitmapped material to show images. If you explore in the Papervision3D source to org/papervision3d/materials you’ll find a huge variety. For our example we create a wireframe material (showing the edges of the polygons used for the sphere) having a white colour.

The sphere is then created with this material. We give it a radius of 50 and specify that it is made up of 10 horizontal and vertical segments.

After the sphere, we create the axes.

      // Create a default line material and a Lines3D object (container for Line3D objects)
      var defaultMaterial:LineMaterial = new LineMaterial(0xFFFFFF);
      var axes:Lines3D = new Lines3D(defaultMaterial);

      // Create a different colour line material for each axis
      var xAxisMaterial:LineMaterial = new LineMaterial(0xFF0000);
      var yAxisMaterial:LineMaterial = new LineMaterial(0x00FF00);
      var zAxisMaterial:LineMaterial = new LineMaterial(0x0000FF);

      // Create a origin vertex
      var origin:Vertex3D = new Vertex3D(0, 0, 0);

      // Create a new line (length 100) for each axis using the different materials and a width of 2.
      var xAxis:Line3D = new Line3D(axes, xAxisMaterial, 2, origin, new Vertex3D(100, 0, 0));
      var yAxis:Line3D = new Line3D(axes, yAxisMaterial, 2, origin, new Vertex3D(0, 100, 0));
      var zAxis:Line3D = new Line3D(axes, zAxisMaterial, 2, origin, new Vertex3D(0, 0, 100));
     
      // Add lines to the Lines3D container
      axes.addLine(xAxis);
      axes.addLine(yAxis);
      axes.addLine(zAxis);

The lines are created using the Line3D class. These lines need to be grouped together in a Lines3D object. As for the sphere, all these objects need to have an associated material : here we use the LineMaterial with different colours for each axis (red, green and blue for x, y and z respectively). Lines are defined simply by specifying two vertices. After they are created we add them to the Lines3D group.

We now have our main 3D objects. All that is left to do is add them to the scene.

      // Add the sphere and the lines to the scene
      scene.addChild(sphere);
      scene.addChild(axes);

We now have Papervision3D initialised and the 3D objects created and added to the scene. All that’s left is to render the scene.

6. Rendering the scene
As mentioned previously, we use the Actionscript event listener to call a method at every frame of the Flash movie. In this method we simply use the BasicRendererEngine that we created earlier to update the rendered scene.

      // Render the 3D scene
      renderer.renderScene(scene, camera, viewport);

The renderer takes the scene (our 3D objects), the camera (the observer’s position) and the viewport (where we see the scene) and performs all the necessary calculations to convert the 3D data into 2D displayable data.

So, there we are - a simple example of using Papervision3D. As always I’d recommend playing around with the code to get a feel for what the different parameters are doing and more so to go into the Papervision3D code itself which is well documented to get a better understanding of what each class does. In the next post I’ll show how Papervision3D v2.0 encapsulates the camera, scene, viewpoint and renderer into a single simple class, but I think its useful to see each individual element on its own to start off with. Hopefully this post illustrates how simple the API is to use and provides a useful first step in Papervision3D development.

Next article:

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Sunday, July 27th, 2008

Downloading and compiling Papervision3D v2.0 (Great White) sources with SVN in Eclipse

In this post I aim to show you how to download the Papervision3D v2.0 (codenamed Great White) sources from their Subversion repository within Eclipse and compile them as an Actionscript 3 library.

For this I’m assuming that you have the Flex Builder 3 plugin installed (see a previous post on using this plugin with Eclipse 3.4) and, if you need to, read my last post on installing the SVN plugin (Subversive) in eclipse. Another source of information can be found on the Papervision3D FAQ.

In Eclipse, select Import… from the File menu item


From the popup that appears, select Projects from SVN in the SVN node of the tree - thanks to the Subversive Eclipse plugin - and click Next.

You’ll then be requested information on the SVN repository. We need to create a new one for the the Papervision3D source so select the Create a new repository location radio button and click Next.


In the following window we need to enter information about the Papervision3D respository location. Enter http://papervision3d.googlecode.com/svn/ in the text field next to the URL: label and click Next. Note that the URL given on the Papervision3D FAQ is http://papervision3d.googlecode.com/svn/trunk/. Eclipse automatically searches for the trunk directory, as you can see if you click on the Advanced settings tab, so we don’t need to give it here.

Eclipse then searches for the repository and provides a listing of available directories. You can browse through the trunk branches and you’ll see that there is the Great White branch as well as the previous version of Papervision3D (v1.5 ?) shown here for Actionscript 3. Select GreatWhite and click on Finish.

Eclipse starts to scan the repository and then requests how you would like to check out the project. Select Check out as a project configured using the New Project Wizard and click on Finish.

In the New Project wizard select Flex Library Project from the Flex Builder tree node and click Next.

Enter the name of the project you’d like to create - for example Papervision3D as I show below and click Next to set up the main source directory.


