Re: [Flashcoders] Five3D

2008-07-30 Thread Piers Cowburn

Also you may find this interesting:

http://blog.barcinski-jeanjean.com/2008/05/16/vectorsvision-vectors- 
in-papervision3d/


Piers


On 30 Jul 2008, at 00:22, Patrick J. Jankun wrote:


Hi Glen,

I went through my links, and found those:

http://www.flashandmath.com/advanced/
http://www.flashdevils.com/trigonometry/

maybe this is gonna help you out,
cheers,

Patrick

On Jul 30, 2008, at 12:19 AM, Glen Pike wrote:


Hi,

  I am working with the Five3D library and have a question  
regarding cameras so if anyone is familiar with this or really  
good at explaining 3D math to 5 year old kids (I am feeling a bit  
dumb here).


  The Five3D library itself does not have a camera, but projects  
its objects straight into the scene.   I would like to create a  
way of orbiting a single cube object, like with a camera, rather  
than rotating the object itself.   My aim is to achieve the type  
of manipulation used with the globe here - http://www.dasai.es/ -  
where the globe rotation does not end up looking wrong from a  
user perspective when you are looking along the Y axis or flip  
when the cube is upside down - here is an early trial of mine  
showing the problems -  http://glenpike.co.uk/play/cubetest.html


  I have not discounted using Papervision as it has cameras to do  
this, but the text rendering of Five3D is cleaner than bitmapped  
PV3D text and this is what I am looking for, so I would like to  
try and get the Five3D working if possible before I discount it.


  As the world only consists of one object, I am guessing it would  
be fairly trivial to create a fake camera with a single matrix,  
apply rotations to that matrix, then concatenate this matrix with  
the cube objects.  I tried a couple of things, but am flailing a  
bit in the dark here and could do with some pointers if anyone has  
any ideas.


  My first try was to apply X  Y rotations to a Matrix class - in  
Five3D - then do Matrix to Euler to get the X, Y  Z rotations to  
apply to my 3D object (meaning I did not have to hack the library  
yet).  I reckon I am going to have to dig deeper and manipulate  
the private matrix used by each 3D object in the library.


  I am assuming - maybe wrongly - that because I am wanting to  
orbit around the origin, which is also the centre of the cube, I  
can pretend my camera is also in the centre of the world, rather  
than transformed a distance from the cube.  This would mean I just  
have to rotate the x  y axes of my camera to get pitch   
roll, then apply this to my cube matrix.  Question is, do I have  
to include the distance of the camera from my object in the  
calculations and do I have to have a look at point too, or can I  
cheat as these are always fixed?


  Apart from looking at PV3D's camera's and some hardcore  
Wikipedia entries, I don't have much to go on, so any information  
to get my head around this would be helpful - particularly some  
real dumbed down tutorials on Matrices, possibly Quaternions.  (I  
fell asleep in my lessons on the former and never covered the  
latter...)


  Thanks in advance.

  Glen

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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[Flashcoders] Five3D

2008-07-29 Thread Glen Pike

Hi,

   I am working with the Five3D library and have a question regarding 
cameras so if anyone is familiar with this or really good at explaining 
3D math to 5 year old kids (I am feeling a bit dumb here).


   The Five3D library itself does not have a camera, but projects its 
objects straight into the scene.   I would like to create a way of 
orbiting a single cube object, like with a camera, rather than rotating 
the object itself.   My aim is to achieve the type of manipulation used 
with the globe here - http://www.dasai.es/ - where the globe rotation 
does not end up looking wrong from a user perspective when you are 
looking along the Y axis or flip when the cube is upside down - here 
is an early trial of mine showing the problems -  
http://glenpike.co.uk/play/cubetest.html


   I have not discounted using Papervision as it has cameras to do 
this, but the text rendering of Five3D is cleaner than bitmapped PV3D 
text and this is what I am looking for, so I would like to try and get 
the Five3D working if possible before I discount it.


   As the world only consists of one object, I am guessing it would be 
fairly trivial to create a fake camera with a single matrix, apply 
rotations to that matrix, then concatenate this matrix with the cube 
objects.  I tried a couple of things, but am flailing a bit in the dark 
here and could do with some pointers if anyone has any ideas.


   My first try was to apply X  Y rotations to a Matrix class - in 
Five3D - then do Matrix to Euler to get the X, Y  Z rotations to apply 
to my 3D object (meaning I did not have to hack the library yet).  I 
reckon I am going to have to dig deeper and manipulate the private 
matrix used by each 3D object in the library.


   I am assuming - maybe wrongly - that because I am wanting to orbit 
around the origin, which is also the centre of the cube, I can pretend 
my camera is also in the centre of the world, rather than transformed a 
distance from the cube.  This would mean I just have to rotate the x  y 
axes of my camera to get pitch  roll, then apply this to my cube 
matrix.  Question is, do I have to include the distance of the camera 
from my object in the calculations and do I have to have a look at 
point too, or can I cheat as these are always fixed?


   Apart from looking at PV3D's camera's and some hardcore Wikipedia 
entries, I don't have much to go on, so any information to get my head 
around this would be helpful - particularly some real dumbed down 
tutorials on Matrices, possibly Quaternions.  (I fell asleep in my 
lessons on the former and never covered the latter...)


   Thanks in advance.

