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Archive for the 'Tutorials' Category

Papervision Isometric View & Pathfinding with as3isolib and A* (A Star)

View Example

This week's example / tutorial is how to mix Papervision with as3isolib and A* (pronounced A Star) for a nice 3D isometric pathfinding experience. The version of A* that I am using comes straight out of Keith Peters book AdvancedEd ActionScript 3.0 Animation. Anyone looking to cover advanced animation topics in Flash should buy a copy of this book. It is excellent.

This tutorial will not cover how to create the A* classes but rather show you how to blend 3 things together; Papervision, as3isolib, and A* (the Keith Peters version). If you're just getting started using as3IsoLib take a look at these great tutorials and download the code: http://code.google.com/p/as3isolib/w/list

We will cover a few of the things that you need to successfully merge the pathfinding and 3D experience.

First item is our camera setting. We are setting ortho to true because this actually gives us a true isometric camera feel.

Actionscript:
  1. camera.ortho = true;

Inside of our makeGrid function we are setting up the groundwork for our pathfinding and isometric world. This grid has no information about the cellsize, just which parts of it are walkable and not walkable.

Actionscript:
  1. protected function makeGrid():void
  2. {
  3.     pathGrid = new Grid(10, 10);
  4.     for(var i:int = 0; i <20; i++)
  5.     {
  6.         pathGrid.setWalkable(Math.floor(Math.random() * 8) + 2,
  7.                           Math.floor(Math.random() * 8)+ 2,
  8.                           false);
  9.     }
  10.     drawGrid();
  11. }

Next we move on to drawGrid() which begins to connect the pathfinding and as3isolib

One of the great thing about as3isolib which is similar to papervision is that it has native objects that you can skin, such as boxes and polygons.

Here inside of drawGrid we run through the columns and rows that we setup in our makeGrid function. From the information in these loops we can get back the node information of the grid and check if an item is walkable or not walkable. If it is walkable we create a standard size box with a height of 0, if it is not walkable we create that same standard box but with a height of 40 so we can start to define our available paths. If the box is walkable we also want to set a mouseEvent so that we can select it. Finally we add these items to our isoScene.

Actionscript:
  1. for(var i:int = 0; i <pathGrid.numCols; i++)
  2. {
  3.     for(var j:int = 0; j <pathGrid.numRows; j++)
  4.     {
  5.         var node:Node = pathGrid.getNode(i, j);
  6.         var box:IsoBox = new IsoBox();
  7.  
  8.         if (node.walkable)
  9.         {
  10.             box.setSize(cellSize, cellSize, 0);
  11.             box.addEventListener(MouseEvent.CLICK, onGridItemClick);
  12.         }
  13.         else
  14.         {
  15.             box.setSize(cellSize, cellSize, 40);
  16.         }
  17.        
  18.         box.moveTo(i * cellSize, j * cellSize, 0);
  19.         isoScene.addChild(box);
  20.     }
  21. }

Another item within the drawGrid function is our playerHelper. We are only using this playerHelper so that we can get it's coordinates to follow along in papervision. We set him to the same size as our box items.

Actionscript:
  1. playerHelper.setSize(cellSize, cellSize, 10);

The next important step is setting up a way to have our viewport inside of our isoScene. We first create a nice wrapper for our viewport which is a native IsoSprite object. We then associate our viewport as one of the sprites inside of our isoSprite.

Actionscript:
  1. isoSprite = new IsoSprite();
  2. isoSprite.sprites = [viewport];
  3. isoScene.addChild(isoSprite);

Notice that we add our sprites kind of like we add filters for a movieclip. We are passing it an array.

Actionscript:
  1. //isoSprite.sprites = [viewport,moreStuff] - pass in an array of objects

Now lets see what happens when a grid item is clicked. First we gather the information about where we want to go. We gather that by getting the item that was clicked and getting its x & y positions divided by the cellSize. Then we give pathGrid.setEndNode those coordinates. Next we gather the information about where our playerHelper currently is divided by the cellSize and pass that information to pathGrid.setStartNode.

Actionscript:
  1. protected function onGridItemClick(evt:ProxyEvent):void
  2.         {
  3.             var box:IsoBox = evt.target as IsoBox;
  4.            
  5.             //Get and set End Nodes (where are we going)
  6.             var xpos:int = (box.x)/cellSize
  7.             var ypos:int = Math.floor(box.y / cellSize)
  8.             pathGrid.setEndNode(xpos,ypos );
  9.  
  10.             //Get and set Start Node (where are we now)
  11.             xpos = Math.floor(playerHelper.x / cellSize);
  12.             ypos = Math.floor(playerHelper.y / cellSize);
  13.             pathGrid.setStartNode(xpos, ypos);
  14.  
  15.             //Find our path
  16.             findPath();
  17.         }

Finally we call findPath(). This is the fun part. First we create a new instance of AStar and gather the path information that we gathered when we ran the onGridItemClick function.

We can now run through that loop and get each x and y portion of that loop. We simply add a tween with a delay that is the same time as our speed. This will allow you to see each move and when it is complete it will start it's next move.

Actionscript:
  1. protected function findPath():void
  2. {
  3.     var astar:AStar = new AStar();
  4.     var speed:Number = .3;
  5.     if(astar.findPath(pathGrid))
  6.     {
  7.         path = astar.path;
  8.     }
  9.    
  10.     for (var i:int = 0; i <path.length; i++)
  11.     {
  12.         var targetX:Number = path[i].x * cellSize;
  13.         var targetY:Number = path[i].y * cellSize;
  14.        
  15.         Tweener.addTween(playerHelper, { x:targetX, y:targetY, delay:speed * i , time:speed, transition:"linear" } );
  16.     }
  17. }

We now just need to look at how to sort the papervision with the as3isolib objects

Inside of our onRenderTick function which is an override from BasicView we use this to render our isoScene which is part of as3isolib and change the x,y coordinates of our sphere. We are basically following around the screenX and screenY of our playerHelper. The next and very important part of this is the depth sorting. We are pulling the depth at all times from the playerHelper object and assigning our isoSprite (which has our viewport in it) to that depth. Now we can watch as our 3D objects find their pretty little paths and sort without issue.

