An interesting effect I got here, I thought I would share with ya all, while I am trying to work the implementation of the shadows:
http://www.allforthecode.co.uk/development/away3d/sphere_dev2/ D <http://www.allforthecode.co.uk/development/away3d/sphere_dev2/> On 16 July 2010 15:58, Darcey Lloyd <[email protected]> wrote: > Would be good if I put a shadow for the balls and to somehow sync them with > the distance they are from the globe. > > At a guess, a Plane using a movieclip material, then controlling its scale > via tweenlites onUpdate.... hmm > > > > > On 16 July 2010 15:33, Michael Iv <[email protected]> wrote: > >> LoL >> >> >> On Fri, Jul 16, 2010 at 5:30 PM, Peter Kapelyan <[email protected]>wrote: >> >>> Sharing is caring! Really nice example there. >>> >>> I like how if you go click-crazy you can totally wreak havoc with balls >>> on the earth. >>> >>> :) >>> >>> -Pete >>> >>> >>> On Fri, Jul 16, 2010 at 10:13 AM, Darcey Lloyd >>> <[email protected]>wrote: >>> >>>> I have cooked up a quick example and full source available for download >>>> on my site for all to use. >>>> >>>> >>>> http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/index.php?aid=118&index=3&subindex=3 >>>> >>>> Happy coding >>>> >>>> D >>>> >>>> >>>> >>>> On 16 July 2010 15:08, joebass <[email protected]> wrote: >>>> >>>>> Plus, it looks cool! >>>>> >>>>> On Jul 16, 9:25 am, Michael Iv <[email protected]> wrote: >>>>> > nice solution , no trig needed :) >>>>> > >>>>> > On Fri, Jul 16, 2010 at 4:17 PM, Darcey Lloyd < >>>>> [email protected]>wrote: >>>>> > >>>>> > >>>>> > >>>>> > >>>>> > >>>>> > > In with view.render(); I set camera.lookat(new Number3D(0,0,0)); >>>>> > >>>>> > > Then from MouseEvent3D took stageX,stageY,stageZ scaled the normal >>>>> of this >>>>> > > and tweenlite the cam x,y,z to the scaled normal x,y,z, the lookat >>>>> in with >>>>> > > render() handles the lookat. >>>>> > >>>>> > > code snippets: >>>>> > >>>>> > > // >>>>> > > >>>>> -------------------------------------------------------------------------------------------------------------- >>>>> > > private function render(e:Event=null):void >>>>> > > { >>>>> > > // keep camera looking at center of sphere >>>>> > > camera.lookAt( new Number3D(0,0,0) ); >>>>> > > view.render(); >>>>> > > } >>>>> > > // >>>>> > > >>>>> -------------------------------------------------------------------------------------------------------------- >>>>> > >>>>> > > some code inside main.as/mxml >>>>> > > // >>>>> > > >>>>> -------------------------------------------------------------------------------------------------------------- >>>>> > >>>>> > > // Set location of click target primitive (not added to view) >>>>> > > clickTargetPrimitive.x = e.sceneX; >>>>> > > clickTargetPrimitive.y = e.sceneY; >>>>> > > clickTargetPrimitive.z = e.sceneZ; >>>>> > >>>>> > > // Set center cube to look at clickTargetPrimitive >>>>> > > centerCube.lookAt(clickTargetPrimitive.position); >>>>> > >>>>> > > // Tween camera to scaled face normal of clickTargetPrimitive >>>>> > > var camTarget:Number3D = new Number3D(); >>>>> > > camTarget.scale(clickTargetPrimitive.position,0.3); >>>>> > > camTarget.add(camTarget,clickTargetPrimitive.position); >>>>> > > TweenLite.to( camera, 4, { >>>>> > > x:camTarget.x, >>>>> > > y:camTarget.y, >>>>> > > z:camTarget.z, >>>>> > > onComplete:rotationComplete >>>>> > > }); >>>>> > >>>>> > > // >>>>> > > >>>>> -------------------------------------------------------------------------------------------------------------- >>>>> > > private function rotationComplete():void >>>>> > > { >>>>> > > // doesn't do anything once set at start of script >>>>> > > stage.quality = StageQuality.BEST; >>>>> > > } >>>>> > > // >>>>> > > >>>>> -------------------------------------------------------------------------------------------------------------- >>>>> > >>>>> > > On 16 July 2010 13:25, Michael Iv <[email protected]> wrote: >>>>> > >>>>> > >> VERY NICE!!!!, Eventually