/* * PAPER ON ERVIS NPAPER ISION PE IS ON PERVI IO APER SI PA * AP VI ONPA RV IO PA SI PA ER SI NP PE ON AP VI ION AP * PERVI ON PE VISIO APER IONPA RV IO PA RVIS NP PE IS ONPAPE * ER NPAPER IS PE ON PE ISIO AP IO PA ER SI NP PER * RV PA RV SI ERVISI NP ER IO PE VISIO AP VISI PA RV3D * ______________________________________________________________________ * papervision3d.org + blog.papervision3d.org + osflash.org/papervision3d */ /* * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ // ______________________________________________________________________ // CameraObject3D: Camera3D package org.papervision3d.cameras { import org.papervision3d.Papervision3D; import org.papervision3d.core.Number3D; import org.papervision3d.core.Matrix3D; import org.papervision3d.core.proto.CameraObject3D; import org.papervision3d.objects.DisplayObject3D; /** * The Camera3D class creates a camera that views the area around a target object. *

* A camera defines the view from which a scene will be rendered. Different camera settings would present a scene from different points of view. *

* 3D cameras simulate still-image, motion picture, or video cameras of the real world. When rendering, the scene is drawn as if you were looking through the camera lens. */ public class Camera3D extends CameraObject3D { // __________________________________________________________________________ // PUBLIC /** * A DisplayObject3D object that specifies the current position the camera is looking at. */ public var target :DisplayObject3D; /** * A Number3D object that specifies the desired position of the camera in 3D space. Only used when calling update(). */ public var goto :Number3D; /** * A Number3D object that specifies the desired rotation of the camera in 3D space. Only used when calling update(). */ // public var gotoRotation :Number3D; /** * A Number3D object that specifies the desired position of the camera's target in 3D space. Only used when calling update(). */ // public var gotoTarget :Number3D; // __________________________________________________________________________ // N E W // NN NN EEEEEE WW WW // NNN NN EE WW WW WW // NNNNNN EEEE WWWWWWWW // NN NNN EE WWW WWW // NN NN EEEEEE WW WW /** * The Camera3D constructor creates cameras that view the area around a target object. * * Its initial position can be specified in the initObject. * * @param zoom This value specifies the scale at which the 3D objects are rendered. Higher values magnify the scene, compressing distance. Use it in conjunction with focus. *

* @param focus This value is a positive number representing the distance of the observer from the front clipping plane, which is the closest any object can be to the camera. Use it in conjunction with zoom. *

* @param initObject An optional object that contains user defined properties with which to populate the newly created DisplayObject3D. *

* It includes x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY scaleZ and a user defined extra object. *

* If extra is not an object, it is ignored. All properties of the extra field are copied into the new instance. The properties specified with extra are publicly available. *

* The following initObject property is also recognized by the constructor: *

*/ public function Camera3D( target:DisplayObject3D=null, zoom:Number=2, focus:Number=100, initObject:Object=null ) { super( zoom, focus, initObject ); this.target = target || DisplayObject3D.ZERO; this.goto = new Number3D( this.x, this.y, this.z ); // this.goTarget = new Number3D( this.target.x, this.target.y, this.target.z ); } // ___________________________________________________________________________________________________ // T R A N S F O R M // TTTTTT RRRRR AA NN NN SSSSS FFFFFF OOOO RRRRR MM MM // TT RR RR AAAA NNN NN SS FF OO OO RR RR MMM MMM // TT RRRRR AA AA NNNNNN SSSS FFFF OO OO RRRRR MMMMMMM // TT RR RR AAAAAA NN NNN SS FF OO OO RR RR MM M MM // TT RR RR AA AA NN NN SSSSS FF OOOO RR RR MM MM /** * [internal-use] Transforms world coordinates into camera space. */ public override function transformView( transform:Matrix3D=null ):void { this.lookAt( this.target ); super.transformView(); } // ___________________________________________________________________________________________________ // // UU UU PPPPP DDDDD AA TTTTTT EEEEEE // UU UU PP PP DD DD AAAA TT EE // UU UU PPPPP DD DD AA AA TT EEEE // UU UU PP DD DD AAAAAA TT EE // UUUU PP DDDDD AA AA TT EEEEEE /** * [experimental] Hovers the camera around as the user moves the mouse, without changing the distance to the target. This greatly enhances the 3D illusion. * * @param type Type of movement. * @param mouseX Indicates the x coordinate of the mouse position in relation to the canvas MovieClip. * @param mouseY Indicates the y coordinate of the mouse position in relation to the canvas MovieClip. */ public function hover( type:Number, mouseX:Number, mouseY:Number ):void { var target :DisplayObject3D = this.target; var goto :Number3D = this.goto; // var gotoTarget :Number3D = this.gotoTarget; var camSpeed :Number = 8; switch( type ) { case 0: // Sphere mapped camera (free) var dX :Number = goto.x - target.x; var dZ :Number = goto.z - target.z; var ang :Number = Math.atan2( dZ, dX ); var dist :Number = Math.sqrt( dX*dX + dZ*dZ ); var xMouse :Number = 0.5 * mouseX; var camX :Number = dist * Math.cos( ang - xMouse ); var camZ :Number = dist * Math.sin( ang - xMouse ); var camY :Number = goto.y - 300 * mouseY; this.x -= (this.x - camX) /camSpeed; this.y -= (this.y - camY) /camSpeed; this.z -= (this.z - camZ) /camSpeed; break; case 1: this.x -= (this.x - 1000 * mouseX) /camSpeed; this.y -= (this.y - 1000 * mouseY) /camSpeed; // this.z -= (this.z - ) /camSpeed; break; /* // BROKEN case ???: // Sphere mapped camera (fixed) var dX = cam.pos.gx - cam.target.x; var dZ = cam.pos.gz - cam.target.z; ang -= ( ang - (Math.atan2( dZ, dX ) - iCanvas._xmouse/300) ) /camSpeed; dist -= ( dist - Math.sqrt( dX*dX + dZ*dZ ) ) /camSpeed; var camX = dist * Math.cos( ang ); var camZ = dist * Math.sin( ang ); var camY = -iCanvas._ymouse/3; cam.pos.x = camX; cam.pos.y -= (cam.pos.y - (camY + cam.pos.gy) ) /camSpeed; cam.pos.z = camZ; break; */ } } } }