Cover image for Papervision3D Essentials : The Professional Guide for Real-time 3D in Flash.
Papervision3D Essentials : The Professional Guide for Real-time 3D in Flash.
Title:
Papervision3D Essentials : The Professional Guide for Real-time 3D in Flash.
Author:
Tondeur, Paul.
ISBN:
9781847195739
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (481 pages)
Contents:
Papervision3D Essentials -- Table of Contents -- Papervision3D Essentials -- Credits -- About the Authors -- About the Reviewers -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code for the book -- Errata -- Piracy -- Questions -- 1. Setting Up -- Downloading Papervision3D -- Difference between compiled and non-compiled source code -- What is Subversion? -- What's inside the ZIP? -- And what's inside the SWC? -- Choosing between the SWC, the ZIP, and the SVN -- Downloading the non-compiled source using SVN -- On Windows -- On Mac OS X -- Downloading the non-compiled source in the ZIP file -- Downloading the compiled source -- Configuring your authoring tool for Papervision3D -- Configuring Flash -- Set the path to the non-compiled source code in Flash (CS3 and CS4) -- Set the path to the compiled source code in Flash (Only CS4) -- Running an example in Flash -- Configuring Flex Builder and Flash Builder -- Importing an example project -- Setting the path to the non-compiled source code in Flex and Flash Builder -- Setting the path to the SWC in Flex and Flash Builder -- Running the example in Flex Builder and Flash Builder -- Where to find the Papervision3D documentation -- Summary -- 2. Building Your First Application -- Introduction to classes and object-oriented programming -- Creating a custom class -- Inheritance -- Working with the Document Class/Main Application File -- Setting up the document class for Flash -- Setting up the document class for Flex Builder and Flash Builder -- Basics of a 3D scene in Papervision3D -- Scene -- Camera -- Viewport -- 3D Objects -- Material -- Render engine -- Left-handed Cartesian coordinate system -- Creating a basic class for Papervision3D -- The basic document class.

Finalizing your first application -- Smart programmers use less code -- Preparing for the book examples -- Working with the BookExampleTemplate class -- Summary -- 3. Primitives -- The basic elements of 3D objects -- Vertices -- Triangles -- The rendering pipeline -- Creating and adding primitives -- Plane -- Sphere -- Cylinder -- Cone -- Cube -- PaperPlane -- Arrow -- Nesting -- World space versus local space -- Creating a pivot point with DisplayObject3D -- Accessing vertices -- Example-building a sphere of spheres -- Summary -- 4. Materials -- Introduction to materials -- Basic properties -- Basic materials -- Wireframe material -- Color material -- Three ways of using bitmaps as a material -- BitmapMaterial -- Using a bitmap shape as material that is generated by code -- Manually loading and assigning an external bitmap as material -- BitmapFileMaterial -- BitmapAssetMaterial -- Two ways of using a movie clip as material -- MovieMaterial -- MovieAssetMaterial -- VideoStreamMaterial -- Combining materials -- Interactivity -- Material interactivity -- Using ButtonMode -- Defining the event listeners -- Object interactivity -- Tips and tricks -- Tiling -- Flipping your material -- Power of two textures -- Example-creating a carousel -- Summary -- 5. Cameras -- Cameras inherit from DisplayObject3D -- Basic camera settings -- Focus and field of view -- Zoom -- Zoom, focus, and field of view relate to each other -- Near and far -- Camera types -- The target camera -- The free camera -- Demonstrating the difference between the free camera and the target camera -- Switching between the free camera and the target camera -- The debug camera -- The spring camera -- Adding basic navigation -- Putting the spring camera to work -- Setting a target with the lookAt() method -- Culling -- Types of culling in 3D computer graphics.

Two levels of culling in Papervision3D -- Applying frustum culling -- Applying culling on viewport level -- Seeing culling at work -- Clipping -- Clipping in Papervision3D with FrustumClipping -- Seeing frustum clipping at work -- Culling and clipping in the rendering pipeline -- Summary -- 6. Moving Things Around -- What can we move around? -- How can we move things around? -- Rotating objects -- Alternatives for local rotation-pitch(), yaw(), and roll() -- Another type of rotation-rotationX, rotationY, and rotationZ -- Demonstrating the difference between rotation and local rotation -- Mouse interaction -- Getting the distance from the mouse to the center of the stage -- Basic mouse interaction -- Mouse interaction with easing -- Using mouse interaction to rotate an object -- Orbiting the camera around an object -- Orbiting the camera by moving the mouse -- Orbiting the camera by dragging the mouse -- Clamping the camera rotation -- Animating with Tweener -- Downloading Tweener -- Tweening 3D objects -- Tweening the camera over a curved path -- Example-the galaxy extended -- Creating a class for user input -- Creating a class for the galaxy -- Creating a class for the paper plane -- Initializing the application in our document class -- Controlling the camera -- Adding dynamic zoom -- Adding a third-person camera -- Adding a first-person camera -- Adding random camera perspectives -- Switching back to the default view -- Summary -- 7. Shading -- Introduction to shading -- Flat shading -- FlatShadeMaterial for color-based shading -- FlatShader for bitmap-based shading -- Gouraud shading -- Cell shading -- Phong shading -- Bumping your materials -- Reflection mapping -- Example-shading the Earth in our galaxy -- Adding a shader and a bump map -- Summary -- 8. External Models -- Modeling for Papervision3D -- Keep your polygon count low.

