The Essential Guide to 3D in Flash by Richard Olsson, Rob Bateman, The Away3D Team

By Richard Olsson, Rob Bateman, The Away3D Team

The ActionScript 3.0 language introduced much more strength and suppleness to Flash, allowing builders to construct robust functions that hadn’t been attainable prior to. One utilization of this elevated strength is in processing 3D pix, and lots of Open resource 3D engines sprang up. This scene has matured now, and there are a number of transparent winners within the 3D engine area – equivalent to Away3D, Papervision3D and Sandy.

With the discharge of Flash CS4, Adobe further a few uncomplicated 3D aid into the most Flash IDE, expanding the public’s knowledge of what’s attainable. even as, the aid they further was once very simple, that means that to accomplish any remarkable services builders nonetheless needed to use a devoted 3D engine, so the curiosity in those engines has grown and grown.

This is the 1st booklet to accommodate the preferred Away3D engine, and one of many first updated books on 3D in Flash. it's written by way of the Away3D improvement team.

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Additional resources for The Essential Guide to 3D in Flash

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A single lens instance is assigned to the lens property of the camera in order to perform perspective projection on a scene. There are many different lenses available for different projection techniques, and these are investigated in more detail in Chapter 10. However the standard process takes the X and Y components of the scene vector and divides them in turn by the Z component to get the X and Y components of the view vector (more often referred to as the screen vector). This process is crucial to achieving perspective in a view, which is characterized by objects appearing smaller at greater distances.

It extends the native Sprite class and is displayed by instantiating the class and adding it to the display list of a Flash movie using addChild(), as you would any regular display object. For example, take a look at the first few lines of the _createView() method in the Chapter03SampleBase class. // Create view and add it to the stage _view = new View3D(); addChild(_view); For the scene and its objects to be made visible, the contents of the scene must be drawn into the view by invoking the render() method on the View3D instance.

By default a RectangleClipping object is created for the clipping property of the view, with boundary properties set to infinity. This forces the view to use the boundaries of the stage as its viewport area, as seen in the rendered output of the current base class displayed on the left in Figure 3-4. To restrict the view to a smaller area of the screen, the boundary properties of the clipping object can be reset to values that define the maximum and minimum extent of the viewport in the x and y directions, as measured from the vanishing point of the view (the (X, Y) position of the view object on the stage).

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