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Rotating 3D Rectangle



Hi,

I would like to build a 3D rectangle and have it rotating automatically without having any mouse interaction.

Could anyone point me in the right direction?

thank you.



FlashKit > Flash Help > Flash Newbies
Posted on: 10-08-2008, 11:52 AM


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************************************************

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//
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************************************************

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The goal: uniformly change the scale of a rectangle relative to its center point.

The problem: application of scalar value to rectangle dimensions creates unexpected dimensions. You'll see what I'm talking about if you have the test window maximized at 100% magnification.

Note: The problem has persisted even after converting everything to Point and Matrix classes. Thanks in advance.

Class code:

Code:
// Inside ViewPort.as ...

// import the classes we need to build this custom object
import flash.geom.Point
import flash.geom.Rectangle
import flash.geom.Matrix

/*Class:ViewPort
*Version:1.0.1
*Desc:A custom class designed to view a nested movieclip
*through a positionable and scalable scrollRect.
*
*NOTES:
*- This is intended to serve as the clipping region of
*a game engine.
*- The MovieClip "backBuffer_mc" is a container that holds
*a level map, while "frontBuffer_mc" is assigned the
*Rectangle "view."
*- "backBuffer_mc" is nested within "frontBuffer_mc".
*- The position of "view" is translated, then "view" is
*re-applied to "frontBuffer_mc" to achieve camera tracking.
*-Zoom effects are achieved by scaling "view" before
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*of "frontBuffer_mc" to preserve the original dimensions
*of "view".
*/
class ViewPort {
/*Class Properties*/
private static var frontBufferDepth:Number = 1;//place the clipping layer above the level map layer
private static var backBufferDepth:Number = 0;//place the level map layer below the clipping layer
/*Instance Properties*/
private var scaleMatrix:Matrix;// 1. scale is always applied first
private var translateMatrix:Matrix;// 2. translation is always applied second
private var viewSize:Object;//initial width and height of rectangle
private var viewTL_In:Point;//default position of top-left corner of rectangle
private var viewBR_In:Point;//default position of bottom-right corner of rectangle
private var viewTL_Out:Point;//scaled, translated top-left corner of rectangle
private var viewBR_Out:Point;//scaled, translated bottom-right corner of rectangle
private var viewCenter:Point;//centerpoint of the rectangle
private var viewScale:Number = 1;//scale of the rectangle
private var viewInverse:Number = 1;//_xscale, _yscale used to preserve rectangle
private var viewZoomStep:Number = 0;//value ranging from 0 to (2 * Math.PI)
private var view:Rectangle;//the clipping rectangle
private var target_mc:MovieClip;//the layer that is loading this instance
private var frontBuffer_mc:MovieClip;//the clipping layer
private var backBuffer_mc:MovieClip;//the level map layer
private var targetDepth:Number;//depth target_mc is loading our instance into
public function ViewPort(t:MovieClip, d:Number, s:String, x:Number, y:Number, w:Number, h:Number) {
/*Constructor*/

//a nested argument checking function will
//be inserted here and will conditionally init
//the class, otherwise abort.

initProperties(t, d, s, x, y, w, h);
}
private function initProperties(t:MovieClip, d:Number, s:String, x:Number, y:Number, w:Number, h:Number):Void {
moveView(x, y);//center our view
setViewSize(w, h);//size the view (at 100% zoom)
defineViewRect();//create the rectangle of our view
setTargetDepth(d);//store the depth our instance is loading into
buildViewPort(t);//create our instance on the layer that is loading it
clipRender();//apply scrollRect to frontBuffer_mc
loadSurface(s);//load a graphic to test the behavior of the class.
}
private function setTargetDepth(d:Number):Void {
targetDepth = d;
}
private function buildViewPort(t:MovieClip, d:Number):Void {
buildFrontBuffer(t);
buildBackBuffer();
}
private function buildFrontBuffer(t:MovieClip):Void {
frontBuffer_mc = t.createEmptyMovieClip("frontBuffer_mc", frontBufferDepth);
}
private function buildBackBuffer():Void {
backBuffer_mc = frontBuffer_mc.createEmptyMovieClip("backBuffer_mc", backBufferDepth);
}
private function moveView(x:Number, y:Number):Void {
viewCenter = new Point(x, y);
}
private function setViewSize(newW:Number, newH:Number):Void {
var newSize:Object = {width : newW, height : newH};
viewSize = newSize;

/*Important*///<= = = = = = = = = = = = = = = = = = = = = = =

//"viewCenter" needs to rest at the center of "view",
//so place top-left corner of "view" at a negative value
//relative to "viewCenter" and place bottom-right corner of
//"view" at a positive value relative to "viewCenter"

viewTL_In = new Point(-(viewSize.width / 2), -(viewSize.height / 2));
viewBR_In = new Point((viewSize.width / 2), (viewSize.height / 2));
}
private function buildMatrices():Void {
scaleMatrix = new Matrix(1, 0, 0, 1, 0, 0);
translateMatrix = new Matrix(1, 0, 0, 1, 1, 1);
}
private function defineViewRect():Void {

