Book description
Professional Papervision3D describes how Papervision3D works and how real world applications are built, with a clear look at essential topics such as building websites and games, creating virtual tours, and Adobe's Flash 10. Readers learn important techniques through hands-on applications, and build on those skills as the book progresses. The companion website contains all code examples, video step-by-step explanations, and a collada repository.
Table of contents
- Copyright
- About the Author
- Acknowledgments
- Credits
- Introduction
-
I. Getting Started
-
1. Understanding Flash3D
- 1.1. 3D Coordinates in Flash 10
- 1.2. Building a 3D Flash 9 Engine in 18 Lines of Code
- 1.3. Using the Big 3
- 1.4. Summary
-
2. Getting Started With Papervision3D
- 2.1. Getting Papervision3D
- 2.2. Diving into 3D
- 2.3. Exploring the Guts of Papervision3D
- 2.4. Building a Class
- 2.5. Running Papervision3D Applications
- 2.6. Adding Motion
- 2.7. Using BasicView (Hello Plane)
- 2.8. Incorporating CS4
- 2.9. Summary
-
3. Rezzing Primitives
- 3.1. Understanding Primitives
- 3.2. Rezzing Primitives to the Stage
- 3.3. Creating Custom Prims
- 3.4. Creating CS4 Primitives
- 3.5. Dissecting the Big Three
- 3.6. Summary
- 4. Adding Materials
-
1. Understanding Flash3D
-
II. Working with Models and Data
-
5. Creating 3D Models
- 5.1. Modeling for Papervision3D
- 5.2. Choosing a Modeling Application
-
5.3. Papervision3D Importers
- 5.3.1. What's MD2?
- 5.3.2. Model Pack
- 5.3.3. Creating MD2 Files (MilkShape to the Rescue)
- 5.3.4. Making Things Move
- 5.3.5. What's Up with KMZ?
- 5.3.6. Hello Collada
- 5.3.7. Single and Multiple Objects with Simple Images
- 5.3.8. Single Object with Multiple Images
- 5.3.9. Interactive Objects (or Vehicles) and Environments
- 5.3.10. Animated Objects
- 5.3.11. What's Up with SketchUp?
- 5.3.12. Binary versus XML
- 5.4. Writing Your Own Parsers
-
5.5. Processing Images (and Pixel Bender)
- 5.5.1. What's Pixel Bender?
- 5.5.2. Getting Started with Pixel Bender
- 5.5.3. Writing a Pixel Bender Filter
- 5.5.4. Adding Parameters
- 5.5.5. Typical Point Processes
- 5.5.6. Grayscale
- 5.5.7. Complement
- 5.5.8. Brightness
- 5.5.9. Exposure
- 5.5.10. Color Balance
- 5.5.11. Binary Contrast
- 5.5.12. Simple Pixelate
- 5.5.13. Simple Blur
- 5.5.14. Sharpen
- 5.5.15. Simple Point Light
- 5.5.16. Bloom Brightness
- 5.5.17. Multiple Image Processing
- 5.5.18. CrossFade
- 5.5.19. Subtraction and Addition
- 5.5.20. Bringing Pixel Bender into Flash
- 5.5.21. Adding Pixel Bender to Papervision3D
- 5.5.22. Creating a Multiple Light Source
- 5.5.23. Animating Your Light Sources
- 5.6. Summary
-
6. Working with Particle Systems
- 6.1. Particle Systems in PV3D
-
6.2. Creating a Generic CS4 Particle Class
-
6.2.1. Building a Particle3D Class
- 6.2.1.1. Connecting to the Movie Clip
- 6.2.1.2. ActionScript Main Code
- 6.2.1.3. Key Particle Concepts
- 6.2.1.4. Lifetime or Bounding Box
- 6.2.1.5. Making Things Explode (in Flash CS4)
- 6.2.1.6. Slicing an Image
- 6.2.1.7. Integrating Particles and Video
- 6.2.1.8. Handling Your Particle Trash
- 6.2.1.9. Making 2D Surfaces Look 3D (Billboarding)
- 6.2.1.10. Mipmapping
-
6.2.1. Building a Particle3D Class
- 6.3. Plug-in Media
- 6.4. Flint Particles
- 6.5. Getting More Bang Out of Flash
- 6.6. Summary
- 7. Geocoding, XML, and Databases
- 8. Gliding on AIR
-
5. Creating 3D Models
-
III. Building Games and Websites
-
9. Incorporating 3D Physics
-
9.1. Understanding the Guts of Physics
- 9.1.1. Adding Physics to Your Camera
- 9.1.2. Creating Camera Perspectives
- 9.1.3. Cruising the Stars Using Cameras
- 9.1.4. Adding Physics to the DisplayObject3D Class
- 9.1.5. Building Your Own Physics Classes
- 9.1.6. Simple Pendulums: Line, Ball, Animation
- 9.1.7. Double Pendulum: What's pinning?
