package examples.support { import __AS3__.vec.Vector; import com.transmote.flar.FLARManager; import com.transmote.flar.camera.FLARCamera_PV3D; import com.transmote.flar.marker.FLARMarker; import com.transmote.flar.utils.geom.FLARGeomUtils; import com.transmote.flar.utils.geom.PVGeomUtils; import flash.display.Sprite; import flash.events.Event; import flash.geom.Matrix3D; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.cameras.Camera3D; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.shadematerials.FlatShadeMaterial; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Cube; import org.papervision3d.render.LazyRenderEngine; import org.papervision3d.scenes.Scene3D; import org.papervision3d.view.Viewport3D; /** * standard FLARToolkit Papervision3D example, with our friends the Cubes. * code is borrowed heavily from Saqoosha, Mikko Haapoja, and Squidder. * http://saqoosha.net/en/flartoolkit/start-up-guide/ * http://www.mikkoh.com/blog/?p=182 * http://www.squidder.com/2009/03/06/flar-how-to-multiple-instances-of-multiple-markers/#more-285 * * the Papervision3D platform can be found here: * http://code.google.com/p/papervision3d/ * please note, usage of the Papervision3D platform is subject to Papervision3D's licensing. * * @author Eric Socolofsky * @url http://transmote.com/flar */ public class SimpleCubes_PV3D extends Sprite { private static const CUBE_SIZE:Number = 40; private var viewport3D:Viewport3D; private var camera3D:FLARCamera_PV3D; private var scene3D:Scene3D; private var renderEngine:LazyRenderEngine; private var pointLight3D:PointLight3D; private var bMirrorDisplay:Boolean; private var markersByPatternId:Vector.>; // FLARMarkers, arranged by patternId private var activePatternIds:Vector.; // list of patternIds of active markers private var containersByMarker:Dictionary; // Cube containers, hashed by corresponding FLARMarker public function SimpleCubes_PV3D (flarManager:FLARManager, viewportSize:Rectangle) { this.bMirrorDisplay = flarManager.mirrorDisplay; this.init(); this.initEnvironment(flarManager, viewportSize); } public function addMarker (marker:FLARMarker) :void { this.storeMarker(marker); // create a new Cube, and place it inside a container (DisplayObject3D) for manipulation var container:DisplayObject3D = new DisplayObject3D(); var materialsList:MaterialsList = new MaterialsList({all: this.getMaterialByPatternId(marker.patternId)}); var cube:Cube = new Cube(materialsList, CUBE_SIZE, CUBE_SIZE, CUBE_SIZE); cube.z = 0.5 * CUBE_SIZE; container.addChild(cube); this.scene3D.addChild(container); // associate container with corresponding marker this.containersByMarker[marker] = container; } public function removeMarker (marker:FLARMarker) :void { if (!this.disposeMarker(marker)) { return; } // find and remove corresponding container var container:DisplayObject3D = this.containersByMarker[marker]; if (container) { this.scene3D.removeChild(container); } delete this.containersByMarker[marker]; } private function init () :void { // set up lists (Vectors) of FLARMarkers, arranged by patternId this.markersByPatternId = new Vector.>(); // keep track of active patternIds this.activePatternIds = new Vector.(); // prepare hashtable for associating Cube containers with FLARMarkers this.containersByMarker = new Dictionary(true); } private function initEnvironment (flarManager:FLARManager, viewportSize:Rectangle) :void { this.scene3D = new Scene3D(); this.viewport3D = new Viewport3D(viewportSize.width, viewportSize.height); this.addChild(this.viewport3D); this.camera3D = new FLARCamera_PV3D(flarManager, viewportSize); this.renderEngine = new LazyRenderEngine(this.scene3D, this.camera3D, this.viewport3D); this.pointLight3D = new PointLight3D(); this.pointLight3D.x = 1000; this.pointLight3D.y = 1000; this.pointLight3D.z = -1000; this.addEventListener(Event.ENTER_FRAME, this.onEnterFrame); } private function onEnterFrame (evt:Event) :void { this.updateCubes(); this.renderEngine.render(); } private function updateCubes () :void { // update all Cube containers according to the transformation matrix in their associated FLARMarkers var i:int = this.activePatternIds.length; var markerList:Vector.; var marker:FLARMarker; var container:DisplayObject3D; var j:int; while (i--) { markerList = this.markersByPatternId[this.activePatternIds[i]]; j = markerList.length; while (j--) { marker = markerList[j]; container = this.containersByMarker[marker]; container.transform = PVGeomUtils.convertMatrixToPVMatrix(marker.transformMatrix, this.bMirrorDisplay); } } } private function storeMarker (marker:FLARMarker) :void { // store newly-detected marker. var markerList:Vector.; if (marker.patternId < this.markersByPatternId.length) { // check for existing list of markers of this patternId... markerList = this.markersByPatternId[marker.patternId]; } else { this.markersByPatternId.length = marker.patternId + 1; } if (!markerList) { // if no existing list, make one and store it... markerList = new Vector.(); this.markersByPatternId[marker.patternId] = markerList; this.activePatternIds.push(marker.patternId); } // ...add the new marker to the list. markerList.push(marker); } private function disposeMarker (marker:FLARMarker) :Boolean { // find and remove marker. // returns false if marker's patternId is not currently active. var markerList:Vector.; if (marker.patternId < this.markersByPatternId.length) { // get list of markers of this patternId markerList = this.markersByPatternId[marker.patternId]; } if (!markerList) { // patternId is not currently active; something is wrong, so exit. return false; } var markerIndex:uint = markerList.indexOf(marker); if (markerIndex != -1) { markerList.splice(markerIndex, 1); if (markerList.length == 0) { this.markersByPatternId[marker.patternId] = null; var patternIdIndex:int = this.activePatternIds.indexOf(marker.patternId); if (patternIdIndex != -1) { this.activePatternIds.splice(patternIdIndex, 1); } } } return true; } private function getMaterialByPatternId (patternId:int) :FlatShadeMaterial { switch (patternId % 12) { case 0: return new FlatShadeMaterial(this.pointLight3D, 0xFF1919, 0x730000); case 1: return new FlatShadeMaterial(this.pointLight3D, 0xFF19E8, 0x730067); case 2: return new FlatShadeMaterial(this.pointLight3D, 0x9E19FF, 0x420073); case 3: return new FlatShadeMaterial(this.pointLight3D, 0x192EFF, 0x000A73); case 4: return new FlatShadeMaterial(this.pointLight3D, 0x1996FF, 0x003E73); case 5: return new FlatShadeMaterial(this.pointLight3D, 0x19FDFF, 0x007273); case 6: return new FlatShadeMaterial(this.pointLight3D, 0x19FF5A, 0x007320); case 7: return new FlatShadeMaterial(this.pointLight3D, 0x19FFAA, 0x007348); case 8: return new FlatShadeMaterial(this.pointLight3D, 0x6CFF19, 0x297300); case 9: return new FlatShadeMaterial(this.pointLight3D, 0xF9FF19, 0x707300); case 10: return new FlatShadeMaterial(this.pointLight3D, 0xFFCE19, 0x735A00); case 11: return new FlatShadeMaterial(this.pointLight3D, 0xFF9A19, 0x734000); case 12: return new FlatShadeMaterial(this.pointLight3D, 0xFF6119, 0x732400); default: return new FlatShadeMaterial(this.pointLight3D, 0xCCCCCC, 0x666666); } } } }