Home Tutorials Forums Articles Blogs Movies Library Employment Press
Old 02-09-2012, 05:12 PM   #1
Registered User
Join Date: Feb 2008
Posts: 7
Default Problems running Papervison3D No textures.

Hi guys, I'm trying to use papervision3d. It seems like its a cool engine but I'm unable to generate any shadows or textures. I think the problem is at my source path linking. I am running this on a PC in flash cs5

I downloaded the papervision3d engine and the updated it via SVN.
later I opened my flash file and opened properties ActionScript Settings>Edit

Action script settings pop up.
In the source path I have a folder link with only .
If i leave this alone and let run the file the shape imports and I can manipulate it but I don't get the bitmap texture or any lighting

If I change this to navigate to my src folder C:\Desktop\PaperVision3d\as3\trunk\src
and press OK I get a message saying:
A definition for the document class could not be found in the classpath, so one will be automatically generated in swf file upon export
click OK

Once I export I no longer see my shape.

Please help, looks like it could work so well but Im just a step off somewhere and cant figure it out.
rkania is offline   Reply With Quote
Old 02-09-2012, 05:14 PM   #2
Registered User
Join Date: Feb 2008
Posts: 7
Default my ERMain.as

	import flash.display.*;
	import flash.events.*;
	import flash.utils.Dictionary;

	import org.ascollada.*;

	import org.papervision3d.cameras.*;
	import org.papervision3d.materials.*;
	import org.papervision3d.materials.utils.*;
	import org.papervision3d.materials.shadematerials.*;
	import org.papervision3d.objects.*;
	import org.papervision3d.objects.parsers.*;
	import org.papervision3d.lights.*;
	import org.papervision3d.scenes.*;
	import org.papervision3d.render.*;
	import org.papervision3d.view.*;
	import org.papervision3d.core.*;
	import org.papervision3d.core.math.*;
	import org.papervision3d.core.proto.*;
	import org.papervision3d.events.FileLoadEvent;

	public class ERMain extends MovieClip
		// Member variables
		public var mCamera						:Camera3D;
		public var mCollada						:DAE;
		public var mSceneCenter					:Number3D;
		public var mRenderer					:BasicRenderEngine;
		public var mViewport					:Viewport3D;
		public var mLight						:PointLight3D;

		private var mContainer					:Sprite;

		private var mRadius						:Number;
		private var mRootNode					:DisplayObject3D;
		private var mRotationAnchor				:Number3D;

		private var mScene						:Scene3D;

		private var mTarget						:DisplayObject3D;

		private var mWheelZoomAmount			:Number				= 1.10;

		// Constructor for the ERMain class
		public function ERMain()
			stage.quality = "HIGH";
			stage.scaleMode = "noScale";

			// 3D redraw mechanism as the 3D scene is manipulated
			this.addEventListener( Event.ENTER_FRAME, EROnEnterFrame );

			// Set the event handlers for the mouse to the stage so we will
			// handle all mouse events not just those that click on a display
			// object in this class.  These event handlers handle the interactive
			// rotation and mouse wheel zooming.
			stage.addEventListener(MouseEvent.MOUSE_DOWN, ERMouseDownHandler);
			stage.addEventListener(MouseEvent.MOUSE_UP, ERMouseUpHandler);
			stage.addEventListener(MouseEvent.MOUSE_WHEEL, ERMouseWheelHandler);

			mRotationAnchor = new Number3D;

			// Perform the 3D initialization.

		// This method creates and initializes the 3D scene.
		private function ERInitialize():void
			// Create canvas movieclip and center it
			this.mContainer = new Sprite();
			addChild( this.mContainer );
			this.mContainer.x = 275;
			this.mContainer.y = 200;

			this.mViewport = new Viewport3D(550, 400, true, true);
			addChild( mViewport );

			this.mRenderer = new BasicRenderEngine();

			// Create Scene
			this.mScene = new Scene3D( );
			this.mTarget = new DisplayObject3D ( );