Actionscript:
  1. override protected function onRenderTick(event:Event = null):void
  2. {
  3.     super.onRenderTick(event);
  4.     isoScene.render();
  5.     sphere.x = playerHelper.screenX;
  6.     sphere.y = -playerHelper.screenY - 15;
  7.     isoScene.setChildIndex(isoSprite, isoScene.getChildIndex(playerHelper));
  8. }

Here is the full code:

Actionscript:
  1. package
  2. {
  3.     import as3isolib.display.IsoSprite;
  4.     import as3isolib.display.IsoView;
  5.     import as3isolib.display.primitive.IsoBox;
  6.     import as3isolib.display.primitive.IsoPrimitive;
  7.     import as3isolib.display.scene.IsoGrid;
  8.     import as3isolib.display.scene.IsoScene;
  9.     import bit101.AStar;
  10.     import bit101.Grid;
  11.     import bit101.Node;
  12.     import caurina.transitions.Tweener;
  13.     import flash.display.StageAlign;
  14.     import flash.display.StageScaleMode;
  15.     import flash.events.Event;
  16.  
  17.     import eDpLib.events.ProxyEvent;
  18.    
  19.     import flash.display.Sprite;
  20.     import flash.events.MouseEvent;
  21.    
  22.     import org.papervision3d.materials.WireframeMaterial;
  23.     import org.papervision3d.objects.primitives.Sphere;
  24.     import org.papervision3d.view.BasicView;
  25.  
  26.     public class Main extends BasicView
  27.     {
  28.         protected var cellSize:int = 50;
  29.         protected var pathGrid:Grid;
  30.         protected var playerHelper:IsoPrimitive;
  31.         protected var path:Array;
  32.         protected var isoSprite:IsoSprite;
  33.         protected var isoView:IsoView;
  34.         protected var isoScene:IsoScene;
  35.         protected var sphere:Sphere;
  36.        
  37.         public function Main()
  38.         {
  39.             super(800, 600, false);
  40.             stage.align = StageAlign.TOP_LEFT;
  41.             stage.scaleMode = StageScaleMode.NO_SCALE;
  42.            
  43.             create3D();
  44.             makeGrid();
  45.             startRendering();
  46.         }
  47.  
  48.         protected function create3D():void
  49.         {
  50.             sphere = new Sphere(new WireframeMaterial(),20);
  51.             scene.addChild(sphere);
  52.             camera.ortho = true;
  53.         }
  54.  
  55.         protected function makeGrid():void
  56.         {
  57.             pathGrid = new Grid(10, 10);
  58.             for(var i:int = 0; i <20; i++)
  59.             {
  60.                 pathGrid.setWalkable(Math.floor(Math.random() * 8) + 2,
  61.                                   Math.floor(Math.random() * 8)+ 2,
  62.                                   false);
  63.             }
  64.             drawGrid();
  65.         }
  66.        
  67.         protected function drawGrid():void
  68.         {
  69.             isoScene       = new IsoScene();
  70.             playerHelper    = new IsoPrimitive();
  71.             isoSprite     = new IsoSprite();
  72.             isoView         = new IsoView();
  73.  
  74.             for(var i:int = 0; i <pathGrid.numCols; i++)
  75.             {
  76.                 for(var j:int = 0; j <pathGrid.numRows; j++)
  77.                 {
  78.                     var node:Node = pathGrid.getNode(i, j);
  79.                     var box:IsoBox = new IsoBox();
  80.  
  81.                     if (node.walkable)
  82.                     {
  83.                         box.setSize(cellSize, cellSize, 0);
  84.                         box.addEventListener(MouseEvent.CLICK, onGridItemClick);
  85.                     }
  86.                     else
  87.                     {
  88.                         box.setSize(cellSize, cellSize, 40);
  89.                     }
  90.                    
  91.                     box.moveTo(i * cellSize, j * cellSize, 0);
  92.                     isoScene.addChild(box);
  93.                 }
  94.             }
  95.  
  96.             //Set properties for player helper
  97.             playerHelper.setSize(cellSize, cellSize, 10);
  98.            
  99.             //Set properties for isoView
  100.             isoView.setSize(stage.stageWidth, stage.stageHeight);
  101.            
  102.             //Set proper position for viewport
  103.             viewport.x = -stage.stageWidth / 2;
  104.             viewport.y = -stage.stageHeight / 2;
  105.  
  106.             //Add viewport to the isoSprite
  107.             isoSprite.sprites = [viewport];
  108.            
  109.             //Add the isoSprite and playerHelper to the isoScene
  110.             isoScene.addChild(isoSprite);
  111.             isoScene.addChild(playerHelper);
  112.            
  113.             //Add the isoScene to the isoView
  114.             isoView.addScene(isoScene);
  115.            
  116.             //Add the isoView to the stage
  117.             addChild(isoView);
  118.         }
  119.  
  120.         protected function onGridItemClick(evt:ProxyEvent):void
  121.         {
  122.             var box:IsoBox = evt.target as IsoBox;
  123.            
  124.             //Get and set End Nodes (where are we going)
  125.             var xpos:int = (box.x)/cellSize
  126.             var ypos:int = Math.floor(box.y / cellSize)
  127.             pathGrid.setEndNode(xpos,ypos );
  128.  
  129.             //Get and set Start Node (where are we now)
  130.             xpos = Math.floor(playerHelper.x / cellSize);
  131.             ypos = Math.floor(playerHelper.y / cellSize);
  132.             pathGrid.setStartNode(xpos, ypos);
  133.  
  134.             //Find our path
  135.             findPath();
  136.         }
  137.  
  138.         protected function findPath():void
  139.         {
  140.             var astar:AStar = new AStar();
  141.             var speed:Number = .3;
  142.             if(astar.findPath(pathGrid))
  143.             {
  144.                 path = astar.path;
  145.             }
  146.            
  147.             for (var i:int = 0; i <path.length; i++)
  148.             {
  149.                 var targetX:Number = path[i].x * cellSize;
  150.                 var targetY:Number = path[i].y * cellSize;
  151.                
  152.                 Tweener.addTween(playerHelper, { x:targetX, y:targetY, delay:speed * i , time:speed, transition:"linear" } );
  153.             }
  154.         }
  155.        
  156.         override protected function onRenderTick(event:Event = null):void
  157.         {
  158.             super.onRenderTick(event);
  159.            
  160.             //Render the isoScene
  161.             isoScene.render();
  162.            
  163.             //Place our 3D object at the correct location (following our playerHelper)
  164.             sphere.x = playerHelper.screenX;
  165.             sphere.y = -playerHelper.screenY - 15;
  166.            
  167.             /*
  168.            
  169.             Set the depth of our isoSprite which holds our viewport to the proper depth.
  170.            
  171.             NOTE: as3isolib objects - the depth sorting is done automatically,
  172.             we just need to tap into that
  173.            
  174.             */
  175.            
  176.             isoScene.setChildIndex(isoSprite, isoScene.getChildIndex(playerHelper));
  177.         }   
  178.     }
  179. }

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Adding XML to the Papervision Coverflow

Papervision Coverflow XML feed

As a simple addition to yesterday's coverflow post, I wanted to show the same example but with loading images via XML. For simplicity sake the XML is loaded and parsed all in the main file.

