how I can get mouse z coordinates on flex papervision3d? - apache-flex

I am working on panoramic scene . And I want to move a plane with cursor. When I move mouse, plane must be mouse coordinates. And I want to take plane 3D coordinates (x,y,z) expecially z-coordinate. I try below code. But it doesnt work correctly. Mouse and plane are not be same coordinates on screen. How I can do?
public class RayTracer
{
public static function getIntersection(viewport:Viewport3D, camera:CameraObject3D, normal:Array):Number3D
{
var plane3D:Plane3D=new Plane3D();
plane3D.setNormalAndPoint(new Number3D(0, 1, 0), new Number3D(0, 0, 0));
var cameraPosition:Number3D=new Number3D(camera.x, camera.y, camera.z);
var ray:Number3D=camera.unproject(viewport.containerSprite.mouseX, viewport.containerSprite.mouseY);
ray=Number3D.add(ray, cameraPosition);
var intersect:Number3D=plane3D.getIntersectionLineNumbers(cameraPosition, ray);
return intersect;
}
}

As far as I know there is no Z coordinate of the Mouse even in PV3d.

No i will try. I am trying to Mouse3d object and run below code:
private function onEnterFrame(param1:Event=null):void{
renderer.renderScene(scene, camera, viewport);
var mouse3D:Mouse3D;
viewport.interactive=true;
Mouse3D.enabled=true;
mouse3D=viewport.interactiveSceneManager.mouse3D;
trace(mouse3D.x, mouse3D.y, mouse3D.z)
}
But mouse3D coordinates always (0,0,0). I dont know why.

Related

How to get current facing direction vector 2D?

So I am developing a game in 2D in Godot and I want to see a line from the center of my sprite to its facing position. I have the sprite rotating and moving along the rotation direction but when I try to create vector out of that its very wrong. For example the vector line is going from the center of the sprite to near (0,0) position on the screen.
public override void _Draw()
{
Vector2 rotationDirection = new Vector2(Mathf.Cos(sprite.GlobalRotation) , Mathf.Sin(sprite.GlobalRotation)) - sprite.GlobalPosition;
DrawLine(sprite.GlobalPosition, rotationDirection, Colors.Red, 2f);
}
EDIT:
Fixed it it works now.
public override void _Draw()
{
DrawLine(sprite.GlobalPosition, sprite.GlobalPosition + new Vector2(Mathf.Cos(sprite.GlobalRotation), Mathf.Sin(sprite.GlobalRotation)) * 50f, Colors.Red, 2f);
}
A simpler solution would have been to add a Line2D child node. You can see the effect right away in the editor, and there's no need for any maths.
This might also be more efficient, because custom _draw functions don't play nice with Godot's geometry batching.

Three.js - how to make objects with different positions look at Orthographic camera using vectors?

Three.js 76
I start to use Orthographic camera instead Perspective - has some troubles.
I use stemkoski's shader-glow for point animation in scene: he created some sphere and then use shader for it transparancy, i just add animation to it.
function animatePoints() {
var alphas;
var count;
var time;
let j = 0;
while ( animatedPoints[j] ) {
let threeGlow = animatedPoints[j];
let finishAnimation = threeGlow.meta.state.finishAnimation;
let itFinished = 0;
let pointGlowMat = threeGlow.material;
let pointGlowGeom = threeGlow.geometry;
// ########## make glow look at camera
pointGlowMat.uniforms.viewVector.value = new THREE.Vector3().subVectors( threeGlow.position, camera.position);
alphas = pointGlowGeom.attributes.alpha;
count = alphas.count;
time = 0.001* Date.now();
if ( finishAnimation ) {
....
} else {
....
}
alphas.needsUpdate = true;
j++;
}
}
Main goal - to make glow look at camera. When camera was perspective i use solution with subtracts two vectors - camera position and glow position, so it look like glow looking at camera.
pointGlowMat.uniforms.viewVector.value = new THREE.Vector3().subVectors( camera.position, threeGlow.position );
But now, when i use Orthographic camera this solution doesn't work correctly.
The problem is that now the glow should look not at camera position point, it should look at plane of the camera.
I make some pic scheme for that situation:look it, it very useful
So for each new glow (it's positions of course different) i must get new red vector, to make each glow look at orto cam.
Any ideas?
What you need to do to get the red vector in your image, is project vector sub on the vector representing the direction in which the camera is looking.
I think this is what you need:
pointGlowMat.uniforms.viewVector.value = new THREE.Vector3()
.subVectors( camera.position, threeGlow.position )
.projectOnVector( camera.getWorldDirection() );
One way to make an object "look at" an orthographic camera by using this pattern:
object.quaternion.copy( camera.quaternion );
The object's view direction will be perpendicular to the camera's projection plane.
This approach is appropriate if neither the object nor the camera have a rotated parent.
three.js r.84

