Posts Tagged ‘away3d

15
Jan
10

Away3DLite: Translating 3D Coordinates to 2D Screen Position

I have been playing with the awesome Away3DLite. Playing with 1000s of polygons is very liberating, but still doesn’t mean we can slack off with the optimisation. It is important to take any opportunity to lessen the number of calculations performed per frame by the player.

To this end, I was just putting together a 2D layer above my 3D scene when I found that the camera.screen function (available in the standard Away3D library) that projects 3D coordinates(x,y,z) to 2D screen positions (x,y) wasn’t present.

In Away3DLite we have to calculate this ourselves. The salient information can be gained through a model or container’s viewMatrix3D property. To get an accurate screen position the the x,y,and z positions are drawn from viewMatrix3D. Each of x and y are divided by the z value and any screen offsets are applied.

Here is the method as a function:

public function calc2DCoords(screen_element:*):Point
{

var posn:Vector3D = screen_element.viewMatrix3D.position
var screenX:Number = posn.x / posn.z;
var screenY:Number = posn.y / posn.z;

return new Point(screenX+screenW_offset,screenY+screeH_offset)
}

Pass through a screen element (a model, primitive or object container) and the 2D result will be returned. The screenW_offset and screenH_offset are required if the ‘view’ has been centred on the stage.

I have put together a demo here to demonstrate the function. I load a couple of models into the scene and let a 2D info panel follow each around the screen.

Got to keep a close eye on those tubbies

Demo: Translating 3D Coordinates to 2D Screen Position
Source: ZIP

18
Feb
09

Jonga3D: Testing Jiglib with Away3D

I just wanted to test the (newly available in AS3) 3D Physics engine Jiglib.

My first test for Box2d was to build a Jenga-style game (Jonga) so I thought I would do the same here. Only a quickie this. I wanted to see if Jiglib would be able to allow ‘rigid boides’ in a 3D environment with good performance. I know we are limited in Flash so was prepared for a few foibles.

Jiglib has been put to great use in other formats so I had high hopes for its Flash port.

Now I have only given the library 3 or 4 hours of play but my one major probelm so far is the frame rate hit. In Jonga3d I have had to reduce the number of blocks to 15 (5 layers – I wanted 15 (45 blocks)) and I am still only getting 6fps. I was really hoping for more.

I’m not complaining too much, a 3d physics engine is a complicated library to pull off – I’m just waiting for the day I can build an unfettered 3d environment with a workable physics engine.

Jiglib has a few other problems – the jiggling static box for example – but these are understandable for v0.25

Jonga3D

Testing Jiblib: Jonga3D

In the test I didn’t get around to implementing the mouse drag interactions so to see a collapse use the arrow keys to control the sphere – ram it into the stack.

I am using Jiglib 0.25 – Away3d version and Away3D 2.3 (Link)
I use SwfProfiler to track the fps.

Source:
Jonga3D
Source

Thanks to SleepyDesign for getting the ball rolling on this.




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