The structure for our XML is very simple:

XML:
  1. <?xml version="1.0" encoding="utf-8" ?>
  2. <data>
  3.     <image><![CDATA[images/image1.jpg]]></image>
  4.     <image><![CDATA[images/image2.jpg]]></image>
  5.     <image><![CDATA[images/image3.jpg]]></image>
  6.     <image><![CDATA[images/image5.jpg]]></image>
  7.     <image><![CDATA[images/image4.jpg]]></image>
  8.     <image><![CDATA[images/image6.jpg]]></image>
  9.     <image><![CDATA[images/image7.jpg]]></image>
  10. </data>

We simply load our XML file with BulkLoader

Actionscript:
  1. protected function loadXML():void
  2. {
  3.     bulkInstance = new BulkLoader("bulkInstance");     
  4.     bulkInstance.add(xmlPath);
  5.     bulkInstance.addEventListener(BulkProgressEvent.COMPLETE, onXMLReady);
  6.     bulkInstance.start();
  7. }

Parse the results, now adding the images to the BulkLoader:

Actionscript:
  1. protected function onXMLReady(evt:BulkProgressEvent):void
  2. {
  3.     bulkInstance.removeEventListener(BulkProgressEvent.COMPLETE, onXMLReady);
  4.     bulkInstance.addEventListener(BulkProgressEvent.COMPLETE, onImagesReady);
  5.    
  6.     var xml:XML = bulkInstance.getXML(xmlPath);
  7.     var xmlList:XMLList = xml.image;
  8.    
  9.     for (var i:int = 0; i <xmlList.length(); i++)
  10.     {
  11.         var imagePath:String = String(xmlList[i])
  12.         bulkInstance.add(imagePath);
  13.        
  14.         //Add path to array for later access
  15.         images.push(imagePath);
  16.     }
  17.    
  18.     //Set our number of items based on how many images we load
  19.     numItems = images.length;
  20. }

When our images are ready we can continue the process of setting up our coverflow. But now using the images we just loaded for our materials.

Actionscript:
  1. var mat:BitmapMaterial  = new BitmapMaterial(bulkInstance.getBitmapData(images[i]));

It's that simple. Be sure to let us know if you find this useful and are able to use it in a project.

Here is the full code:

Actionscript:
  1. package
  2. {
  3.     import br.com.stimuli.loading.BulkLoader;
  4.     import br.com.stimuli.loading.BulkProgressEvent;
  5.     import flash.display.Sprite;
  6.     import flash.events.MouseEvent;
  7.     import flash.filters.GlowFilter;
  8.     import gs.easing.Quint;
  9.     import gs.TweenLite;
  10.     import org.papervision3d.events.InteractiveScene3DEvent;
  11.     import org.papervision3d.materials.BitmapMaterial;
  12.     import org.papervision3d.objects.DisplayObject3D;
  13.     import org.papervision3d.objects.primitives.Plane;
  14.     import org.papervision3d.view.BasicView;
  15.    
  16.     /**
  17.      * ...
  18.      * @author Charlie Schulze, charlie[at]woveninteractive[dot]com
  19.      * Licensed under the MIT license: http://www.opensource.org/licenses/mit-license.php
  20.      */
  21.    
  22.     public class Main extends BasicView
  23.     {
  24.         protected var planes:Array = [];
  25.         protected var images:Array = [];
  26.         protected var numItems:Number;
  27.         protected var currentItem:Number = 3;
  28.         protected var angle:Number = 25;       
  29.         protected var rightBtn:Sprite;
  30.         protected var leftBtn:Sprite;
  31.         protected var xmlPath:String = "xml/imageXML.xml";
  32.         protected var bulkInstance:BulkLoader;
  33.        
  34.         public function Main():void
  35.         {
  36.             //Make sure that your scene is set to interactive
  37.             super(640, 480, true, true);
  38.             loadXML();
  39.         }
  40.        
  41.         //First load our XML
  42.         protected function loadXML():void
  43.         {
  44.             bulkInstance = new BulkLoader("bulkInstance");     
  45.             bulkInstance.add(xmlPath);
  46.             bulkInstance.addEventListener(BulkProgressEvent.COMPLETE, onXMLReady);
  47.             bulkInstance.start();
  48.         }
  49.        
  50.         //When our xml is ready parse and load our images
  51.         protected function onXMLReady(evt:BulkProgressEvent):void
  52.         {
  53.             bulkInstance.removeEventListener(BulkProgressEvent.COMPLETE, onXMLReady);
  54.             bulkInstance.addEventListener(BulkProgressEvent.COMPLETE, onImagesReady);
  55.            
  56.             var xml:XML = bulkInstance.getXML(xmlPath);
  57.             var xmlList:XMLList = xml.image;
  58.            
  59.             for (var i:int = 0; i <xmlList.length(); i++)
  60.             {
  61.                 var imagePath:String = String(xmlList[i])
  62.                 bulkInstance.add(imagePath);
  63.                
  64.                 //Add path to array for later access
  65.                 images.push(imagePath);
  66.             }
  67.            
  68.             //Set our number of items based on how many images we load
  69.             numItems = images.length;
  70.         }
  71.        
  72.         //Images are finished loading we can now create our papervision coverflow
  73.         protected function onImagesReady(evt:BulkProgressEvent):void
  74.         {
  75.             init();
  76.         }
  77.        
  78.         protected function init():void
  79.         {
  80.             createChildren();
  81.             createNavigation();
  82.             animate();
  83.             startRendering();
  84.         }
  85.         protected function createChildren():void
  86.         {
  87.             for (var i:int = 0; i <numItems; i++)
  88.             {
  89.                 //Grab our bitmapData from the bulkLoader using our array of image paths as our key
  90.                 var mat:BitmapMaterial  = new BitmapMaterial(bulkInstance.getBitmapData(images[i]));
  91.                 mat.interactive         = true;
  92.                 mat.smooth     = true;
  93.                 var plane:Plane         = new Plane(mat, 280, 351, 4, 4);
  94.                
  95.                 planes.push(plane);
  96.                
  97.                 //Click straight to any plane
  98.                 plane.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, onPlaneClick);
  99.                
  100.                 //Set an id to target current item
  101.                 plane.id = i;
  102.                
  103.                 //Add plane to the scene
  104.                 scene.addChild(plane);
  105.             }
  106.            
  107.             camera.zoom = 50;
  108.         }
  109.        
  110.         protected function onPlaneClick(evt:InteractiveScene3DEvent):void
  111.         {
  112.             currentItem = evt.target.id;
  113.             animate();
  114.         }
  115.        
  116.         //Animate the coverflow left / right based off of currentItems
  117.         protected function animate():void
  118.         {
  119.             for (var i:int = 0; i <planes.length; i++)
  120.             {
  121.                 var plane:Plane = planes[i];
  122.                
  123.                 //Each if statement will adjust these numbers as needed
  124.                 var planeX:Number = 0;
  125.                 var planeZ:Number = -50;
  126.                 var planeRotationY:Number = 0
  127.  
  128.                 //Place  & Animate Center Item
  129.                 if (i == currentItem)
  130.                 {
  131.                     planeZ     = -300
  132.                    
  133.                     TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  134.                 }
  135.                
  136.                 //Place & Animate Right Items
  137.                 if(i> currentItem) 
  138.                 {
  139.                     planeX     = (i - currentItem + 1) * 120;
  140.                     planeRotationY   = angle + 10 * (i - currentItem);
  141.                    
  142.                     TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  143.                 }
  144.                
  145.                 //Place & Animate Left Items
  146.                 if (i <currentItem)
  147.                 {
  148.                     planeX     = (currentItem - i + 1) * -120;
  149.                     planeRotationY   = -angle - 10 * (currentItem - i);
  150.                    
  151.                     TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  152.                 }
  153.             }
  154.         }
  155.        
  156.         /*
  157.          * Everything below this point is just for creating the buttons and
  158.          * setting button events for controlling the coverflow.
  159.          */
  160.  
  161.         protected function createNavigation():void
  162.         {
  163.             //Create / Add Buttons
  164.             rightBtn = createButton();
  165.             leftBtn = createButton();
  166.                
  167.             addChild(leftBtn);
  168.             addChild(rightBtn);
  169.            
  170.             //Add button listeners
  171.             rightBtn.buttonMode = true;
  172.             leftBtn.buttonMode = true;
  173.             rightBtn.addEventListener(MouseEvent.CLICK, buttonClick);
  174.             leftBtn.addEventListener(MouseEvent.CLICK, buttonClick);
  175.                        
  176.             //Place buttons on stage
  177.             rightBtn.x    = stage.stageWidth - 20;
  178.             leftBtn.x       = 20;
  179.             rightBtn.y    =  stage.stageHeight / 2;
  180.             leftBtn.y       =  (stage.stageHeight / 2) + 20;
  181.             leftBtn.rotation    = 180;
  182.         }
  183.        
  184.         //Button actions
  185.         protected function buttonClick(evt:MouseEvent):void
  186.         {
  187.             switch (evt.target)
  188.             {
  189.                 case rightBtn:
  190.                 currentItem ++
  191.                 break;
  192.                
  193.                 case leftBtn:
  194.                 currentItem --;
  195.                 break;
  196.             }
  197.            
  198.             //Don't allow any number lower than 0 or past max so there
  199.             //is always a center item
  200.            
  201.             if (currentItem <0)
  202.             {
  203.                 currentItem = 0;
  204.             }
  205.             if (currentItem> (planes.length - 1))
  206.             {
  207.                 currentItem = planes.length - 1;
  208.             }
  209.            
  210.             //Call animation
  211.             animate();
  212.         }
  213.        
  214.         //Creates a simple arrow shape / returns the sprite
  215.         protected function createButton():Sprite
  216.         {
  217.             var btn:Sprite = new Sprite();
  218.            
  219.             btn.graphics.beginFill(0x333333);
  220.             btn.graphics.moveTo(0, 0);
  221.             btn.graphics.lineTo(0, 20);
  222.             btn.graphics.lineTo(10, 10);
  223.             btn.graphics.lineTo(0, 0);
  224.             btn.graphics.endFill();
  225.             btn.filters = [new GlowFilter(0xFFFFFF,1,10,10,3)]
  226.             return btn;
  227.         }
  228.     }
  229. }

