Seems to me that a View3D object was already added to the stage. Could you please post some code?
Sazz On 31 Mai, 21:21, Grégory Lardon <gregory.lar...@gmail.com> wrote: > Hi, > > I see this message a little later, but it is what i was looking for. > I play with broomstick for some days and i'm starting to need Flex controls > :) > Thanks a lot ! > > I have an exception when i launch the application : > "Error: A Stage3D instance was already assigned! > > at away3d.core.render::RendererBase/set stage3DProxy()[/Volumes/WORK/DEV > PERSO > FLASH/Away3DBuilder/FB4Workspace/Away3DBuilder/src/away3d/core/render/RendererBase.as:153]..." > > Did i miss something ? > > Grég > > 2011/5/29 Michael Iv <explomas...@gmail.com>> Thanks for sharing man.It is > going to be really helpful! > > > On Sun, May 29, 2011 at 4:11 PM, Sazz Somewhere < > > jackthef...@hana-arashi.de> wrote: > > >> Hi, > > >> I have written Away3DCanvas which helps to integrate molehill/ > >> broomstick engine into flex applications. It's actually an enhanced > >> version of some previous away3d components. > > >> Because the 3d content gets rendered behind the flex applications > >> display list it's a little bit tricky to get the broomstick content > >> into place. > > >> My approach was to mask the unwanted areas of the 3d content with four > >> BorderContainer objects for each side (top,left,bottom,right). The > >> objects gets added to the bottom of the display list so that the > >> molehill areas are seperated from the flex displayed objects. > >> Therefore only one Away3DCanvas per application is possible. > > >> All properties are data binded so if you move the Away3DCanvas the > >> BorderContainer objects reconfigurate themselves around the canvas > >> giving the illusion of an embedded 3d content. > > >> The canvas can be configured with the following properties (changes to > >> the properties are reflected at runtime): > >> Away3DCanvas.view: View3D object > >> Away3DCanvas.scene: Scene3D object of the view > >> Away3DCanvas.stats: Boolean to toggle Away3DStats > >> Away3DCanvas.flightMode: Boolean - added the FlightController from the > >> Away3D examples > >> Away3DCanvas.cameraX: Number - x position of the camera > >> Away3DCanvas.cameraY: Number - y position of the camera > >> Away3DCanvas.cameraZ: Number - z position of the camera > >> Away3DCanvas.cameraRotationX: Number - rotationX position of the > >> camera > >> Away3DCanvas.cameraRotationY: Number - rotationY position of the > >> camera > >> Away3DCanvas.cameraRotationZ: Number - rotationZ position of the > >> camera > >> Away3DCanvas.appBackgroundColor: String - the color of the application > >> background (used by the BorderContainers) > > >> Here's the code for the Away3DCanvas: > > >> <?xml version="1.0" encoding="utf-8"?> > >> <mx:UIComponent xmlns:fx="http://ns.adobe.com/mxml/2009" > >> xmlns:s="library://ns.adobe.com/flex/spark" > >> xmlns:mx="library://ns.adobe.com/flex/mx" > >> enterFrame="handleEnterFrame(event)" > >> addedToStage="addedToStage(event)" > >> removedFromStage="removedFromStage(event)"> > >> <fx:Declarations> > >> <s:BorderContainer id="m_topCanvas" > >> borderColor="{appBackgroundColor}" borderWeight="0" > >> backgroundColor="{appBackgroundColor}"/> > >> <s:BorderContainer id="m_bottomCanvas" > >> borderColor="{appBackgroundColor}" borderWeight="0" > >> backgroundColor="{appBackgroundColor}"/> > >> <s:BorderContainer id="m_leftCanvas" > >> borderColor="{appBackgroundColor}" borderWeight="0" > >> backgroundColor="{appBackgroundColor}"/> > >> <s:BorderContainer id="m_rightCanvas" > >> borderColor="{appBackgroundColor}" borderWeight="0" > >> backgroundColor="{appBackgroundColor}"/> > >> </fx:Declarations> > >> <fx:Script> > >> <![CDATA[ > >> import away3d.containers.Scene3D; > >> import away3d.containers.View3D; > >> import away3d.debug.AwayStats; > >> import