what approach used for translating the >>>>> camera ? >>>>> > >>>>> > >> On Fri, Jul 16, 2010 at 3:20 PM, Darcey Lloyd < >>>>> [email protected]>wrote: >>>>> > >>>>> > >>> Here is the dev test so far: >>>>> > >>>>> > >>>http://www.allforthecode.co.uk/development/away3d/sphere_dev< >>>>> http://www.allforthecode.co.uk/development/away3d/sphere_dev/index.html >>>>> > >>>>> > >>>>> > >>> Still needs work but getting there, it now has: >>>>> > >>>>> > >>> - Rotation on drag - dead zone 40px on x and y >>>>> > >>> - Click rotate look at target using camera3D >>>>> > >>> - Click target sceneXYZ face normal for cube tween to location >>>>> > >>> - Owncanvas glow >>>>> > >>> - Sphere with transparent placement png for cloud rotation >>>>> > >>>>> > >>> nice little cpu killer, reload if the materials don't fully load, >>>>> found >>>>> > >>> this to be a tad unpredictable. >>>>> > >>>>> > >>> Next up, put it all in a container, do the same with the >>>>> container to >>>>> > >>> allow items added to the surface of the sphere to be rotated >>>>> instead of just >>>>> > >>> the spheres... lol I didn't think of this while building it doh >>>>> :p >>>>> > >>>>> > >>> < >>>>> http://www.allforthecode.co.uk/development/away3d/sphere_dev/index.html >>>>> > >>>>> > >>>>> > >>> On 13 July 2010 10:57, Michael Iv <[email protected]> wrote: >>>>> > >>>>> > >>>> With some vector+ trig magic you can manage it. I would draw a >>>>> normal >>>>> > >>>> from the point of the sphere where clicked then scale that >>>>> point to the >>>>> > >>>> same distance as that of the camera from the sphere and then >>>>> tween the >>>>> > >>>> camera to that position.Would not use HoverCamera though , just >>>>> the regular >>>>> > >>>> one. >>>>> > >>>>> > >>>> On Tue, Jul 13, 2010 at 3:08 AM, Darcey Lloyd < >>>>> [email protected]>wrote: >>>>> > >>>>> > >>>>> I am leaning towards getting rid of it also ;) >>>>> > >>>>> > >>>>> I think I will just rotate the sphere on mouse click and drag >>>>> which >>>>> > >>>>> should save any translation, easier & quicker. >>>>> > >>>>> > >>>>> D >>>>> > >>>>> > >>>>> On 13 July 2010 00:53, Peter Kapelyan <[email protected]> >>>>> wrote: >>>>> > >>>>> > >>>>>> Super! >>>>> > >>>>> > >>>>>> Would I be a meanie if I said forget Hovercam? It's because I >>>>> don't >>>>> > >>>>>> use it, and it's easy to get any working with the regular cam, >>>>> plus it seems >>>>> > >>>>>> its giving you unneeded problems already. >>>>> > >>>>> > >>>>>> Maybe try the regular one? If you need help, let me know. >>>>> > >>>>> > >>>>>> -Pete >>>>> > >>>>> > >>>>>> On Mon, Jul 12, 2010 at 7:27 PM, Darcey Lloyd < >>>>> [email protected] >>>>> > >>>>>> > wrote: >>>>> > >>>>> > >>>>>>> Nice one Peter, I didn't think of that lol... Had target >>>>> objects >>>>> > >>>>>>> created from vertices, sceneX,Y,Z etc etc but didn't do that >>>>> lol >>>>> > >>>>> > >>>>>>> I have updated url using your suggestion... Just don't drag >>>>> rotate >>>>> > >>>>>>> the sphere or it's chaos. >>>>> > >>>>> > >>>>>>> >>>>> http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sph. >>>>> .. >>>>> > >>>>> > >>>>>>> < >>>>> http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sph.. >>>>> .> >>>>> > >>>>>>> Now to: >>>>> > >>>>> > >>>>>>> 1. Work out if possible to prevent HoverCamera3D from zooming >>>>> away >>>>> > >>>>>>> from the object when looking at the top or bottom. >>>>> > >>>>> > >>>>>>> 2. Work out translation of click location with HoverCamera3D >>>>> pan and >>>>> > >>>>>>> tilt angles. >>>>> > >>>>> > >>>>>>> Thanks >>>>> > >>>>> > >>>>>>> Darcey >>>>> > >>>>> > >>>>>>> On 13 July 2010 00:01, Peter Kapelyan <[email protected]> >>>>> wrote: >>>>> > >>>>> > >>>>>>>> If you placed an object in the middle of the Sphere, and >>>>> told that >>>>> > >>>>>>>> object to lookAt the position where you clicked, shouldn't >>>>> that object have >>>>> > >>>>>>>> the correct rotation? Not sure, but seems like it should >>>>> work. >>>>> > >>>>> > >>>>>>>> -Pete >>>>> > >>>>> > >>>>>>>> On Mon, Jul 12, 2010 at 6:55 PM, Darcey Lloyd < >>>>> > >>>>>>>> [email protected]> wrote: >>>>> > >>>>> > >>>>>>>>> Hi, >>>>> > >>>>> > >>>>>>>>> I am trying to work out how to look at a point clicked on a >>>>> sphere. >>>>> > >>>>> > >>>>>>>>> Here is where I am at so far: >>>>> > >>>>> > >>>>>>>>> >>>>> http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sph. >>>>> .. >>>>> > >>>>> > >>>>>>>>> From what I gather I have two options: >>>>> > >>>>> > >>>>>>>>> 1. Move the cameras position and look at an object created >>>>> at the >>>>> > >>>>>>>>> point >>>>> > >>>>> > >>>>>>>>> or >>>>> > >>>>> > >>>>>>>>> 2. Rotate the sphere >>>>> > >>>>> > >>>>>>>>> The problems I am having are: >>>>> > >>>>> > >>>>>>>>> 1. The HoverCamera3D appears to have its position locked >>>>> it's x,y,z >>>>> > >>>>>>>>> cannot be modified.. or can it? I tried slapping TweenLite >>>>> on its x,y,z >>>>> > >>>>>>>>> properties and nothing happened. >>>>> > >>>>> > >>>>>>>>> 2. The HoverCamera3D tends to zoom out when looking at the >>>>> top and >>>>> > >>>>>>>>> bottom of the sphere which makes me think the best way to >>>>> do this would be >>>>> > >>>>>>>>> to rotate the sphere to prevent the object distance change. >>>>> > >>>>> > >>>>>>>>> 3. Rotating the sphere using >>>>> MouseEvent3D.sceneX,sceneY,sceneZ (the >>>>> > >>>>>>>>> point of click) to face the camera, I appear to be getting >>>>> it look at 1 side >>>>> > >>>>>>>>> of the sphere only. >>>>> > >>>>> > >>>>>>>>> 4. I have also tried using some pythag to calculate the >>>>> angle I >>>>> > >>>>>>>>> need to rotate the sphere to look at the camera but using >>>>> > >>>>>>>>> sceneX,sceneY,sceneZ doesn't appear to give me the values I >>>>> need to work >>>>> > >>>>>>>>> with? or do they? >>>>> > >>>>> > >>>>>>>>> Any ideas on the best way to find the angle I need to >>>>> rotate a >>>>> > >>>>>>>>> sphere from it's click point? sceneX,sceneY,sceneZ to look >>>>> at the camera? >>>>> > >>>>> > >>>>>>>>> Any ideas on the best way to go about this? >>>>> > >>>>> > >>>>>>>>> Thanks >>>>> > >>>>> > >>>>>>>>> Darcey >>>>> > >>>>> > >>>>>>>> -- >>>>> > >>>>>>>> ___________________ >>>>> > >>>>> > >>>>>>>> Actionscript 3.0 Flash 3D Graphics Engine >>>>> > >>>>> > >>>>>>>> HTTP://AWAY3D.COM >>>>> > >>>>> > >>>>>> -- >>>>> > >>>>>> ___________________ >>>>> > >>>>> > >>>>>> Actionscript 3.0 Flash 3D Graphics Engine >>>>> > >>>>> > >>>>>> HTTP://AWAY3D.COM >>>>> > >>>>> > >>>> -- >>>>> > >>>> Michael Ivanov ,Programmer >>>>> > >>>> Neurotech Solutions Ltd. >>>>> > >>>> Flex|Air |3D|Unity| >>>>> > >>>>www.neurotechresearch.com >>>>> > >>>>http://blog.alladvanced.net >>>>> > >>>>http://www.meetup.com/GO3D-Games-Opensource-3D/ >>>>> > >>>> Tel:054-4962254 >>>>> > >>>> [email protected] >>>>> > >>>> [email protected] >>>>> > >>>>> > >> -- >>>>> > >> Michael Ivanov ,Programmer >>>>> > >> Neurotech Solutions Ltd. >>>>> > >> Flex|Air |3D|Unity| >>>>> > >>www.neurotechresearch.com >>>>> > >>http://blog.alladvanced.net >>>>> > >>http://www.meetup.com/GO3D-Games-Opensource-3D/ >>>>> > >> Tel:054-4962254 >>>>> > >> [email protected] >>>>> > >> [email protected] >>>>> > >>>>> > -- >>>>> > Michael Ivanov ,Programmer >>>>> > Neurotech Solutions Ltd. >>>>> > Flex|Air >>>>> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp:// >>>>> www.meetup.com/GO3D-Games-Opensource-3D/ >>>>> > Tel:054-4962254 >>>>> > [email protected] >>>>> > [email protected] Hide quoted text - >>>>> > >>>>> > - Show quoted text - >>>> >>>> >>>> >>> >>> >>> -- >>> ___________________ >>> >>> Actionscript 3.0 Flash 3D Graphics Engine >>> >>> HTTP://AWAY3D.COM >>> >> >> >> >> -- >> Michael Ivanov ,Programmer >> Neurotech Solutions Ltd. >> Flex|Air |3D|Unity| >> www.neurotechresearch.com >> http://blog.alladvanced.net >> http://www.meetup.com/GO3D-Games-Opensource-3D/ >> Tel:054-4962254 >> [email protected] >> [email protected] >> >> >