/*Error ?*///< = = = = = = = = = = = = = = = = = = = = = = = = =

//Is this where the error is?

buildMatrices();
scaleMatrix.scale(viewScale, viewScale);
translateMatrix.translate(viewCenter.x, viewCenter.y);
scaleMatrix.concat(translateMatrix);

viewTL_Out = scaleMatrix.transformPoint(viewTL_In);
viewBR_Out = scaleMatrix.transformPoint(viewBR_In);
}
private function buildView():Void {
view = new Rectangle(viewTL_Out.x,
viewTL_Out.y,
viewBR_Out.x,
viewBR_Out.y);
}
private function refreshView():Void {
clipRender();
}
private function loadSurface(i:String):Void {
backBuffer_mc.loadMovie(i);
}
private function clipRender():Void {
frontBuffer_mc.scrollRect = view;
}
private function preserveFullSize():Void {
viewInverse = (1 / viewScale) * 100;
frontBuffer_mc._xscale = frontBuffer_mc._yscale = viewInverse;
}
public function zoomView():Void {
/*Error ?*///< = = = = = = = = = = = = = = = = = = = = = = = =

// Is this where the error is?

var zoomOrigin:Number = 0.75;
var zoomAmplitude:Number = 0.25;
var zoomX:Number = 320 + (Math.cos(viewZoomStep * 4) * 30);
var zoomY:Number = 240 + (Math.sin(viewZoomStep * 4) * 30);
viewScale = zoomOrigin + (Math.cos(viewZoomStep) * zoomAmplitude);
moveView(zoomX, zoomY);
defineViewRect();
buildView();
refreshView();
preserveFullSize();
if(viewZoomStep == (Math.PI * 2)) {
viewZoomStep = 0;
} else {
viewZoomStep += (Math.PI / 180);
}
//debugVars();
}
private function debugVars():Void {
/*Debugger*/

// use this to spit out vars
for(var p:String in this) {
if(p.indexOf("view", 0) != (-1) || p.indexOf("Matrix") != (-1)) {
trace(p + " = " + this[p]);
}
}
}
}
Flash document code:

Code:
// Set your document to 640 x 480, background #639A9C
// in Layer 1, Frame 1 of the main timeline...

var myImage:String;// supply the path of a local image of your choosing
var testRender:ViewPort = new ViewPort(this, 0, myImage, 320, 240, 640, 480);
this.onEnterFrame = function () {
testRender.zoomView();
};

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Code:
package
{
import flash.display.*;

public class GraphicsTester extends MovieClip
{

public function GraphicsTester() // constructor
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// the following code works fine if I put it in the Actions
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var mySprite:Sprite = new Sprite();
mySprite.graphics.lineStyle(1);
mySprite.graphics.beginFill(0xFF0000); // bright red
mySprite.graphics.drawRect(0,0,50,70);
addChild(mySprite);

} // end constructor

}// end class

} // end package
There's obviously something basic that I'm not understanding about the way graphics are used within a class instance.

If anybody can help, I'd really appreciate it.
Thanks for reading this.

DD

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I need some help with the rounded rectangle function of Flash MX 2004 Pro. My project includes several graphics made in flash with the rounded rectangle tool. However, when I publish the file, the graphics do not form properly, making the shapes apear badly drawn. Flash seems to have a problem dealing with the rounded corners and cannot correctly line up the straight edges of the box.

This has been an issue since I started using flash and only happens to the rounded edge shapes. Has anyone else had this problem or any ideas as to how to deal with it?

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I'm having trouble drawing a rectangle. The code is attached..

I'm certain that the function "Boxes" gets called. I'm even pretty certain "myRect" is on the display list. The same code in a script on the timeline works fine. I'm sure its something obvious but I can't figure it out.

Casey









Attach Code

package {

/**
* @author cman
*/
import flash.display.*;

public class Boxes extends Sprite {
// rectangle parameters
private var myRect : Sprite;
private var xPos : Number = 100;
private var yPos : Number = 100;
private var myWidth : Number = 100;
private var myHeight : Number = 100;

public function Boxes() {
trace("Boxes got called");

myRect = new Sprite();
myRect.graphics.beginFill(0x336699);
myRect.graphics.drawRect(xPos, yPos, myWidth, myHeight);
myRect.graphics.endFill();
addChild(myRect);
}
}
}

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_root.stop();
finalwidth = 450;
PercentLoaded = _root.getBytesLoaded() / _root.getBytesTotal() ;
if (PercentLoaded != 1) {
setProperty(bar, _xscale, (PercentLoaded * finalwidth));
} else {
gotoAndStop("loaded");
}

thanks for all your help

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This is what I want to do... and my brain is fried or something, because I know I already wrote something like this...


I have five rectangle mc's in five different locations. The rectangles are different sizes.

I want to be able to click on rectangle and have its x, y, width and height adjust over time to a predetermined size.

In other words, there is a sixth rectangle of a fixed size (lets call it the final size). When clicked each box will change its values over time until it reaches the "final size and position".

Yes.. onEnterframe... yes += and -= ... it's the logic in the code I want to nail down. Plus, I just haven't written anything in here in a while.

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Hi all

Hi all,

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