Getting started with Away3D for FP11

It was about time to start working on 3D with flash. I was already looking at Papervision3D some years ago, but I have never worked with. Then I’ve followed differents 3D engine like Sandy, Five3D, and Away3D.

Now that Stage3D and FP11 are out, it is time to start working with 3D in flash. However, it’s funny that my first try on a 3D Engine was made with a JS engine : Three.js
So in this post I just adapt my previous 3D example made with Three.js and WebGL and see how it runs with Away3D.

Finally I have chosen Away3D instead of those 3D engine for FP11 : minko, alternativa, flare3D, and adobe proscenium because it is free and has a great community support.

The quick demo.

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package {
 
	import away3d.cameras.Camera3D;
	import away3d.containers.ObjectContainer3D;
	import away3d.containers.Scene3D;
	import away3d.containers.View3D;
	import away3d.debug.AwayStats;
	import away3d.lights.DirectionalLight;
	import away3d.materials.ColorMaterial;
	import away3d.materials.methods.FilteredShadowMapMethod;
	import away3d.primitives.Cube;
 
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.geom.Vector3D;
 
	[SWF(backgroundColor="#FFFFFF", frameRate="60", width="1000", height="650")]
 
	/**
	 * @author Aymeric
	 */
	public class Main extends Sprite {
 
		private const _ORIGINE:Vector3D = new Vector3D(0, 0, 0);
		private const _NBR_ELEMENTS:uint = 250;
 
		private var _camera:Camera3D;
		private var _scene:Scene3D;
		private var _view:View3D;
		private var _container:ObjectContainer3D;
 
		private var _tab:Vector.<Cube>;
 
		private var _formOneElement:Boolean;
 
		private var _diffX:int, _diffY:int, _diffZ:int;
 
		public function Main() {
 
			stage.scaleMode = StageScaleMode.NO_SCALE;
			stage.align = StageAlign.TOP_LEFT;
 
			_scene = new Scene3D();
			_camera = new Camera3D();
			_view = new View3D();
			_view.antiAlias = 2;
			_view.backgroundColor = 0xEEEEEE;
			_view.camera = _camera;
			_view.scene = _scene;
 
			addChild(_view);
			addChild(new AwayStats(_view, false));
 
			_container = new ObjectContainer3D();
			_scene.addChild(_container);
 
			var light:DirectionalLight = new DirectionalLight(-1, -1, 1);
			light.color = 0xFFFFFF;
			light.castsShadows = true;
 
			_container.addChild(light);
			light.x = -15000;
			light.y = -15000;
			light.z = -15000;
 
			_camera.lookAt(_container.position);
 
			_tab = new Vector.<Cube>();
 
			var cube:Cube;
			var colorMaterial:ColorMaterial;
			for (var i:uint = 0; i < _NBR_ELEMENTS; ++i) {
 
				colorMaterial = new ColorMaterial(Math.random() * 0xFFFFFF);
				colorMaterial.lights = [light];
				colorMaterial.shadowMethod = new FilteredShadowMapMethod(light);
 
				cube = new Cube(colorMaterial, 50, 50, 50);
				_container.addChild(cube);
 
				if (i == 0)
					cube.x = Math.random() * 1000;
				else
					cube.x = (Math.random() > 0.5) ? Math.random() * 1000 : -Math.random() * 1000;
				cube.y = (Math.random() > 0.5) ? Math.random() * 1000 : -Math.random() * 1000;
				cube.z = (Math.random() > 0.5) ? Math.random() * 1000 : -Math.random() * 1000;
 
				_tab.push(cube);
			}
 
			_formOneElement = false;
 
			addEventListener(Event.ENTER_FRAME, _ef);
			stage.addEventListener(Event.RESIZE, _resize);
 
			_resize();
		}
 
		private function _ef(evt:Event):void {
 
			if (!_formOneElement) {
 
				if (_tab[0].x < 1000) {
 
					for each (var cube:Cube in _tab) {
 
						_diffX = 0 - cube.x;
						_diffY = 0 - cube.y;
						_diffZ = 0 - cube.z;
 
						cube.x -= _diffX * 0.05;
						cube.y -= _diffY * 0.05;
						cube.z -= _diffZ * 0.05;
					}
 
				} else {
					_formOneElement = true;
				}
 
			} else {
 
				if (_tab[0].x > 2) {
 
					for each (var cubeOne:Cube in _tab) {
 
						_diffX = 0 - cubeOne.x;
						_diffY = 0 - cubeOne.y;
						_diffZ = 0 - cubeOne.z;
 
						cubeOne.x += _diffX * 0.05;
						cubeOne.y += _diffY * 0.05;
						cubeOne.z += _diffZ * 0.05;
					}
 
				} else {
					_formOneElement = false;
				}
 
			}
 
			_view.camera.x = 3 * (stage.mouseX - stage.stageWidth * 0.5);
			_view.camera.y = 3 * (stage.mouseY - stage.stageHeight * 0.5);
			_view.camera.lookAt(_ORIGINE);
 
			_view.render();
		}
 
		private function _resize(evt:Event = null):void {
			_view.width = stage.stageWidth;
			_view.height = stage.stageHeight;
		}
	}
}

Zip file.

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