这是我第一次使用Papervision3D,我创建了一个在y轴上倾斜的图像幻灯片。左侧最小的照片,右侧的尺寸增大。所以他们从左到右,从最小到最大。
当您将鼠标悬停在照片上时,我会弹出一个工具提示,但工具提示也会与相机视图(倾斜)成比例偏斜。我希望工具提示的角度独立于整个摄像机视图。
是否知道如何旋转对象而不依赖于父摄像机角度?
谢谢!
答案 0 :(得分:0)
my_obj = new DisplayObject3D(); my_plane = my_obj.addChild(new Plane(bla bla)); my_obj.lookAt(照相机);
'lookAt'位是你需要的。
答案 1 :(得分:0)
为什么不在2d中绘制工具提示?你可以获得图像的屏幕位置,然后像这样绘制一个普通的Sprite:
package
{
import flash.display.Sprite;
import flash.text.TextField;
import org.papervision3d.events.InteractiveScene3DEvent;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.primitives.Plane;
import org.papervision3d.typography.Text3D;
import org.papervision3d.view.BasicView;
public class PVTest extends Sprite
{
private var world:BasicView;
private var text:Text3D;
private var text2d:TextField;
public function PVTest()
{
world = new BasicView(stage.width, stage.height, true, true);
var colorMat:ColorMaterial = new ColorMaterial();
colorMat.interactive = true;
var planeContainer:DisplayObject3D = new DisplayObject3D();
var plane:Plane;
for(var i:int = 0; i < 11; i++)
{
plane= new Plane(
colorMat,
100, 100,
10);
plane.x = (i * 105) - 500;
plane.addEventListener(InteractiveScene3DEvent.OBJECT_OVER, handleMouseOver);
plane.addEventListener(InteractiveScene3DEvent.OBJECT_OUT, handleMouseOut);
planeContainer.addChild(plane);
}
planeContainer.rotationY = 10;
world.scene.addChild(planeContainer);
world.camera.z = -500;
addChild(world);
world.startRendering();
}
private function handleMouseOver(event:InteractiveScene3DEvent):void
{
var plane:Plane = Plane(event.displayObject3D);
plane.calculateScreenCoords(world.camera);
const OFFSET_X:int = -20;
const OFFSET_Y:int = 30;
text2d = new TextField();
text2d.text = "toolTip";
text2d.x = plane.screen.x + (stage.width/2) + OFFSET_X;
text2d.y = plane.screen.y + (stage.height/2) + OFFSET_Y;
addChild(text2d);
}
private function handleMouseOut(event:InteractiveScene3DEvent):void
{
removeChild(text2d);
}
}
}
即使对于此示例,您也必须根据对象比例偏移工具提示的y
位置,但它可能比计算旋转更容易,并且是获得一致外观结果的最佳方法。