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A Simple Papervision Coverflow

There are several great AS3 / Papervision Coverflows out there but today I set out to create one in it's simplest form. There are no bells and whistles, just a stripped down coverflow with it's core functionality. It's up to you to add an XML feed, Flickr feed, or setup your images in an array and load them the way you want to. This is only meant to be a clean jumping off point.

In the download I have included 2 versions. One with left / right buttons and one without. Both versions you can select the items in the coverflow to navigate.

The heart of this coverflow app is a lot like some of the others. We need to calculate the x and rotation of the center item, left items, and right items are, then animate accordingly. This is the same way that John Dyer animates his coverflow.

Actionscript:
  1. for (var i:int = 0; i <planes.length; i++)
  2. {
  3.     var plane:Plane = planes[i];
  4.    
  5.     //Each if statement will adjust these numbers as needed
  6.     var planeX:Number = 0;
  7.     var planeZ:Number = 20;
  8.     var planeRotationY:Number = 0
  9.  
  10.     //Place  & Animate Center Item
  11.     if (i == currentItem)
  12.     {
  13.         planeZ     = -300
  14.        
  15.         TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  16.     }
  17.    
  18.     //Place & Animate Right Items
  19.     if(i> currentItem) 
  20.     {
  21.         planeX     = (i - currentItem + 1) * 120;
  22.         planeRotationY   = angle + 10 * (i - currentItem);
  23.        
  24.         TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  25.     }
  26.    
  27.     //Place & Animate Left Items
  28.     if (i <currentItem)
  29.     {
  30.         planeX     = (currentItem - i + 1) * -120;
  31.         planeRotationY   = -angle - 10 * (currentItem - i);
  32.        
  33.         TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  34.     }
  35. }

For this simple version of coverflow you have two ways of navigating to items.

Selecting a plane to jump right to that item

Actionscript:
  1. plane.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, onPlaneClick);
  2.  
  3. protected function onPlaneClick(evt:InteractiveScene3DEvent):void
  4. {
  5.     currentItem = evt.target.id;
  6.     animate();
  7. }

Or using left / right buttons to navigate one item at a time:

Actionscript:
  1. rightBtn.addEventListener(MouseEvent.CLICK, buttonClick);
  2. leftBtn.addEventListener(MouseEvent.CLICK, buttonClick);
  3.  
  4. protected function buttonClick(evt:MouseEvent):void
  5. {
  6.     switch (evt.target)
  7.     {
  8.         case rightBtn:
  9.         currentItem ++
  10.         break;
  11.        
  12.         case leftBtn:
  13.         currentItem --;
  14.         break;
  15.     }
  16.    
  17.     //Don't allow any number lower than 0 or past max so there
  18.     //is always a center item
  19.    
  20.     if (currentItem <0)
  21.     {
  22.         currentItem = 0;
  23.     }
  24.     if (currentItem> (planes.length - 1))
  25.     {
  26.         currentItem = planes.length - 1;
  27.     }
  28.    
  29.     //Call animation
  30.     animate();
  31. }

On to the full source code. This version includes the left / right buttons.