   Glen

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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Re: [Flashcoders] Five3D

2008-07-29 Thread Patrick J. Jankun

Hi Glen,

I went through my links, and found those:

http://www.flashandmath.com/advanced/
http://www.flashdevils.com/trigonometry/

maybe this is gonna help you out,
cheers,

Patrick

On Jul 30, 2008, at 12:19 AM, Glen Pike wrote:


Hi,

  I am working with the Five3D library and have a question regarding  
cameras so if anyone is familiar with this or really good at  
explaining 3D math to 5 year old kids (I am feeling a bit dumb here).


  The Five3D library itself does not have a camera, but projects its  
objects straight into the scene.   I would like to create a way of  
orbiting a single cube object, like with a camera, rather than  
rotating the object itself.   My aim is to achieve the type of  
manipulation used with the globe here - http://www.dasai.es/ - where  
the globe rotation does not end up looking wrong from a user  
perspective when you are looking along the Y axis or flip when the  
cube is upside down - here is an early trial of mine showing the  
problems -  http://glenpike.co.uk/play/cubetest.html


  I have not discounted using Papervision as it has cameras to do  
this, but the text rendering of Five3D is cleaner than bitmapped  
PV3D text and this is what I am looking for, so I would like to try  
and get the Five3D working if possible before I discount it.


  As the world only consists of one object, I am guessing it would  
be fairly trivial to create a fake camera with a single matrix,  
apply rotations to that matrix, then concatenate this matrix with  
the cube objects.  I tried a couple of things, but am flailing a bit  
in the dark here and could do with some pointers if anyone has any  
ideas.


  My first try was to apply X  Y rotations to a Matrix class - in  
Five3D - then do Matrix to Euler to get the X, Y  Z rotations to  
apply to my 3D object (meaning I did not have to hack the library  
yet).  I reckon I am going to have to dig deeper and manipulate the  
private matrix used by each 3D object in the library.


  I am assuming - maybe wrongly - that because I am wanting to orbit  
around the origin, which is also the centre of the cube, I can  
pretend my camera is also in the centre of the world, rather than  
transformed a distance from the cube.  This would mean I just have  
to rotate the x  y axes of my camera to get pitch  roll, then  
apply this to my cube matrix.  Question is, do I have to include the  
distance of the camera from my object in the calculations and do I  
have to have a look at point too, or can I cheat as these are  
always fixed?


  Apart from looking at PV3D's camera's and some hardcore Wikipedia  
entries, I don't have much to go on, so any information to get my  
head around this would be helpful - particularly some real dumbed  
down tutorials on Matrices, possibly Quaternions.  (I fell asleep in  
my lessons on the former and never covered the latter...)


  Thanks in advance.

  Glen

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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Re: [Flashcoders] Five3D

2008-07-29 Thread Glen Pike

Hi,

   Thanks for those.  I will have a look when I am awake again :)

   Glen

Patrick J. Jankun wrote:

Hi Glen,

I went through my links, and found those:

http://www.flashandmath.com/advanced/
http://www.flashdevils.com/trigonometry/

maybe this is gonna help you out,
cheers,

Patrick

On Jul 30, 2008, at 12:19 AM, Glen Pike wrote:


Hi,

  I am working with the Five3D library and have a question regarding 
cameras so if anyone is familiar with this or really good at 
explaining 3D math to 5 year old kids (I am feeling a bit dumb here).


  The Five3D library itself does not have a camera, but projects its 
objects straight into the scene.   I would like to create a way of 
orbiting a single cube object, like with a camera, rather than 
rotating the object itself.   My aim is to achieve the type of 
manipulation used with the globe here - http://www.dasai.es/ - where 
the globe rotation does not end up looking wrong from a user 
perspective when you are looking along the Y axis or flip when the 
cube is upside down - here is an early trial of mine showing the 
problems -  http://glenpike.co.uk/play/cubetest.html


  I have not discounted using Papervision as it has cameras to do 
this, but the text rendering of Five3D is cleaner than bitmapped PV3D 
text and this is what I am looking for, so I would like to try and 
get the Five3D working if possible before I discount it.


  As the world only consists of one object, I am guessing it would be 
fairly trivial to create a fake camera with a single matrix, apply 
rotations to that matrix, then concatenate this matrix with the cube 
objects.  I tried a couple of things, but am flailing a bit in the 
dark here and could do with some pointers if anyone has any ideas.


  My first try was to apply X  Y rotations to a Matrix class - in 
Five3D - then do Matrix to Euler to get the X, Y  Z rotations to 
apply to my 3D object (meaning I did not have to hack the library 
yet).  I reckon I am going to have to dig deeper and manipulate the 
private matrix used by each 3D object in the library.


  I am assuming - maybe wrongly - that because I am wanting to orbit 
around the origin, which is also the centre of the cube, I can 
pretend my camera is also in the centre of the world, rather than 
transformed a distance from the cube.  This would mean I just have to 
rotate the x  y axes of my camera to get pitch  roll, then 
apply this to my cube matrix.  Question is, do I have to include the 
distance of the camera from my object in the calculations and do I 
have to have a look at point too, or can I cheat as these are 
always fixed?


  Apart from looking at PV3D's camera's and some hardcore Wikipedia 
entries, I don't have much to go on, so any information to get my 
head around this would be helpful - particularly some real dumbed 
down tutorials on Matrices, possibly Quaternions.  (I fell asleep in 
my lessons on the former and never covered the latter...)


  Thanks in advance.

  Glen

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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