- 9.1.8. Torsion Pendulum: Cylinder on a Rod
- 9.1.9. Foucault Pendulum: A Little More Realism
- 9.2. Interacting with Objects in PV3D
- 9.3. Taking it to the Next Level: 3D Wall Course
- 9.4. Using 3rd Party Physics Engines
- 9.5. AS3Dmod
- 9.6. Summary
-
9.1. Understanding the Guts of Physics
-
10. Building 3D Games for Wii
- 10.1. Shooting Pool in Space
-
10.2. Five Game States: Start, Play, Win, Lose, Cancel
- 10.2.1. What's Modal Control?
- 10.2.2. Adding a Background Image
- 10.2.3. Using View States
- 10.2.4. Building a Custom Skybox
- 10.2.5. Building a Jiglib Bounding Box
- 10.2.6. Creating Your Game Elements
- 10.2.7. Following Game Flow
- 10.3. Optimizing Your Game for the Web
- 10.4. Using Your Wii
-
10.5. Playing Wii Jiglib Pong
- 10.5.1. Building the Bounding Box
- 10.5.2. Adding Jiglib
- 10.5.3. Moving at Constant Velocity
- 10.5.4. Adding AI
- 10.5.5. Making Game Levels and a Scoring System
- 10.5.6. Creating Textboxes
- 10.5.7. Adding Reflectivity and a SkyBox
- 10.5.8. Building a Wii Navigation System
- 10.5.9. Adding Mouse-Controlled Paddle Motion
- 10.6. Summary
-
11. Integrating the Flash Media Server
- 11.1. Getting Started
- 11.2. Building a Race Track
- 11.3. FMS Alternatives
- 11.4. Summary
- 12. Developing 3D Websites
-
9. Incorporating 3D Physics
-
IV. Extending PV3D and Beyond
- 13. Making 3D Movies
- 14. Taking Virtual Tours
- 15. Adding Services
-
16. Flash & Math: Exploring Flash 10 and Beyond
- 16.1. Rebuilding the 3D Pool "Shooting"
-
16.2. Rendering 3D Models in Flash 10
- 16.2.1. Creating a 3D Image Ball
- 16.2.2. Using drawTriangles to Build a Shaded TIE Fighter
- 16.2.3. An Orbiting Ship using drawTriangles
- 16.2.4. Taking drawTriangles to the Next Level
- 16.2.5. Building a Google Wormhole
- 16.2.6. Creating a Molecule Viewer
- 16.2.7. Mapping a Single Image onto an Octahedron
- 16.3. Using ILayoutElement
- 16.4. Summary
-
A. Pocket Reference
-
A.1. Chapter 1: Understanding Flash3D
- A.1.1. Helpful Links
- A.1.2. Perspective Scaling
- A.1.3. Generating Random Colors
- A.1.4. 3D Engine in 13 Lines of Code
- A.1.5. Torus Parametric Equations
- A.1.6. Simple CS4 Depth Sorting
- A.1.7. Keith Peters' Depth Sorting
- A.1.8. Flash & Math Depth Sorting
- A.1.9. 3D Rotation Equations
- A.1.10. Degree/Radian Conversions
- A.1.11. drawRec Method for Creating Planes
- A.1.12. 2D Trig
- A.1.13. 3D Trig
- A.2. Chapter 2: Getting Started With Papervision3D
-
A.3. Chapter 3: Rezzing Primitives
- A.3.1. Helpful Links
- A.3.2. Embedding an Image
- A.3.3. Create a Timer
- A.3.4. Plane Grid Code
- A.3.5. Prim Template Code
- A.3.6. Material List (for a Cube)
- A.3.7. Cylindrical Ellipsoid Parametric Equations
- A.3.8. Spherical Ellipsoid Parametric Equations