Add polygons to resolve artifacts -- Keep your textures small -- Use textures that Flash can read -- Use UV maps -- Baking textures -- Use recognizable names for objects and materials -- Size and positioning -- Finding the balance between quality and performance -- Creating a template class to load models -- Creating models in Autodesk 3ds Max and loading them into Papervision3D -- Installing COLLADA Max -- Creating the Utah teapot and export it for Papervision3D -- Importing the Utah teapot into Papervision3D -- Exporting and importing the Utah teapot in 3ds format -- Importing animated models -- Animation clips -- Creating and loading models using SketchUp -- Exporting a model from Google's 3D Warehouse for Papervision3D -- Importing a Google Earth model into Papervision3D -- Creating and loading models using Blender -- Exporting a textured cube from Blender into Papervision3D -- Keeping control over your materials -- Summary -- 9. Z-Sorting -- What is z-sorting -- The painter's algorithm -- Sorting triangles -- Layering your renders -- Creating a viewport layer -- Creating a viewport layer using useOwnContainer -- Creating and sorting a viewport layer using getChildLayer -- Creating a viewport layer by instantiating a new ViewportLayer -- Sorting layers -- Sorting layers with ViewportLayerSortMode.Z_SORT -- Sorting layers with ViewportLayerSortMode.ORIGIN_SORT -- Sorting layers with ViewportLayerSortMode.INDEX_SORT -- Creating and sorting sublayers -- Quadtree rendering -- Summary -- 10. Particles -- What particles are and why to use them -- Billboarding -- Particle systems -- Creating particles -- A template class for all the examples -- ParticleMaterial -- BitmapParticleMaterial -- Using a dynamically drawn bitmap as BitmapParticleMaterial -- Passing a ParticleBitmap instance to the BitmapParticleMaterial constructor.

Using a loaded bitmap as BitmapParticleMaterial -- MovieAssetParticleMaterial -- Creating an animated movie clip for Flash, Flex Builder, and Flash Builder -- Exporting the animated clip as an SWC for Flex Builder and Flash Builder to use -- Creating the document class for Flash, Flex Builder, and Flash Builder -- Adding interactivity to MovieAssetParticleMaterial -- Embedding a bitmap in Flex Builder and Flash Builder as the source of MovieAssetParticleMaterial -- Creating particle fields with the ParticleField class -- Particles don't have to be tiny-a billboard example -- The Flint particle system -- Downloading the Flint particle system -- Creating a fountain of shiny balls with Flint -- The emitter -- The counter -- Initializers -- Actions -- The renderer -- Summary -- 11. Filters and Effects -- What are filters and effects? -- Using Flash filters to create effects -- Applying BlurFilter, DropShadowFilter, and GlowFilter to a 3D object -- Setting the transparency and blend mode of a viewport layer -- Changing filters, alpha, and blend mode dynamically -- Applying filters on viewport level -- Directly apply filters to the entire viewport -- Apply filters on viewport level with BitmapViewport3D -- Built-in Papervision3D effects -- Creating an effect layer -- Methods to affect the way the effect is displayed -- Adding a color effect with BitmapColorEffect -- Adding a fire effect with BitmapFireEffect -- Adding a pixelating effect with BitmapPixelateEffect -- Adding a motion effect with BitmapMotionEffect -- Adding a Flash filter as an effect with BitmapLayerEffect -- Combining effects -- Adjusting the effect with BitmapDrawCommand -- Adding fog with FogFilter -- Adding reflection with ReflectionView -- Adding objects with no reflection -- Example-creating depth of field -- Summary -- 12. 3D Vector Drawing and Text.

VectorVision: 3D vector text and drawing.
Abstract:
Create interactive Papervision 3D applications with stunning effects and powerful animations.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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