			// Create Camera.  Camera is based on selected Swift 3D camera at the time of export.
			this.mCamera = new Camera3D();
			this.mCamera.x = -16.474;
			this.mCamera.y = 2.7397;
			this.mCamera.z = -0.479701;

			this.mTarget.x = 0.225239;
			this.mTarget.y = 2.7397;
			this.mTarget.z = -0.479701;

			this.mCamera.zoom   = 1.0;
			this.mCamera.fov    = 39.5978;
			this.mCamera.target = this.mTarget;

			// Establish the scene center to ensure all rotations
			// occur about that center.
			this.mSceneCenter = new Number3D;
			this.mSceneCenter.x = 0.225239;
			this.mSceneCenter.y = 2.7397;
			this.mSceneCenter.z = 0.479701;

			this.mLight = new PointLight3D;
			this.mLight.x = 0;
			this.mLight.y = 0;
			this.mLight.z = 0;

			mCollada = new DAE( );
			mCollada.addEventListener(FileLoadEvent.LOAD_COMPLETE, EROnFileLoaded, false, 0, true);
			mRootNode = mScene.addChild( mCollada, "mRootNode" );

		// The next three functions will turn all of the materials to double sided.
		private function EROnFileLoaded( event :Event ):void
			var lMaterialsList:Object = mCollada.materials;
			if ( lMaterialsList )
				for each ( var lMaterial:MaterialObject3D in lMaterialsList )
					lMaterial.doubleSided = true;

			var lChildren:Dictionary = Dictionary (mCollada.children);
			ERProcessChildrenMaterials ( lChildren );

		private function ERProcessChildrenMaterials ( aChildren:Dictionary ):void
			if ( aChildren )
				for each ( var lChild:DisplayObject3D in aChildren )
					ERProcessChildMaterials ( lChild );

			var lChildren:Dictionary = Dictionary (mCollada.children);

		private function ERProcessChildMaterials( aChild:DisplayObject3D ):void
			if ( aChild )
				if ( aChild.materials )
					for each ( var lMaterial:MaterialObject3D in aChild.materials.materialsByName )
						lMaterial.doubleSided = true;

				var lChildren:Dictionary = Dictionary (aChild.children);
				ERProcessChildrenMaterials ( lChildren );

		// Rendering method to display changes as the scene is manipulated.
		private function EROnEnterFrame( event :Event ):void
			this.mRenderer.renderScene( mScene, mCamera, mViewport );

		// When the mouse is pressed anywhere on the stage, set up for
		// rotational manipulation and add the mouse move event handler. 
		// The rotational system is just like Swift 3D's trackballs.  When
		// the mouse is within the ball, the scene tracks like it is inside
		// a ball and when the mouse is outside the ball, it spins around the
		// axis perpendicular to the screen.
		private function ERMouseDownHandler(event:MouseEvent):void
			if ( mViewport.containerSprite.x < mViewport.containerSprite.y )
				mRadius = mViewport.containerSprite.x;
				mRadius = mViewport.containerSprite.y;

			mRotationAnchor.x = mViewport.containerSprite.mouseX;
			mRotationAnchor.y = mViewport.containerSprite.mouseY;

			var lValue:Number = (mRadius * mRadius) - (mRotationAnchor.x * mRotationAnchor.x) - (mRotationAnchor.y * mRotationAnchor.y);
			if ( lValue < 0 )
				mRotationAnchor.z = 0;
				mRotationAnchor.z = Math.sqrt( lValue );

			stage.addEventListener(MouseEvent.MOUSE_MOVE, ERMouseMoveHandler);

		// This mouse move handler calculates the incremental rotation between the mouse
		// down or last mouse move event and the current mouse move event.  It then rotates
		// the Papervision3D scene appropriate to that incremental rotation.
		private function ERMouseMoveHandler(event:MouseEvent):void
			var lCurrentPosition:Number3D = new Number3D;
			var lLastPosition:Number3D = new Number3D;
			var lAxis:Number3D = new Number3D;
			var lCosAngle:Number;
			var lAngle:Number;
			var lTranslationMatrix:Matrix3D;
			var lRotationMatrix:Matrix3D;

			lCurrentPosition.x = mViewport.containerSprite.mouseX;
			lCurrentPosition.y = mViewport.containerSprite.mouseY;