- A.3.9. Pinched Sphere
- A.3.10. Pyramid Grid Code
- A.3.11. Curved Plane Grid Code
- A.3.12. Elliptical Torus Parametric Equations
- A.3.13. Cone Parametric Equations
- A.3.14. Switch Case
-
A.4. Chapter 4: Adding Materials
- A.4.1. Helpful Links
- A.4.2. Triangle in Flash
- A.4.3. Texture Template Code
- A.4.4. Affine Transformation
- A.4.5. Simple Image Loader
- A.4.6. Bitmap Video Capture
- A.4.7. Connecting Video to a Netstream
- A.4.8. Adding Video to a Primitive
- A.4.9. Shader Code Template
- A.4.10. Splitting Color into its RGB
- A.4.11. Getter/Setter Method
- A.4.12. Creating a Bump Map
- A.4.13. Rotate Sphere Method
- A.4.14. Net Stream in CS4
- A.4.15. Creating a Composite Material
-
A.5. Chapter 5: Creating 3D Models
- A.5.1. Helpful Links
- A.5.2. Adding StatsView
- A.5.3. Frames-per-second
- A.5.4. Memory Usage
- A.5.5. Adding MD2 to PV3D
- A.5.6. MD2 Models as Particles
- A.5.7. Master Morphing Equation
- A.5.8. Morphing Code Snippet
- A.5.9. Referencing Collada Elements by Name
- A.5.10. Steps to Adding a Collada File
- A.5.11. Grabbing Vehicle Parts from a Collada File
- A.5.12. Steering Car Wheels
- A.5.13. Rolling Car Wheels
- A.5.14. Translating Using Local Coordinates
- A.5.15. Loading an Animated Collada File
- A.5.16. Loading an Animated Collada File with Material List
- A.5.17. Pixel Bender Starter Code
- A.5.18. Gray Scale Pixel Bender (PB)
- A.5.19. Complement PB
- A.5.20. Brightness PB
- A.5.21. Exposure PB
- A.5.22. Color Balance PB
- A.5.23. Binary Contrast PB
- A.5.24. Simple Pixelate PB
- A.5.25. Sharpen PB
- A.5.26. Simple Point Light PB
- A.5.27. Bloom Brightness PB
- A.5.28. Cross Fade PB
- A.5.29. Subtraction PB
- A.5.30. Average PB
- A.5.31. Simplified Lively Light PB
- A.5.32. Creating a Pixel Bender Bitmap Material
- A.5.33. Double Lights PB
- A.5.34. Animating PB Light Sources
- A.5.35. Adding and Removing Particles
-
A.6. Chapter 6: Working with Particle Systems
- A.6.1. Helpful Links
- A.6.2. Adding a PV3D Particle System
- A.6.3. Adding Additional Particles to PV3D
- A.6.4. Adding Sets of Stars
- A.6.5. CS4 Particle Starter Code
- A.6.6. Emitter at Mouse
- A.6.7. Particle Position Based on Velocity
- A.6.8. Gravity
- A.6.9. Bounce
- A.6.10. Explosion Starter Code
- A.6.11. Random Number Generator
- A.6.12. Book Slicing Code
- A.6.13. Polymorphism
- A.6.14. Generalized Slicing Code Using an Array Collection
- A.6.15. Dragging and Dropping Images
- A.6.16. Removing a Particle
- A.6.17. Add and Remove Listener
- A.6.18. Mipmapping
- A.6.19. Christmas Ornaments
- A.6.20. 3D Text
-
A.7. Chapter 7: Geocoding, XML, and Data Bases
- A.7.1. Helpful Links
- A.7.2. Adding a Google Map to a PV3D Prim
- A.7.3. Adding a Google Map to CS4
- A.7.4. Switching Button Labels