Actionscript:
  1. package
  2. {
  3.     import flash.display.DisplayObject;
  4.     import flash.display.Sprite;
  5.     import flash.events.Event;
  6.     import flash.events.MouseEvent;
  7.     import flash.filters.GlowFilter;
  8.     import gs.easing.Quint;
  9.     import gs.TweenLite;
  10.     import org.papervision3d.events.InteractiveScene3DEvent;
  11.     import org.papervision3d.materials.BitmapFileMaterial;
  12.     import org.papervision3d.objects.DisplayObject3D;
  13.     import org.papervision3d.objects.primitives.Plane;
  14.     import org.papervision3d.view.BasicView;
  15.    
  16.     /**
  17.      * ...
  18.      * @author Charlie Schulze, charlie[at]woveninteractive[dot]com
  19.      * Licensed under the MIT license: http://www.opensource.org/licenses/mit-license.php
  20.      */
  21.    
  22.     public class Main extends BasicView
  23.     {
  24.         protected var planes:Array = [];
  25.         protected var numItems:Number = 7;
  26.         protected var currentItem:Number = 3;
  27.         protected var angle:Number = 25;
  28.        
  29.         protected var mat:BitmapFileMaterial;
  30.         protected var rightBtn:Sprite;
  31.         protected var leftBtn:Sprite;
  32.        
  33.         public function Main():void
  34.         {
  35.             //Make sure that your scene is set to interactive
  36.             super(640, 480, true, true);
  37.            
  38.             init();
  39.         }
  40.         protected function init():void
  41.         {
  42.             createChildren();
  43.             createNavigation();
  44.             animate();
  45.             startRendering();
  46.         }
  47.         protected function createChildren():void
  48.         {
  49.             //Create Material
  50.             mat             = new BitmapFileMaterial("images/iPhone-back2.png");
  51.             mat.smooth   = true;
  52.             mat.interactive = true;
  53.             for (var i:int = 0; i <numItems; i++)
  54.             {
  55.                 var plane:Plane = new Plane(mat, 177, 334, 4, 4);
  56.                 planes.push(plane);
  57.                
  58.                 //Click straight to any plane
  59.                 plane.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, onPlaneClick);
  60.                
  61.                 //Set an id to target current item
  62.                 plane.id = i;
  63.                
  64.                 //Add plane to the scene
  65.                 scene.addChild(plane);
  66.             }
  67.            
  68.             camera.zoom = 60;
  69.         }
  70.        
  71.         protected function onPlaneClick(evt:InteractiveScene3DEvent):void
  72.         {
  73.             currentItem = evt.target.id;
  74.             animate();
  75.         }
  76.        
  77.         //Animate the coverflow left / right based off of currentItems
  78.         protected function animate():void
  79.         {
  80.             for (var i:int = 0; i <planes.length; i++)
  81.             {
  82.                 var plane:Plane = planes[i];
  83.                
  84.                 //Each if statement will adjust these numbers as needed
  85.                 var planeX:Number = 0;
  86.                 var planeZ:Number = -50;
  87.                 var planeRotationY:Number = 0
  88.  
  89.                 //Place  & Animate Center Item
  90.                 if (i == currentItem)
  91.                 {
  92.                     planeZ     = -300
  93.                    
  94.                     TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  95.                 }
  96.                
  97.                 //Place & Animate Right Items
  98.                 if(i> currentItem) 
  99.                 {
  100.                     planeX     = (i - currentItem + 1) * 120;
  101.                     planeRotationY   = angle + 10 * (i - currentItem);
  102.                    
  103.                     TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  104.                 }
  105.                
  106.                 //Place & Animate Left Items
  107.                 if (i <currentItem)
  108.                 {
  109.                     planeX     = (currentItem - i + 1) * -120;
  110.                     planeRotationY   = -angle - 10 * (currentItem - i);
  111.                    
  112.                     TweenLite.to(plane, 1, { rotationY:planeRotationY,x:planeX,z:planeZ, ease:Quint.easeInOut } );
  113.                 }
  114.             }
  115.         }
  116.        
  117.         /*
  118.          * Everything below this point is just for creating the buttons and
  119.          * setting button events for controlling the coverflow.
  120.          */
  121.  
  122.         protected function createNavigation():void
  123.         {
  124.             //Create / Add Buttons
  125.             rightBtn = createButton();
  126.             leftBtn = createButton();
  127.                
  128.             addChild(leftBtn);
  129.             addChild(rightBtn);
  130.            
  131.             //Add button listeners
  132.             rightBtn.buttonMode = true;
  133.             leftBtn.buttonMode = true;
  134.             rightBtn.addEventListener(MouseEvent.CLICK, buttonClick);
  135.             leftBtn.addEventListener(MouseEvent.CLICK, buttonClick);
  136.                        
  137.             //Place buttons on stage
  138.             rightBtn.x    = stage.stageWidth - 20;
  139.             leftBtn.x       = 20;
  140.             rightBtn.y    =  stage.stageHeight / 2;
  141.             leftBtn.y       =  (stage.stageHeight / 2) + 20;
  142.             leftBtn.rotation    = 180;
  143.         }
  144.        
  145.         //Button actions
  146.         protected function buttonClick(evt:MouseEvent):void
  147.         {
  148.             switch (evt.target)
  149.             {
  150.                 case rightBtn:
  151.                 currentItem ++
  152.                 break;
  153.                
  154.                 case leftBtn:
  155.                 currentItem --;
  156.                 break;
  157.             }
  158.            
  159.             //Don't allow any number lower than 0 or past max so there
  160.             //is always a center item
  161.            
  162.             if (currentItem <0)
  163.             {
  164.                 currentItem = 0;
  165.             }
  166.             if (currentItem> (planes.length - 1))
  167.             {
  168.                 currentItem = planes.length - 1;
  169.             }
  170.            
  171.             //Call animation
  172.             animate();
  173.         }
  174.        
  175.         //Creates a simple arrow shape / returns the sprite
  176.         protected function createButton():Sprite
  177.         {
  178.             var btn:Sprite = new Sprite();
  179.            
  180.             btn.graphics.beginFill(0x333333);
  181.             btn.graphics.moveTo(0, 0);
  182.             btn.graphics.lineTo(0, 20);
  183.             btn.graphics.lineTo(10, 10);
  184.             btn.graphics.lineTo(0, 0);
  185.             btn.graphics.endFill();
  186.             btn.filters = [new GlowFilter(0xFFFFFF,1,10,10,3)]
  187.             return btn;
  188.         }
  189.     }
  190. }

That's it. This should provide a good base for you to build out your own unique coverflow.

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Papervision Explode Image / Rebuild

In early 2008 I wrote a blog article on how to explode an image and rebuild it again. Recently this effect has been used in some amazing ways. Site's like Audi have taken this concept much further with the rows of these tiny boxes swimming in formation.

Today I decided to re-create that simple effect using the latest papervision code and provide a much needed update.

Creating this effect is actually fairly simple. You take an image, use some code to break it into smaller bitmaps which then are used as the materials for your planes. Then you just place the planes in a grid to re-create your image.