away3d.materials.ColorMaterial; > > >> import mx.binding.utils.BindingUtils; > >> import mx.binding.utils.ChangeWatcher; > >> import mx.collections.ArrayCollection; > >> import mx.core.FlexGlobals; > >> import mx.core.UIComponent; > >> import mx.events.PropertyChangeEvent; > > >> [Bindable] public var view:View3D; > >> [Bindable] public var stats:Boolean; > >> [Bindable] public var flightMode:Boolean; > >> [Bindable] public var cameraX:Number = 0; > >> [Bindable] public var cameraY:Number = 0; > >> [Bindable] public var cameraZ:Number = 0; > >> [Bindable] public var cameraRotationX:Number = 0; > >> [Bindable] public var cameraRotationY:Number = 0; > >> [Bindable] public var cameraRotationZ:Number = 0; > >> [Bindable] public var appBackgroundColor:String = "0xFFFFFF"; > > >> private var m_xWatcherArray:ArrayCollection = new > >> ArrayCollection(); > >> private var m_yWatcherArray:ArrayCollection = new > >> ArrayCollection(); > >> private var m_widthWatcher:ChangeWatcher; > >> private var m_heightWatcher:ChangeWatcher; > > >> private var m_application:Object; > >> private var m_statsObject:AwayStats; > >> private var m_flightController:FlightController; > > >> public function get scene():Scene3D { > >> return this.view.scene; > >> } > > >> protected function addedToStage(event:Event):void { > >> m_application = FlexGlobals.topLevelApplication; > >> m_application.addElementAt(m_topCanvas, 0); > >> m_application.addElementAt(m_bottomCanvas, 0); > >> m_application.addElementAt(m_leftCanvas, 0); > >> m_application.addElementAt(m_rightCanvas, 0); > >> init(); > >> } > > >> protected function removedFromStage(event:Event):void { > >> } > > >> /** > >> * Global initialise function > >> */ > >> private function init():void { > >> this.view = new View3D(); > >> createObjectWatch(this); > >> m_widthWatcher = ChangeWatcher.watch(this, "width", > >> handleViewChange); > >> m_heightWatcher = ChangeWatcher.watch(this, "height", > >> handleViewChange); > >> addChild(this.view); > >> ChangeWatcher.watch(this, "stats", updateStats); > >> ChangeWatcher.watch(this, "flightMode", updateFlightMode); > >> BindingUtils.bindProperty(view.camera, "x", this, "cameraX"); > >> BindingUtils.bindProperty(view.camera, "y", this, "cameraY"); > >> BindingUtils.bindProperty(view.camera, "z", this, "cameraZ"); > >> BindingUtils.bindProperty(view.camera, "rotationX", this, > >> "cameraRotationX"); > >> BindingUtils.bindProperty(view.camera, "rotationY", this, > >> "cameraRotationY"); > >> BindingUtils.bindProperty(view.camera, "rotationZ", this, > >> "cameraRotationZ"); > >> updateStats(null); > >> updateFlightMode(null); > >> handleViewChange(null); > >> } > > >> private function updateStats(event:PropertyChangeEvent):void { > >> if ((this.stats == true) && (m_statsObject == null)) { > >> m_statsObject = new AwayStats(view); > >> addChild(m_statsObject); > >> } > >> if ((this.stats == false) && (m_statsObject != null)) { > >> removeChild(m_statsObject); > >> m_statsObject = null; > >> } > >> } > > >> private function > >> updateFlightMode(event:PropertyChangeEvent):void { > >> if ((this.flightMode == true) && (m_flightController == null)) > >> { > >> m_flightController = new FlightController(view.camera, > >> this.stage); > >> } > >> if ((this.flightMode == false) && (m_flightController != > >> null)) { > >> m_flightController.destroy(); > >> m_flightController = null; > >> } > >> } > > >> private function > >> createObjectWatch(component:DisplayObjectContainer):void { > >> m_xWatcherArray.addItem(ChangeWatcher.watch(component, "x", > >> handleViewChange)); > >> m_yWatcherArray.addItem(ChangeWatcher.watch(component, "y", > >> handleViewChange)); > >> if (component.parent != null) { > >> createObjectWatch(component.parent); > >> } > >> } > > >> private function handleViewChange(event:Event):void { > >> var globalPoint:Point = this.localToGlobal(new Point(0, 