- A.7.5. Flex Slider Code
- A.7.6. E4X Expressions
- A.7.7. Loading XML
- A.7.8. Splitting CSV Data
- A.7.9. Toggle Audio
- A.7.10. Adding Stars to a Planetarium
- A.7.11. Creating Map Marker
- A.7.12. Data Base Switch Case
-
A.8. Chapter 8: Gliding on Air
- A.8.1. Helpful Links
- A.8.2. Arranging Cubes with geometry.vertices
- A.8.3. Grayscale for Elevation Map
- A.8.4. Displacing Vertices
- A.8.5. Adding Displacement Color
- A.8.6. Changing Pixel Color
- A.8.7. Perlin Noise
- A.8.8. Key Listeners
- A.8.9. Key Action Animation Loop Listener
- A.8.10. JPEG/PNG Encoders
- A.8.11. Saving in Flash 10
-
A.9. Chapter 9: Incorporating 3D Physics
- A.9.1. Helpful Links
- A.9.2. Acceleration from Velocity Equations
- A.9.3. Velocity from Position Equations
- A.9.4. Adding Physics to a Camera
- A.9.5. Changing Camera View
- A.9.6. Object Navigation
- A.9.7. Gravitational Acceleration Physics
- A.9.8. Pendulum Pinning
- A.9.9. Interactive Scene 3D Event (x, y, z Gizmo)
- A.9.10. Pairing WOW and PV3D Objects
- A.9.11. Jiglib BasicView Starter Code
- A.9.12. Jiglib Plane Shortcut
- A.9.13. Jiglib Cube Shortcut
- A.9.14. Jiglib Sphere Shortcut
- A.9.15. Module Code
- A.9.16. Stack Modifier
-
A.10. Chapter 10: Building 3D Games for Wii
- A.10.1. Helpful Links
- A.10.2. Adding a Flex Background Image
- A.10.3. Flex ViewStates
- A.10.4. Center a Panel
- A.10.5. Set ViewState (currentState)
- A.10.6. Custom Skybox
- A.10.7. Jiglib Bounding Box
- A.10.8. Draw a Bullet Hole
- A.10.9. Rack Balls
- A.10.10. Stop Game Method
- A.10.11. Time Conversion (milliseconds to seconds and minutes)
- A.10.12. Adding a Sight
- A.10.13. Sound Method
- A.10.14. Wii Starter Code
- A.10.15. Get Sensor Bar IR Values
- A.10.16. Pong Bounding Box
- A.10.17. Constant Velocity Ball
- A.10.18. Paddle AI
- A.10.19. Adding Textboxes
- A.11. Chapter 11: Integrating the Flash Media Server
- A.12. Chapter 12: Developing 3D Websites
- A.13. Chapter 13: Making 3D Movies
- A.14. Chapter 14: Taking Virtual Tours
- A.15. Chapter 15: Adding Services
-
A.16. Chapter 16: Exploring Flash 10 and Beyond
- A.16.1. Helpful Links
- A.16.2. FXG Fragment
- A.16.3. Flash Catalyst States
- A.16.4. State Toggle Code
- A.16.5. Split & Join Methods
- A.16.6. Forward-Backward Button Script
- A.16.7. CS4 Dot Product
- A.16.8. XML Parser
- A.16.9. Simple Culling
- A.16.10. Remove Special Characters
- A.16.11. forEach Array Method
- A.16.12. Molecular drawPath
- A.16.13. Parametric Mapping Equations
-
A.1. Chapter 1: Understanding Flash3D
- B. Companion Website
Product information
- Title: Professional Papervision3D
- Author(s):
- Release date: March 2010
- Publisher(s): Wrox
- ISBN: 9780470742662
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