			var lValue:Number = (mRadius * mRadius) - (lCurrentPosition.x * lCurrentPosition.x) - (lCurrentPosition.y * lCurrentPosition.y);
			if ( lValue < 0 )
				lCurrentPosition.z = 0;
				lCurrentPosition.z = Math.sqrt( lValue );

			lLastPosition = mRotationAnchor;
			mRotationAnchor = new Number3D ( lCurrentPosition.x, lCurrentPosition.y, lCurrentPosition.z );

			lLastPosition.normalize ( );
			if ( lLastPosition.z == 0 )
				lCurrentPosition.z = 0;
			lCurrentPosition.normalize ( );
			if ( lCurrentPosition.z == 0 )
				lLastPosition.z = 0;
			lAxis = Number3D.cross ( lLastPosition, lCurrentPosition );
			lAxis.normalize ( );
			lCosAngle = Number3D.dot ( lLastPosition, lCurrentPosition );
			lAngle = Math.acos( lCosAngle );

			ERRotateScene ( lAxis, lAngle );


		// The mouse up handler terminates the interactive rotation mode by 
		// removing the mouse move handler.
		private function ERMouseUpHandler(event:MouseEvent):void
			stage.removeEventListener(MouseEvent.MOUSE_MOVE, ERMouseMoveHandler);

		// The mouse wheel handler zooms in or out of the scene depending on
		// the mouse wheel spin direction (positive or negative values).
		private function ERMouseWheelHandler(event:MouseEvent):void
			if ( event.delta > 0 )
				mCamera.zoom *= mWheelZoomAmount;
				mCamera.zoom /= mWheelZoomAmount;

		public function ERZoomInScene( aZoomAmount:Number ):void
			mCamera.zoom *= aZoomAmount;

		public function ERZoomOutScene( aZoomAmount:Number ):void
			mCamera.zoom /= aZoomAmount;

		// The ERRotateScene method is used by both the interactive rotation code
		// and the button based rotation code.
		public function ERRotateScene ( aAxis:Number3D, aAngle:Number ):void
			var lTranslationMatrix:Matrix3D;
			var lRotationMatrix:Matrix3D;
			var lAxis:Number3D = aAxis.clone ( );

			lTranslationMatrix = Matrix3D.translationMatrix( -mSceneCenter.x, -mSceneCenter.y, mSceneCenter.z );
			this.mCollada.transform = Matrix3D.multiply( lTranslationMatrix, this.mCollada.transform );

			lAxis.x = - lAxis.x;
			Matrix3D.rotateAxis (  mCamera.transform, lAxis );
			lRotationMatrix = Matrix3D.rotationMatrix( lAxis.x, lAxis.y, lAxis.z, aAngle );
			this.mCollada.transform = Matrix3D.multiply( lRotationMatrix, this.mCollada.transform );

			lTranslationMatrix = Matrix3D.translationMatrix( mSceneCenter.x, mSceneCenter.y, -mSceneCenter.z );
			this.mCollada.transform = Matrix3D.multiply( lTranslationMatrix, this.mCollada.transform );
rkania is offline   Reply With Quote
Old 02-09-2012, 06:23 PM   #3
Registered User
Join Date: Feb 2008
Posts: 7

I just realized I as adding the path to the properties window and not flash preferences. Updated path to right place still same result.
rkania is offline   Reply With Quote
Old 02-09-2012, 08:12 PM   #4
Super Moderator
ASWC's Avatar
Join Date: Dec 2007
Location: Greenville, SC
Posts: 6,528

Two advice:
1. If you have never worked with Papervision before then start off by running a simple example. No light, no collada, just a little cube in the middle of the viewport. IF you can pull that off then move on to more difficult stuff.
2. Papervision is no longer an active project (been dead since 2009). So since it will not be updated anymore why not instead work with an active 3D library? Away3D, alternativa3D, sandy3D, etc...
Super Duper!
ASWC is offline   Reply With Quote

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT. The time now is 09:09 AM.

Follow actionscriptorg on Twitter


Powered by vBulletin® Version 3.8.5
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
Ad Management plugin by RedTyger
Copyright 2000-2013 ActionScript.org. All Rights Reserved.
Your use of this site is subject to our Privacy Policy and Terms of Use.