Here is a sample of the code that get's our image blocks to be used for our materials:

Actionscript:
  1. //Creates a 30 x 18 bitmapData block
  2. var bitmap_data:BitmapData  = new BitmapData(cellWidth, cellHeight, true, 0x00FFFF);
  3.                
  4. //Create a new Matrix - A matrix is a rectangular array / table
  5. //of numbers with any number of rows / columns.
  6. var matrix:Matrix         = new Matrix();
  7.  
  8. //Get's our desired x / y location information where we will
  9. //pull a block of our image
  10. matrix.translate( -cellWidth * cellX, -cellHeight * cellY);
  11.  
  12. //Write the data to our bitmap data object with our source and
  13. //matrix / block info
  14. bitmap_data.draw(imageMC, matrix);

Once you've created your grid you just need to store the locations of all your x,y,z,rotation etc so that when you break apart the image you can easily piece it back together.

Actionscript:
  1. planeVO.origX         = pl.x;
  2. planeVO.origY            = pl.y;
  3. planeVO.origZ         = pl.z;
  4. planeVO.origRotationY      = pl.rotationY;
  5. planeVO.origRotationX      = pl.rotationX;
  6. planeVO.origRotationZ      = pl.rotationZ;
  7. planeVO.planeRef          = pl;

PlaneVO is nothing more than a simple value object. A value object gives us a nice strongly typed object to store the variables we want to access later.

PlaneVO.as

Actionscript:
  1. package
  2. {
  3.     import org.papervision3d.objects.primitives.Plane;
  4.     /**
  5.      * ...
  6.      * @author Charlie Schulze, Woven Interactive, LLC
  7.      */
  8.     public class PlaneVO
  9.     {
  10.         public var origX:Number;
  11.         public var origY:Number
  12.         public var origZ:Number
  13.         public var origRotationY:Number
  14.         public var origRotationX:Number
  15.         public var origRotationZ:Number
  16.         public var planeRef:Plane;
  17.     }
  18.    
  19. }

Now on to the full code. I have left comments throughout to explain what is happening. Try changing some of the math or swapping the image with your own. Once you mess with it for a little while you'll find it's easy to create some amazing effects.

Actionscript:
  1. package
  2. {
  3.     import br.com.stimuli.loading.BulkLoader;
  4.     import br.com.stimuli.loading.BulkProgressEvent;
  5.     import com.foomonger.utils.Later;
  6.     import flash.display.Bitmap;
  7.     import flash.display.BitmapData;
  8.     import flash.display.DisplayObject;
  9.     import flash.display.MovieClip;
  10.     import flash.geom.Matrix;
  11.     import gs.easing.Quint;
  12.     import gs.TweenMax;
  13.     import org.papervision3d.materials.MovieMaterial;
  14.     import org.papervision3d.objects.DisplayObject3D;
  15.     import org.papervision3d.objects.primitives.Plane;
  16.     import org.papervision3d.view.BasicView;
  17.    
  18.     /**
  19.      * ...
  20.      * @author Charlie Schulze, charlie[at]woveninteractive[dot]com
  21.      */
  22.    
  23.     public class Main extends BasicView
  24.     {
  25.         protected var bulkInstance:BulkLoader;
  26.         protected var imageMC:MovieClip;
  27.         protected var imageString:String
  28.         protected var planeVOs:Array = [];
  29.         protected var planesContainer:DisplayObject3D;
  30.        
  31.         public function Main():void
  32.         {
  33.             super();
  34.            
  35.             //Set the image we want to load
  36.             imageString  = "images/king.gif";
  37.            
  38.             //Load our image
  39.             loadImage();
  40.         }
  41.         protected function loadImage():void
  42.         {
  43.             //BulkLoader is complete overkill for this but thought it would be a
  44.             //nice extra for everyone to see in action. Extremely useful set of classes.
  45.            
  46.             //Create our unique bulkInstance / available anywhere in our app by
  47.             //that name "bulkImageLoader"
  48.             bulkInstance = new BulkLoader("bulkImageLoader");
  49.            
  50.             //Add our image
  51.             bulkInstance.add(imageString);
  52.            
  53.             //Add our listeners
  54.             bulkInstance.addEventListener(BulkProgressEvent.COMPLETE, onImageLoaded);
  55.            
  56.             //Start Loading
  57.             bulkInstance.start();
  58.         }
  59.         protected function onImageLoaded(evt:BulkProgressEvent):void
  60.         {
  61.             init();
  62.         }
  63.         protected function init():void
  64.         {
  65.             createChildren();
  66.             explode();
  67.             startRendering();
  68.         }
  69.        
  70.         protected function createChildren():void
  71.         {
  72.             //Create the clip we will be getting our bitmap data from
  73.             imageMC = new MovieClip();
  74.            
  75.             //add our bitmap
  76.             imageMC.addChild(bulkInstance.getBitmap(imageString));
  77.  
  78.             //Optional - Create a container to hold our planes
  79.             planesContainer = new DisplayObject3D();
  80.            
  81.             //Array to store our value objects
  82.             planeVOs = [];
  83.            
  84.             for (var i:int = 0; i <65; i++)
  85.             {
  86.                 /**
  87.                  * Here is how we get our loop / colunm / cellWidth / cellHeight numbers
  88.                  *
  89.                  * 5 columns * 13 rows = 65 (number of loops)
  90.                  * 5 columns divided by the width (150) of our image = 30 pixels
  91.                  * 13 rows  divided by the height (234) of our image = 18 pixels
  92.                  */
  93.  
  94.                 var columns:uint          = 5;