0)); > >> var viewWidth:int = this.width; > >> var viewHeight:int = this.height; > >> var viewX:int = globalPoint.x; > >> var viewY:int = globalPoint.y; > > >> updatePosition(this.view, viewX, viewY, viewWidth, > >> viewHeight); > >> updatePosition(m_leftCanvas, 0, 0, viewX, > >> m_application.height); > >> updatePosition(m_rightCanvas, viewX + viewWidth, 0, > >> m_application.width - viewX - viewWidth, m_application.height); > >> updatePosition(m_topCanvas, viewX, 0, viewWidth, this.view.y); > >> updatePosition(m_bottomCanvas, viewX, viewY + viewHeight, > >> viewWidth, m_application.height - viewY - viewHeight); > >> } > > >> private function updatePosition(object:Object, x:int, y:int, > >> width:int, height:int):void { > >> object.x = x; > >> object.y = y; > >> object.width = width; > >> object.height = height; > >> } > > >> private function dispose():void { > >> for each(var xWatcher:ChangeWatcher in m_xWatcherArray) { > >> xWatcher.unwatch(); > >> } > >> for each (var yWatcher:ChangeWatcher in m_yWatcherArray) { > >> yWatcher.unwatch(); > >> } > >> m_xWatcherArray.removeAll(); > >> m_yWatcherArray.removeAll(); > >> m_widthWatcher = unwatch(m_widthWatcher); > >> m_heightWatcher = unwatch(m_heightWatcher); > >> } > > >> private function unwatch(watcher:ChangeWatcher):ChangeWatcher { > >> if (watcher != null) { > >> watcher.unwatch(); > >> } > >> return null; > >> } > > >> /** > >> * Render loop > >> */ > >> private function handleEnterFrame(event:Event):void { > >> if (this.view != null) { > >> this.view.render(); > >> } > >> } > > >> override protected function > >> updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void { > >> super.updateDisplayList(unscaledWidth, unscaledHeight); > > >> if (!this.view) > >> return; > > >> if (width * .5 != this.view.x) > >> this.view.x = width * .5; > >> if (height * .5 != this.view.y) > >> this.view.y = height * .5; > >> } > > >> ]]> > >> </fx:Script> > >> </mx:UIComponent> > > >> Here's a little example: > > >> <?xml version="1.0" encoding="utf-8"?> > >> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" > >> xmlns:s="library://ns.adobe.com/flex/spark" > >> xmlns:mx="library://ns.adobe.com/flex/mx" > >> xmlns:ns1="*" backgroundAlpha="0" > >> minWidth="955" minHeight="600" > >> applicationComplete="creationComplete()"> > >> <fx:Declarations> > >> </fx:Declarations> > >> <fx:Script> > >> <![CDATA[ > >> import away3d.materials.ColorMaterial; > >> import away3d.primitives.Cube; > > >> public function creationComplete():void { > >> m_canvas.scene.addChild(new Cube(new > >> ColorMaterial(0x003988))); > >> addEventListener(Event.ENTER_FRAME, handleEnterFrame); > >> } > > >> public function handleEnterFrame(event:Event):void { > >> m_canvas.scene.getChildAt(0).rotationY++; > >> } > >> ]]> > >> </fx:Script> > >> <ns1:A3DCanvas id="m_canvas" x="148" y="113" width="546" > >> height="298" stats="true" flightMode="true" cameraZ="-150" > >> cameraY="-60"/> > >> <s:HSlider x="148" y="419" width="546" maximum="300" minimum="-300" > >> value="@{m_canvas.cameraX}"/> > >> <s:VSlider x="702" y="113" height="298" maximum="300" minimum="-300" > >> value="@{m_canvas.cameraY}"/> > >> <s:VSlider x="129" y="113" height="298" maximum="300" minimum="-300" > >> value="@{m_canvas.cameraZ}"/> > >> </s:Application> > > >> The FlightController class can be found at away3d/broomstick/Examples/ > >> as/src/FlightController.as > > >> And don't forget to set the backgroundAlpha of your flex application > >> to 0 (otherwise the 3d content won't be visible) > > >> Thanks to all the people providing little snippets to help finish this > >> component. > > >> Have fun :) > > >> Sazz > > > -- > > Michael Ivanov ,Programmer > > Neurotech Solutions Ltd. > > Flex|Air |3D|Unity| > >www.neurotechresearch.com > >http://blog.alladvanced.net > > Tel:054-4962254 > > mich...@neurotech.co.il > > t...@neurotech.co.il