Looping ground tile as character moves in unity 2D

I am trying to create a ground tile that, once is off screen moves to the forward position in front of the other ground tile that is currently in the screen.
I have barely tried anything in code that would be even slightly useful to add to this question. Could someone point me in the right direction to be able to get this done so I don't have to just duplicate hundreds of tiles?
Thanks!
Attach this scrip on your Tileobject.
using UnityEngine;
public class SpawnTiles : MonoBehaviour {
private Material currentTile;
public float speed;
private float offset;
// Use this for initialization
void Start () {
currentTile = GetComponent<Renderer>().material;
}
// Update is called once per frame
void Update () {
offset += 0.001f;
currentTile.SetTextureOffset ("_MainTex", new Vector2 (offset * speed, 0));
}
}
Edit
This is what you want?
If YES, follow theses steps.
Create > 3D Object > Quad (Resize as you want)
Select your tile sprite:
Texture type = texture
Wrap mode = repeat
Now creat new Material: Create > Material
Select: Shader = Unlit/Texture
Texture select your previous texture.
Drag and drop this Material inside Quadobject.
Adjust tiles at inspector.
Result
Creat new scrip SpawnTiles and attach at Quadobject.
using UnityEngine;
public class SpawnTiles : MonoBehaviour {
private Material currentTile;
public float speed;
private float offset;
// Update is called once per frame
void Update () {
GetComponent<Renderer>().material.mainTextureOffset = new Vector2 (Time.time * speed, 0f);
}
}
Ajust tiles movement speed at inspector.
Finish rename Quadobject as you want.
If you want to only move the back tile to the front, you probably don't need it, but I still highly suggest looking into object pooling.
To detect if a camera can't see the tile, use this: Renderer.isVisible
To move the tile, if all the tiles are the same dimensions, you could just increase it's position.x by the amount you need.
I have found one solution using WorldPointToViewport().
Here is my script:
using UnityEngine;
using System.Collections;
public class groundTilingScript : MonoBehaviour {
Transform ground; //For reference to the transform
Camera cam; //Reference to Main Camera
float groundWidth; //The width of the transform, used for calculating current max x position of transform and next placement x position
private float nextXPos = 0.0f; //Store next x position in variable for easier reading
// Use this for initialization
void Start () {
//Set up References
ground = transform;
cam = Camera.main;
//Store Ground width (Width of the ground tile)
groundWidth = ground.GetComponent<Renderer> ().bounds.size.x;
}
// Update is called once per frame
void Update () {
//Create new Vector3 to be used in WorldToViewportPoint so it doesn't use the middle of the ground as reference
Vector3 boxRightPos = new Vector3 (ground.position.x + groundWidth/2, ground.position.y, ground.position.z);
//Store view Position of ground
Vector3 viewPos = cam.WorldToViewportPoint (boxRightPos);
//If the ground tile is left of camera viewport
if (viewPos.x < 0) {
//gameObject is offscreen, destroy it and re-instantiate it at new xPosition
float currentRightX = ground.position.x + groundWidth;
nextXPos = currentRightX + groundWidth;
Instantiate (gameObject, new Vector3 (nextXPos, ground.position.y, ground.position.z), ground.rotation);
Destroy (gameObject);
}
}
}
NOTE: I have to set up two ground tiles initially to give room for camera to go further than the ground tile. (One tile on screen, one off)
Again, this is just my attempt. I am completely open to criticism.