  95.                 var cellWidth:int       = 30;
  96.                 var cellHeight:int    = 18;
  97.                 var cellX:int         = (i % columns)
  98.                 var cellY:int         = Math.floor(i / columns);
  99.  
  100.                 //Creates a 30 x 18 bitmapData block
  101.                 var bitmap_data:BitmapData  = new BitmapData(cellWidth, cellHeight, true, 0x00FFFF);
  102.                
  103.                 //Create a new Matrix - A matrix is a rectangular array / table
  104.                 //of numbers with any number of rows / columns.
  105.                 var matrix:Matrix         = new Matrix();
  106.                
  107.                 //Get's our desired x / y location information where we will
  108.                 //pull a block of our image
  109.                 matrix.translate( -cellWidth * cellX, -cellHeight * cellY);
  110.                
  111.                 //Write the data to our bitmap data object with our source and
  112.                 //matrix / block info
  113.                 bitmap_data.draw(imageMC, matrix);
  114.                
  115.                 //Create a bitmap with our bitmapData and add it to a movieclip
  116.                 var bitmap:Bitmap       = new Bitmap(bitmap_data);
  117.                 var myMovie:MovieClip     = new MovieClip();
  118.                
  119.                 myMovie.addChild(bitmap);
  120.                
  121.                 //Use the movieclip with our bitmap inside as our movieMaterial
  122.                 //needs to be cast as a DisplayObject to work
  123.                 var movieMat:MovieMaterial  = new MovieMaterial(myMovie as DisplayObject, true);
  124.                 movieMat.smooth             = true;
  125.                
  126.                 //Create a plane with our moviemat the size of our cellWidth/Height
  127.                 var pl:Plane             = new Plane(movieMat, cellWidth, cellHeight, 0, 0);
  128.                
  129.                 //Create a value object to store our origianl infomation
  130.                 //for when we animate we can then rebuild easily
  131.                 var planeVO:PlaneVO         = new PlaneVO();
  132.  
  133.                 //We want to place the planes to re-create our original image
  134.                 pl.x                        = ((cellX * cellWidth) + cellWidth) -(imageMC.width / 2);
  135.                 pl.y                   = -((cellY * cellHeight) + cellHeight) +(imageMC.height / 2);
  136.                
  137.                 //Set the original properties of our value object
  138.                 planeVO.origX         = pl.x;
  139.                 planeVO.origY            = pl.y;
  140.                 planeVO.origZ         = pl.z;
  141.                 planeVO.origRotationY      = pl.rotationY;
  142.                 planeVO.origRotationX      = pl.rotationX;
  143.                 planeVO.origRotationZ      = pl.rotationZ;
  144.                 planeVO.planeRef          = pl;
  145.                
  146.                 //Add our planeVO to our array
  147.                 planeVOs.push(planeVO)
  148.                
  149.                 //Add planes to our container
  150.                 planesContainer.addChild(pl);            
  151.             }
  152.            
  153.             //Add our container to our scene
  154.             scene.addChild(planesContainer);
  155.            
  156.             camera.zoom = 100;
  157.            
  158.             //rotate our container for an skewed effect
  159.             planesContainer.rotationY = 30;
  160.             planesContainer.rotationX = 30;
  161.         }
  162.        
  163.         protected function explode():void
  164.         {
  165.             //Create a for loop of our plane objects set random numbers to explode our image
  166.            
  167.             for (var i:int = 0; i <planeVOs.length; i++)
  168.             {
  169.                 var planeVO:PlaneVO     = planeVOs[i];
  170.                 var plane:Plane         = planeVO.planeRef;
  171.                
  172.                 var ranNumber:Number = Math.round(Math.random() * 200 - 200);
  173.                 var delayAmount:Number = i * .05;
  174.                 var shortDelayAmount:Number = delayAmount * .6;
  175.                
  176.                 var randomX:Number = (Math.random() * 4000) - 6000;
  177.                 var randomY:Number = (Math.random() * 8000) - 1000;
  178.                 var randomZ:Number = (Math.random() * 1000) + 5000;
  179.  
  180.                 TweenMax.to(plane, 2, { x:planeVO.origX + randomX, delay:shortDelayAmount,
  181.                                         z:randomZ, y:150 + planeVO.origY + randomY,
  182.                                         rotationY:180,ease:Quint.easeInOut} );
  183.             }
  184.            
  185.             //In 3 seconds rebuild
  186.             Later.call(this, rebuild, 3000, true);
  187.         }
  188.        
  189.         protected function rebuild():void
  190.         {
  191.             //Rebuild our image with the locations we stored in our VO
  192.            
  193.             for (var i:int = 0; i <planeVOs.length; i++)
  194.             {
  195.                 var planeVO:PlaneVO     = planeVOs[i];
  196.                 var plane:Plane         = planeVO.planeRef;
  197.                 var delayAmount:Number  = i * .005;
  198.                 TweenMax.to(plane, 1.8, { x:planeVO.origX, delay:delayAmount,
  199.                                         z:planeVO.origZ, y:planeVO.origY,
  200.                                         rotationY:planeVO.origRotationY,ease:Quint.easeInOut} );
  201.             }
  202.            
  203.             //In 5 seconds explode the image again
  204.             Later.call(this, explode, 5000, true);
  205.         }
  206.     }
  207. }

