/* * PAPER ON ERVIS NPAPER ISION PE IS ON PERVI IO APER SI PA * AP VI ONPA RV IO PA SI PA ER SI NP PE ON AP VI ION AP * PERVI ON PE VISIO APER IONPA RV IO PA RVIS NP PE IS ONPAPE * ER NPAPER IS PE ON PE ISIO AP IO PA ER SI NP PER * RV PA RV SI ERVISI NP ER IO PE VISIO AP VISI PA RV3D * ______________________________________________________________________ * papervision3d.org � blog.papervision3d.org � osflash.org/papervision3d */ /* * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ // ______________________________________________________________________ // DisplayObject3D: Camera3D package org.papervision3d.core.proto { import org.papervision3d.Papervision3D; import org.papervision3d.core.Number3D; import org.papervision3d.core.Matrix3D; import org.papervision3d.objects.DisplayObject3D; /** * The CameraObject3D class is the base class for all the cameras that can be placed in a scene. *

* A camera defines the view from which a scene will be rendered. Different camera settings would present a scene from different points of view. *

* 3D cameras simulate still-image, motion picture, or video cameras of the real world. When rendering, the scene is drawn as if you were looking through the camera lens. */ public class CameraObject3D extends DisplayObject3D { // __________________________________________________________________________ // PUBLIC /** * This value specifies the scale at which the 3D objects are rendered. Higher values magnify the scene, compressing distance. Use it in conjunction with focus. */ public var zoom :Number; /** * This value is a positive number representing the distance of the observer from the front clipping plane, which is the closest any object can be to the camera. Use it in conjunction with zoom. *

* Higher focus values tend to magnify distance between objects while allowing greater depth of field, as if the camera had a wider lenses. One result of using a wide angle lens in proximity to the subject is an apparent perspective distortion: parallel lines may appear to converge and with a fisheye lens, straight edges will appear to bend. *

* Different lenses generally require a different camera to subject distance to preserve the size of a subject. Changing the angle of view can indirectly distort perspective, modifying the apparent relative size of the subject and foreground. */ public var focus :Number; /** * A Boolean value that determines whether the 3D objects are z-depth sorted between themselves when rendering. */ public var sort :Boolean; /** * The default position for new cameras. */ public static var DEFAULT_POS :Number3D = new Number3D( 0, 0, -1000 ); // __________________________________________________________________________ // N E W // NN NN EEEEEE WW WW // NNN NN EE WW WW WW // NNNNNN EEEE WWWWWWWW // NN NNN EE WWW WWW // NN NN EEEEEE WW WW /** * The CameraObject3D constructor lets you create cameras for setting up the view from which a scene will be rendered. * * Its initial position can be specified in the initObject. * * @param zoom This value specifies the scale at which the 3D objects are rendered. Higher values magnify the scene, compressing distance. Use it in conjunction with focus. *

* @param focus This value is a positive number representing the distance of the observer from the front clipping plane, which is the closest any object can be to the camera. Use it in conjunction with zoom. *

* @param initObject An optional object that contains user defined properties with which to populate the newly created DisplayObject3D. *

* It includes x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY scaleZ and a user defined extra object. *

* If extra is not an object, it is ignored. All properties of the extra field are copied into the new instance. The properties specified with extra are publicly available. *

* The following initObject property is also recognized by the constructor: *

*/ public function CameraObject3D( zoom:Number=3, focus:Number=500, initObject:Object=null ) { super(); this.x = initObject? initObject.x || DEFAULT_POS.x : DEFAULT_POS.x; this.y = initObject? initObject.y || DEFAULT_POS.y : DEFAULT_POS.y; this.z = initObject? initObject.z || DEFAULT_POS.z : DEFAULT_POS.z; this.zoom = zoom; this.focus = focus; this.sort = initObject? (initObject.sort != false) : true; } // ___________________________________________________________________________________________________ // T R A N S F O R M // TTTTTT RRRRR AA NN NN SSSSS FFFFFF OOOO RRRRR MM MM // TT RR RR AAAA NNN NN SS FF OO OO RR RR MMM MMM // TT RRRRR AA AA NNNNNN SSSS FFFF OO OO RRRRR MMMMMMM // TT RR RR AAAAAA NN NNN SS FF OO OO RR RR MM M MM // TT RR RR AA AA NN NN SSSSS FF OOOO RR RR MM MM /** * [internal-use] Transforms world coordinates into camera space. */ // TODO: OPTIMIZE (LOW) Resolve + inline public function transformView( transform:Matrix3D=null ):void { this.view = Matrix3D.inverse( Matrix3D.multiply( transform || this.transform, _flipY ) ); } static private var _flipY :Matrix3D = Matrix3D.scaleMatrix( 1, -1, 1 ); /** * Rotate the camera in its vertical plane. *

* Tilting the camera results in a motion similar to someone nodding their head "yes". * * @param angle Angle to tilt the camera. */ public function tilt( angle:Number ):void { super.pitch( angle ); } /** * Rotate the camera in its horizontal plane. *

* Panning the camera results in a motion similar to someone shaking their head "no". * * @param angle Angle to pan the camera. */ public function pan( angle:Number ):void { super.yaw( angle ); } } }