*FIXED!!*
Here's a really simple example, all it does is texture a sphere and rotate it depending on what the camera is doing:
Click Here (1.3Mb download so I didn't embed this one)
Source Code (Uses the Base Class):
Actionscript:
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/**
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* ...
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* @author Luke Mitchell
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* @version 1
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*/
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packageВ {
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\timport org.papervision3d.materials.BitmapFileMaterial;
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\timport flash.events.MouseEvent;
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\timport org.papervision3d.materials.ColorMaterial;
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\timport org.papervision3d.materials.utils.MaterialsList;
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\timport org.papervision3d.objects.primitives.Cube;
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\t
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\tpublic class Main extends PaperBase {
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\t\t
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\t\tpublic var materials:MaterialsList = new MaterialsList(
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\t\t{
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\t\t\tfront: new BitmapFileMaterial("http://papervision2.com/wp-content/pano/s1.gif"),
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\t\t\tback: new BitmapFileMaterial("http://papervision2.com/wp-content/pano/s3.gif"),
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\t\t\tleft: new BitmapFileMaterial("http://papervision2.com/wp-content/pano/s4.gif"),
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\t\t\tright: new BitmapFileMaterial("http://papervision2.com/wp-content/pano/s2.gif"),
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\t\t\ttop: new ColorMaterial(0x000000),
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\t\t\tbottom: new ColorMaterial(0x000000)
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\t\t});
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\t\tpublic var cubemap:Cube = new Cube(materials, 2000, 2000, 900, 5, 5, 5,Cube.ALL);
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\t\t
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\t\tpublic function Main() {
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\t\t\tinit(600,300);
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\t\t\tcubemap.x = 0;
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\t\t\tcubemap.y = 0;
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\t\t\tcubemap.z = 0;
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\t\t\t
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\t\t\tdefault_scene.addChild(cubemap);
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\t\t\tdefault_camera.z = 0;
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\t\t\tdefault_camera.x = 0;
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\t\t\tdefault_camera.y = 0;
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\t\t\tdefault_camera.lookAt(cubemap);
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\t\t\t
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\t\t\tdefault_camera.zoom = 5;
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\t\t\tstage.addEventListener(MouseEvent.MOUSE_WHEEL, mWheel);
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\t\t}
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\t\t
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\t\tpublic function mWheel(e:MouseEvent):void {
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\t\t\tdefault_camera.zoom += e.delta / 5;
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\t\t\tif (default_camera.zoom <5) {
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\t\t\t\tdefault_camera.zoom = 5;
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\t\t\t}else if (default_camera.zoom> 20) {
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\t\t\t\tdefault_camera.zoom = 20;
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\t\t\t}
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\t\t}
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\t\t
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\t\toverride protected function processFrame():void {
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\t\t\tcubemap.yaw( -((stage.mouseX - (stage.width / 2)) / stage.width)*4);
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\t\t\tdefault_camera.rotationX = -((stage.mouseY - (stage.height / 2)) / stage.height) * (Math.sqrt(default_camera.zoom*6));
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\t\t}
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\t}
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}
You can use this for pretty much any panoramic image, just change the image url and tweak it a bit :)
-Luke


Hi Luke,
I can’t get it to work at all, but how in the world did you manage to work around the 2880 px bitmap size limit and get an 8000 pixel image to load into flash?
I really like your site,
Zephyr
Hehe, that’s probably why it isn’t working then!
It seems to work sometimes, but sometimes not.. You’ve probably just pointed out why it’s being so dodgy to me so I’m going to see if I can fix it.
Thanks!
-Luke
Hi,
nice job, i viewing it with a little smile in my face. I took this a few weeks ago with the COD4 360 Pictures for fun like this http://www.aisn.de/aisn/examples/PV3D_Test05.swf
I like your tutorials very well!
Thanks
Phil
Excellent demo project!
Can’t seem to find the base class that is affiliated with this interaction..can someone send me that class.
Dude, you’re awesome! Like you said: “It seems to work sometimes, but sometimes not…” But finally it worked. I’m gonna try to compact it a little bit to see if it works better. Man, thanks for your tutorials.
I tried it, but each frameloop I get a lookAt error?
i also get the lookat error… it comes from displayobject3d.as here:
public function lookAt( targetObject:DisplayObject3D, upAxis:Number3D=null ):void
{
position.reset( this.x, this.y, this.z );
target.reset( targetObject.x, targetObject.y, targetObject.z );
zAxis.copyFrom(target);
zAxis.minusEq(position);
zAxis.normalize();
if( zAxis.modulo > 0.1 )
{
xAxis = Number3D.cross( zAxis, upAxis || UP, xAxis );
xAxis.normalize();
yAxis = Number3D.cross( zAxis, xAxis, yAxis );
yAxis.normalize();
var look :Matrix3D = this.transform;
// scale fix for lookAt()
look.n11 = xAxis.x * _scaleX;
look.n21 = xAxis.y * _scaleX;
look.n31 = xAxis.z * _scaleX;
look.n12 = -yAxis.x * _scaleY;
look.n22 = -yAxis.y * _scaleY;
look.n32 = -yAxis.z * _scaleY;
look.n13 = zAxis.x * _scaleZ;
look.n23 = zAxis.y * _scaleZ;
look.n33 = zAxis.z * _scaleZ;
this._transformDirty = false;
this._rotationDirty = true;
}
else
{
trace(“lookAt error”);
}
}
i put in a ‘trace(zAxis.modulo);’ and it comes out as 0 any idears?
The reason to this that I found is this:
the display object and the camera hold the same position, so the modulor between the two would be 0.
change – camera.z = 2;
then the error goes away…
Hi Luke,
this tutorial is great. I always wanted to create panorama viewer, but i was too lazy :-)
I have Nokia 6120 and tons of photos like this http://redboss.wz.cz/fotky/17-panorama4.jpg
Is there some easy way to put it into flash without “slicing” it in Photoshop into 4 JPGs or using Sprites – masks?
Tnank you and keep doing good work!
I wish I could get this to work. I’m taking your as class and trying to use it in the document class. Is this not correct?
hi
it’s an awsome tutorial.. I just tried myself but i can’t find the PaperBase Class .
Where do i can download it?