The Essential Guide to 3D in Flash

The Essential Guide to 3D in Flash

von: Richard Olsson, Rob Bateman

Apress, 2010

ISBN: 9781430225423 , 280 Seiten

Format: PDF, OL

Kopierschutz: Wasserzeichen

Windows PC,Mac OSX geeignet für alle DRM-fähigen eReader Apple iPad, Android Tablet PC's Online-Lesen für: Windows PC,Mac OSX,Linux

Preis: 39,99 EUR

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Mehr zum Inhalt

The Essential Guide to 3D in Flash


 

Title Page

1

Copyright Page

2

Contents at a Glance

3

Table of Contents

4

About the Author

10

About the Technical Reviewer

11

Acknowledgments

12

Introduction

13

Layout conventions

14

Chapter 1 Getting Started

15

Getting the Away3D library

15

Setting up a project

16

Using Adobe Flash CS4/CS5

16

Using Flash Builder

17

Using FDT

19

Using FlashDevelop

20

Open source workflow using the Flex SDK and Makefiles

21

Summary

22

Chapter 2 Creating Your First 3D Project

23

Starting up the engine

23

Adding 3D objects to the scene

24

Understanding constructors and initialization objects

26

Lighting the scene

26

Animating objects in 3D

28

Enabling interactivity in 3D

29

Summary

29

Chapter 3 The View, Scene, and Camera

32

Understanding the basics

32

View

32

Scene

33

Camera

33

Exploring the fundamentals of 3D

33

Working with coordinates in 3D space

34

The rendering process

35

Clipping

35

Z sorting

35

Perspective Projection

36

Setting up the chapter base class

36

Creating and using the view

38

Centering the vanishing point

39

Clipping the viewport

39

Managing the scene

41

Adding and removing 3D objects

42

Accessing 3D objects in the scene

43

Working with nested 3D objects

44

Moving, rotating, and scaling in 3D

45

Using containers as pivots

47

Creating and using cameras

49

The Camera3D object

50

Moving the camera

50

Rotating the camera

51

Adjusting the zoom and focus properties

52

Aiming at objects using lookAt()

54

The TargetCamera3D object

55

The HoverCamera3D object

56

Summary

59

Chapter 4 Primitives, Models, and Sprites

60

Knowing the basic terminology

60

Vertices

60

Faces and segments

61

Meshes and primitives

61

Billboards and sprites

61

Setting up this chapter’s base class

61

Understanding common primitives

63

The plane primitive

64

Back-face culling

65

The cube primitive

65

The sphere primitive

66

Understanding wire primitives and line segments

67

Wireframe primitives

68

Combining wireframe and regular primitives

69

Drawing irregular lines in space

70

Using regular polygons

72

Working with external models

74

Workflow when loading a model

74

Optimizing external resources for size and speed

76

Converting a model to ActionScript

77

Using the converted model

78

Creating a library of models

79

Applying bitmap filter effects to 3D objects

81

Using 3D sprites

82

Creating smoke using 3D sprites

82

Tutorial: Creating a twisted image gallery

85

Laying out the application shell

86

Creating the TV sets

89

Loading the gallery image

92

Creating the menu items

92

Displaying the content

94

Adding movement and interactivity

96

Summary

98

Chapter 5 Materials, Lights, and Shading

100

Understanding Away3D materials

100

Using color and bitmap materials

104

Working with wire materials

108

Using lights and shading materials

110

Lighting in Away3D

111

Omnidirectional lighting with point lights

111

Parallel beam lighting with directional lights

112

Background lighting with AmbientLight3D

112

Creating and configuring light sources

113

Controlling the intensity of a light source

113

Shading materials in Away3D

115

Flat shading materials

115

Using normal map shading

119

Generating a normal map

121

Using DOT3 materials in Away3D

122

Using environment shading

126

Using animated and interactive materials

129

Using the MovieMaterial class

129

Using the VideoMaterial class

131

Summary

132

Chapter 6 Vector Shapes and Text in 3D

134

Working with vector graphics

134

Vector graphics vs. raster graphics

135

Creating lines and curves

135

Using the Away3D drawing API

136

Preparing the chapter base class

137

Drawing 3D vector shapes

139

Creating simple shapes with straight lines

139

Creating curved shapes

141

Creating open-ended line segments

142

Creating nonplaner shapes

143

Creating shapes with holes

144

Importing 3D vector shapes

145

Extracting vector shapes from an SWF file

145

Animating imported vector shapes

148

Importing 3D Text

149

Extracting vector data from a font

150

Extruding text

152

Warping text along a path

153

Knowing the limitations of vector graphics in Away3D

157

Summary

158

Chapter 7 Procedural 3D Content

160

Preparing the chapter base class

160

Building a pyramid primitive

162

Starting with AbstractPrimitive

162

Setting up the constructor

163

Adding public properties

164

Building the Pyramid mesh

165

Mapping UV coordinates

168

Using the extrusions tools

172

Creating a ribbon using the PathExtrusion class

172

Creating a vase with the LatheExtrusion class

174

Using mesh modifiers

176

Creating a terrain using the HeightMapModifier

176

Summary

181

Chapter 8 Interactivity

183

Setting up the chapter base class

183

Interacting with 3D objects in a scene

186

Introducing the MouseEvent3D object

187

Using MouseEvent3D’s scene coordinates

189

Using MouseEvent3D’s UV coordinates

191

First-person camera keyboard controls

194

Walking with the keyboard

195

Looking around by dragging the mouse

197

Looking around by scrubbing the mouse

200

Summary

203

Chapter 9 Animation

204

The basics of scripted animation

204

Using basic tweening

206

Path tweening

208

Importing animation

213

Working with MD2 animations

213

Importing an MD2 file

213

Playing an MD2 animation

215

Working with COLLADA animations

218

Importing a COLLADA file

218

Playing a COLLADA animation

220

Creating programmatic animation with bones

220

Defining an animation rig

221

Bone tweening

221

Summary

225

Chapter 10 Optimizing Tips and Tricks

227

Preparing the chapter base class

227

Optimizing geometry

229

Using level-of-detail objects

229

Culling and clipping polygons and meshes

233

Back-face culling

233

Viewport clipping

234

Object culling

237

Manual culling

237

Using models effectively

238

Polygon counts

238

Intersecting polygons

238

Double-sided geometry

239

Optimizing materials

243

Optimizing shading

243

Static shading

243

Normal map images

244

Conserving material instances

247

Exploring general best practice techniques

249

Switching between 3D coordinate systems

249

Converting from object space to scene space

252

Converting from object space to screen space

255

Changing camera lenses

255

Traditional perspective projections

256

Extreme wide-angle projections

256

Isometric projections

257

Summary

259

Index

261