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A Simple Papervision Carousel

Papervision 3D Carousel

download-source

This week I set out to create a Papervision Carousel in it's simplest form. At the heart of this carousel is a simple "for" loop / math which places the items in a circle in 3D space

Actionscript:
  1. for (var i:int = 0; i <planes.length; i++)
  2. {
  3.     var angle:Number    = Math.PI * 2 / numItems * i;
  4.     var plane:Plane     = planes[i];
  5.     plane.x             = Math.cos(angle) * radius;
  6.     plane.z             = Math.sin(angle) * radius;
  7.     plane.rotationY     = -360 / numItems * i - 90;
  8. }

Then to rotate our carousel we apply some similar math

Actionscript:
  1. var rotateTo:Number = (-360 / numItems) * currentItem + 90;
  2. TweenLite.to(planesHolder, 1, { rotationY:rotateTo, ease:Quint.easeInOut } );

This code allows us to just increment currentItem and rotate our carousel. Another easy add-on would be to setup a navigation along the bottom where you could control and change the currentItem to a specific number to rotate right to that section of the carousel.

It's also very easy to customize the number of items and radius of the carousel by adjusting these numbers.

Actionscript:
  1. protected var numItems:Number = 20;
  2. protected var radius:Number = 500;

Here is the full code.

Actionscript:
  1. package
  2. {
  3.     import flash.display.DisplayObject;
  4.     import flash.display.MovieClip;
  5.     import flash.display.Sprite;
  6.     import flash.events.Event;
  7.     import flash.events.MouseEvent;
  8.     import gs.easing.Quint;
  9.     import gs.TweenLite;
  10.     import org.papervision3d.materials.BitmapFileMaterial;
  11.     import org.papervision3d.objects.DisplayObject3D;
  12.     import org.papervision3d.objects.primitives.Plane;
  13.     import org.papervision3d.view.BasicView;
  14.    
  15.     /**
  16.      * ...
  17.      * @author Charlie Schulze, charlie[at]woveninteractive[dot]com
  18.      */
  19.    
  20.     public class Main extends BasicView
  21.     {
  22.         protected var planes:Array = [];
  23.         protected var numItems:Number = 20;
  24.         protected var radius:Number = 500;
  25.         protected var currentItem:Number = 0;
  26.        
  27.         protected var mat:BitmapFileMaterial;
  28.         protected var planesHolder:DisplayObject3D;
  29.         protected var rightBtn:Sprite;
  30.         protected var leftBtn:Sprite;
  31.        
  32.         public function Main():void
  33.         {
  34.             super();
  35.             init();
  36.         }
  37.         protected function init():void
  38.         {
  39.             createChildren();
  40.             createButtons();
  41.             commitProperties();
  42.             startRendering();
  43.         }
  44.         protected function createChildren():void
  45.         {
  46.            
  47.             planesHolder = new DisplayObject3D();
  48.            
  49.             //Create Material
  50.             mat             = new BitmapFileMaterial("images/queen.gif");
  51.             mat.smooth   = true;
  52.             mat.doubleSided = true;
  53.            
  54.             for (var i:int = 0; i <numItems; i++)
  55.             {
  56.                 var plane:Plane = new Plane(mat, 150, 234);
  57.                 planes.push(plane);
  58.                
  59.                 //Add plane to the scene
  60.                 planesHolder.addChild(plane);
  61.             }
  62.             scene.addChild(planesHolder);
  63.         }
  64.        
  65.         protected function commitProperties():void
  66.         {
  67.             //Set properties of our planes
  68.             for (var i:int = 0; i <planes.length; i++)
  69.             {
  70.                 var angle:Number    = Math.PI * 2 / numItems * i;
  71.                 var plane:Plane     = planes[i];
  72.                 plane.x             = Math.cos(angle) * radius;
  73.                 plane.z             = Math.sin(angle) * radius;
  74.                 plane.rotationY     = -360 / numItems * i - 90;
  75.             }
  76.            
  77.             //Adjust camera
  78.             camera.y = 200;
  79.            
  80.             //Rotate once
  81.             rotate();
  82.         }
  83.  
  84.         //Rotates the carousel
  85.         protected function rotate():void
  86.         {
  87.             var rotateTo:Number = (-360 / numItems) * currentItem + 90;
  88.             TweenLite.to(planesHolder, 1, { rotationY:rotateTo, ease:Quint.easeInOut } );
  89.         }
  90.        
  91.         /*
  92.          * Everything below this point is just for creating the buttons and
  93.          * setting button events for controlling the carousel.
  94.          */
  95.  
  96.         protected function createButtons():void
  97.         {
  98.             //Create Buttons
  99.             rightBtn = createButton();
  100.             leftBtn = createButton();
  101.                
  102.             addChild(leftBtn);
  103.             addChild(rightBtn);
  104.            
  105.             //Add button listeners
  106.             rightBtn.buttonMode = true;
  107.             leftBtn.buttonMode = true;
  108.             rightBtn.addEventListener(MouseEvent.CLICK, buttonClick);
  109.             leftBtn.addEventListener(MouseEvent.CLICK, buttonClick);
  110.                        
  111.             //Place buttons on stage
  112.             rightBtn.x    = stage.stageWidth - 120;
  113.             leftBtn.x       = 100;
  114.             rightBtn.y    =  stage.stageHeight / 2;
  115.             leftBtn.y       =  (stage.stageHeight / 2) + 20;
  116.             leftBtn.rotation    = 180;
  117.         }
  118.        
  119.         //Button actions
  120.         protected function buttonClick(evt:MouseEvent):void
  121.         {
  122.             switch (evt.target)
  123.             {
  124.                 case rightBtn:
  125.                 currentItem --;
  126.                 break;
  127.                
  128.                 case leftBtn:
  129.                 currentItem ++;
  130.                 break;
  131.             }
  132.             rotate();
  133.         }
  134.        
  135.         //Creates a simple arrow shape / returns the sprite
  136.         protected function createButton():Sprite
  137.         {
  138.             var btn:Sprite = new Sprite();
  139.            
  140.             btn.graphics.beginFill(0x333333);
  141.             btn.graphics.moveTo(0, 0);
  142.             btn.graphics.lineTo(0, 20);
  143.             btn.graphics.lineTo(10, 10);
  144.             btn.graphics.lineTo(0, 0);
  145.             btn.graphics.endFill();
  146.             return btn;
  147.         }
  148.     }
  149. }

Feel free to post links to ways you expand upon this file.

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Fix Z-Sorting issues with the QuadrantRenderEngine

quadrantrenderengine

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Another way to solve your z-sorting issues is the use of the Quadrant Render Engine. The QuadrantRenderEngine only takes one parameter (type).

The three "types" of filtering available to you are:
QuadrantRenderEngine.ALL_FILTERS
QuadrantRenderEngine.CORRECT_Z_FILTER
QuadrantRenderEngine.QUAD_SPLIT_FILTER

For a full explanation of each of the 3 types available to you with this renderer take a look at this article.

The QuadrantRenderEngine use a technique of subdividing the screen into smaller and smaller regions to resolve potential conflicts between triangles.
blog.papervision3d.org

As also noted by others, this is a great tool to have around it does come with its performance issues. You may want to test out using ViewportLayers and optimizing in other areas.

Here is the simple code you need to change your renderer when extending BasicView.as:

Actionscript:
  1. renderer = new QuadrantRenderEngine(QuadrantRenderEngine.ALL_FILTERS);

Here is the full code for this example:

Actionscript:
  1. package 
  2. {
  3.     import flash.events.Event;
  4.     import org.papervision3d.materials.ColorMaterial;
  5.     import org.papervision3d.objects.primitives.Plane;
  6.     import org.papervision3d.objects.primitives.Sphere;
  7.     import org.papervision3d.render.QuadrantRenderEngine;
  8.     import org.papervision3d.view.BasicView;
  9.     import org.papervision3d.materials.BitmapFileMaterial;
  10.    
  11.     public class Main extends BasicView
  12.     {
  13.         protected var sphere:Sphere
  14.         protected var plane:Plane;
  15.         protected var bitmapMaterial:BitmapFileMaterial;
  16.         protected var colorMaterial:ColorMaterial;
  17.  
  18.         public function Main()
  19.         {
  20.             super();
  21.            
  22.             //Try commenting out this line to see the issues.
  23.             renderer = new QuadrantRenderEngine(QuadrantRenderEngine.ALL_FILTERS);
  24.            
  25.             createChildren();
  26.             commitProperties();
  27.             startRendering();
  28.         }
  29.         protected function createChildren():void
  30.         {
  31.            
  32.             //Create a new 3D object
  33.             colorMaterial = new ColorMaterial(0x000000);
  34.             bitmapMaterial = new BitmapFileMaterial("images/ourtex.jpg")
  35.  
  36.             //Create 3D Objects
  37.             plane = new Plane(colorMaterial,1000,1000,5,5)
  38.             sphere = new Sphere(bitmapMaterial, 50, 10,10);
  39.  
  40.            
  41.             //Add to scene
  42.             scene.addChild(plane);
  43.             scene.addChild(sphere);
  44.  
  45.         }
  46.        
  47.         protected function commitProperties():void
  48.         {
  49.             //Set some properties
  50.             sphere.scale = 4;
  51.             sphere.pitch( -10);
  52.             plane.rotationX = 60;
  53.         }
  54.         override protected function onRenderTick(event:Event = null):void
  55.         {
  56.             super.onRenderTick(event);
  57.  
  58.             //Rotate
  59.             sphere.yaw(1);
  60.         }
  61.     }
  62. }

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