Three.js rotate camera to specific position

I have an sphere with divs using CSS3DRenderer. When I click to one of the divs I'd like to position/rotate the camera so the element displays in the center of the screen.
I've tried several examples and I've read other answers but still I cant get it to work.
At the moment it moves the camera but the sphere gets repositioned in different places
What I'm trying to do is the following:
Gets the HTML element's class. Then loop through an array of THREE.CSS3DObject to get its position, then use that to position the camera.
function moveCamera(element) {
for ( var i = 0; i < objects.length; i ++ ) {
var object = objects[ i ];
if(object.element.className == element.className) {
position = object.position;
rotation = object.rotation;
found = true;
break;
}
}
if (found) {
camera.rotation = rotation;
render();
found = false;
} }
What I'm I doing wrong?
Here's the example http://jsfiddle.net/37R22/1/
Thanks
You were close. You just have to move the camera to the right place.
camera.rotation.copy( rotation );
camera.position.copy( position ).multiplyScalar( 4 );
Updated fiddles: http://jsfiddle.net/37R22/2/ or http://jsfiddle.net/37R22/3/
Be careful about going behind-the-back of TrackballControls and modifying the camera properties yourself. This appears to work, however.
three.js r.65

how to do 3D rotation around center in AS3 using matrix3D?

I am trying to rotate a Sprite in three dimensions around its centerpoint, and I am struggling to understand some of the behavior of matrix3D.
Ive overridden the set rotationX, rotationY, and rotationZ methods of the Sprite as follows:
override public function set rotationX (_rotationX:Number) : void {
this.transform.matrix3D.prependTranslation(this.width/2.0, this.height/2.0, 0);
this.transform.matrix3D.prependRotation(-this.rotationX, Vector3D.X_AXIS);
this.transform.matrix3D.prependRotation(_rotationX, Vector3D.X_AXIS);
this.transform.matrix3D.prependTranslation(-(this.width/2.0), -(this.height/2.0), 0);
}
override public function set rotationY (_rotationY:Number) : void {
this.transform.matrix3D.prependTranslation(this.width/2.0, this.height/2.0, 0);
this.transform.matrix3D.prependRotation(-this.rotationY, Vector3D.Y_AXIS);
this.transform.matrix3D.prependRotation(_rotationY, Vector3D.Y_AXIS);
this.transform.matrix3D.prependTranslation(-(this.width/2.0), -(this.height/2.0), 0);
}
override public function set rotationZ (_rotationZ:Number) : void {
this.transform.matrix3D.prependTranslation(this.width/2.0, this.height/2.0, 0);
this.transform.matrix3D.prependRotation(-this.rotationZ, Vector3D.Z_AXIS);
this.transform.matrix3D.prependRotation(_rotationZ, Vector3D.Z_AXIS);
this.transform.matrix3D.prependTranslation(-(this.width/2.0), -(this.height/2.0), 0);
}
I am using prependTranslation to correct the centerpoint of the rotation, and the first prependRotation to cancel out any previously-applied rotation.
Testing it out, rotationX works exactly as expected, and the Sprite rotates around its horizontal axis.
rotationY and rotationZ also appear to work fine. However, there is one problem: whenever rotationY or rotationZ are set, all of the other rotation values change as well. This is not a problem with rotationX -- if I set rotationX, nothing else changes. But if I set rotationY or rotationZ all the rotation values change, which is a problem for my app (which is trying to save and restore values).
I think I am just lacking some understanding about what is going on with matrix3D. How can I implement this so there is no interdependence between the values?
Another easy solution is to add the object and center it within a container sprite and do the 3D transformations on the containing sprite.
I know nothing about AS3 etc. But just looking at your code, I wonder why you translate on the z-axis using what I understand to be x and y values (width and height). Shouldn't the z-axis be translated using something like "depth"?
This is very simple, you can try use the following code:
var matrix3d:Matrix3D = s.transform.matrix3D;
matrix3d.appendRotation( -1, Vector3D.Z_AXIS , new Vector3D( 390, 360, 0 ) );
while s is your sprite, the third parameter, Vector3D indicate your sprite's center position.
The Above code will make the sprite s rotate more -1 degree.

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