Enter src in the field next to the Main source folder label and select the radio button next to src under Classes to include in the library then click on Finish.

Eclipse will then start to check out the Great White branch from the Papervision3D repository and place them in a new project which can take several minutes. You should then see the new project in the Flex Navigator.


If, like me, you see the error message nothing was specified to be included in the library, then simply right-click on the project, select Properties and select Flex Library Build Path from the menu and click on the check box next to src under Classes to include in the library and click on OK.

You’ll see at the bottom right of the Eclipse window that it starts to compile the sources and when its finished if you open up the bin directory of the project in the Navigator you’ll see a newly created libary file called Papervision3D.swc that you can use in your Papervision3D projects (or otherwise link your other projects to the Papervision3D one when you configure them).


Also included in the import are some examples of using Papervision3D v2.0. These are useful to get started on Papervision3D projects. Similarly useful is to perform the same procedure as above and check out the previous version of Papervision3D (check out from a different branch from the repository as shown above when importing an SVN project). The API has changed quite a lot, but not completely. There are a lot of useful examples showing the different features. The source code is also well documented and its useful exploring the different Actionscript classes.

Anyway, I hope to provide some simple, concrete examples of using Papervision3D in the near future. In the meantime I hope this has provided a useful step in obtaining the source code using SVN in Eclipse (*) and please let me know if there’s anything missing.

(* by the way, I presume the same steps in installing SVN and obtaining the Papervision3D source code can be performed directly within the Flex Builder 3 application since it uses the Eclipse architecture - it’d be useful to know if you’ve tried it)

Sunday, July 27th, 2008

Installing Subversion (SVN) plugin for Eclipse

To download Papervision3D v2.0 (Great White) we need to have Subversion (SVN) installed (see the pv3d wiki). I’ve seen a number of posts on the web doing this using a separate SVN client (for example using TortoiseSVN in Windows, (shown here in a YouTube video tutorial), and svnX for the Mac). However, I’m a fan of Eclipse and have not come across a CVS client that works as well as that which is included with Eclipse so wanted to see how well SVN plugin compared. Plus with Eclipse being multi-platform I can move from Mac to Linux to Windows and have exactly the same interface for all of them - I guess my motto is be lazy because I’d really rather not repeat the same tasks using different applications wherever I go. What’s more, I use the Flex Builder 3 plugin for Eclipse and, as with my other projects, like to have the version control integrated into my development environment. For SVN, we need to install the Subversive plugin for eclipse.

To integrate SVN into eclipse I simply followed the instructions given on the Subversive download page. Before using the Subversive plugin we need to however download the SVN Connectors. The following illustrates how to do this using Eclipse Software Updates.

In Eclipse, selected the Help menu item, then Software updates… Click on the Available Software tab.

We first need to install the SVN Connectors that are available from polarion.com, from where the Subversive plugin originates. Click on Add Site… and type the following address : http://www.polarion.org/projects/subversive/download/eclipse/2.0/update-site/

When you click OK you’ll see a new list of components available for installation.

Click on the check box next to the polarion to select all the components and then click on Install…

NOTE : If you’re using a Mac you must deselect both the JavaHL Win32 Binaries otherwise there are unresolved conflicts when it comes to installing the Subversive plugin.

You should now be presented with a summary of all the components to be installed.

Click Next and accept the terms of the license agreement. The components are then downloaded and installed. You’ll then be asked whether you want to restart eclipse - its probably a good idea to do this.

When Eclipse restarts we need to go through the same procedure to install the Subversive plugin. As before, select Software Updates… from the Help menu item and then click on Add Site… Now type the address of the Eclipse Subversive update site : http://download.eclipse.org/technology/subversive/0.7/update-site/

Click OK and select the newly proposed components for Subversion :

Click on Install… and you’ll get a summary of the new components to install.

Click Next and agree to the terms of the license agreement and Eclipse will start to download and install the Subversion plugin. As for the SVN Connectors, restart Eclipse when prompted.

And that’s it ! You should now have SVN fully working within Eclipse. Just to check, if you select
Import… from the File menu item you should have the possibility of importing a project from SVN.

So now that we have Subversive up and running in Eclipse, we can now move onto the main objective of installing Papervision3D v2.0 (Great White) from its SVN repository.

Sunday, July 27th, 2008

Installing Flex Builder 3 plugin with Eclipse 3.4 (Ganymede)

At the time of writing, the Adobe Flex Builder 3 plugin is not compatible with Eclipse 3.4 (Ganymede). Flex Builder requires a version 3.3 of Eclipse during its installation and will report an error when you point it to a 3.4 version. However you can force it to continue with the installation and then install a patch, available with thanks to Tekool.net. For the patch to work fully you need to cleanly restart Eclipse (as mentioned in the comments on the linked post) :

eclipse -clean (on windows, or)
./eclipse -clean (on mac/linux)

This is needed only once - after this the plugin works fine with the latest version of Eclipse.