[Papervision3D] pv3d & ape floating / liquid examples?
Ali Drongo
alidrongo at googlemail.com
Tue Jul 1 01:19:56 PDT 2008
Thanks Roy, I like your thinking, it's tempting to create the objects
in a 3d environment like Papervision, though I think your route will
achieve all of my objectives with lower strain on the processor.
Many thanks for your suggestion :]
Ali
On 30 Jun 2008, at 19:32, Roy Wiggins wrote:
> That could work, it might be a bit intensive if you actually have
> multiple APE simulations running at once. You could have one
> simulation, and just display different objects on different planes
> (turning off collision for objects that shouldn't actually
> collide). You might do better without papervision at all, to be
> honest, if you're going to keep the camera facing the planes
> anyway. You could just use scaling movieclips stacked on top of
> each other, and it might have less overhead. Moving deeper, you
> would scale up the topmost movieclip, maybe fade it out, and then
> remove it. I'm thinking something along the lines of flOw:
> http://intihuatani.usc.edu/cloud/flowing/
>
> On Mon, Jun 30, 2008 at 7:25 AM, Ali Drongo
> <alidrongo at googlemail.com> wrote:
> Hello Roy, thanks for your detailed and helpful reply, I guess I'll
> have to put my 2d shapes floating about on separate planes within
> Papervision (like a number of APE animations stacked behind each
> other) then I can move the camera through the planes for the 3d
> effect.
> Does this sound like a viable route?
> Thanks :)
> Ali
>
>
>
> On 25 Jun 2008, at 23:08, Roy Wiggins wrote:
>> Well, most of the physics stuff will probably be better answered
>> on whatever mailing lists/forums APE has. Any movement will be
>> constrained to a 2D plane, as APE is entirely two dimensional. You
>> can combine 3d graphics with 2d physics though. I've been writing
>> a platformer in box2d and papervision, my basic method is to
>> create classes that each contain an object for display, and an
>> object for the physics engine. One option is to have the holder
>> objects inherit from flash.display.Sprite or MovieClip so you can
>> drop them on the stage to arrange them in the IDE. You have one
>> EnterFrame event handler that does both the rendering and physics
>> stepping and synchronizes physics objects with their display
>> counterparts. In box2d objects can hold a userData property, which
>> I use to refer back to the parent object that also contains the
>> display. My code looks like this:
>>
>> for (var bb:b2Body = m_world.m_bodyList; bb; bb = bb.m_next){ //
>> Box2d stores its contents in a linked list.
>> var udata = bb.m_userData
>> if(udata != null && udata.static == false){
>> if (udata.dispObj is DisplayObject3D){
>> udata.dispObj.x = bb.GetOriginPosition().x/scale;
>> udata.dispObj.y = -bb.GetOriginPosition().y/scale;
>> udata.dispObj.rotationZ = - bb.m_rotation * (180/
>> Math.PI);
>> }
>> }
>> }
>> Depending on how APE works, you may need to scale APE coordinates
>> before you display in papervision. For example, in box2d 1 unit =
>> 1 meter, so if you draw 1unit = 1px you get 100-meter tall boxes
>> and things like that. APE's probably easier to use than box2d, and
>> is likely sufficient for what you're trying to do.
>>
>> On Wed, Jun 25, 2008 at 9:30 AM, Ali Drongo
>> <alidrongo at googlemail.com> wrote:
>> Hi there, I'm going to be working on a project animating 2d shapes as
>> if they are suspended in a thick liquid, they float about gently, can
>> break apart into smaller segmentss and you can move through them.
>> I've only dabbled a little with Papervision and APE. I'm guessing
>> papervision would be the best option to allow me to place the shapes
>> in a 3d environment I can move through and APE will allow me to give
>> the shapes their viscous, drifty movement.
>>
>> Could anyone point me to some tutorials or examples of work like this
>> or maybe suggest a rough outline of how to structure or approach this
>> sort of animation?
>>
>> Thanks in advance guys :)
>> Ali
>>
>>
>>
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