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]
>>
>>
>

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