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AS3 DAE 增强现实 PaperVision 3D.
原标题:
  • 时间:2009-03-23 11:35:20
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我最近一直在玩增强现实技术(并且很开心!!) 我已经能够创建PaperVision的基本图形(立方体、圆柱体、圆锥体等)并对其进行操作,但添加DAE模型一直很难!

var cubeMaterialList:MaterialsList = new MaterialsList( { all: new FlatShadeMaterial(light, 0x0099FF, 0x0066AA) } );

            var cube:Cube = new Cube(cubeMaterialList,
                                     30,
                                     30,
                                     30);

            cube.z += 15;

            mainContainer.addChild(cube);

这一切都很好!

我正在使用这个来导入/尝试导入一个dae文件!

private var mCollada:Collada;
private var universe:DisplayObject3D;
mCollada = new Collada("sample.dae");
universe = new DisplayObject3D();
universe.addChild(mCollada);
        mainContainer.addChild(universe);

我已经使用了这种将DAE导入非增强现实PaperVision项目的方法,效果非常好!所以我想知道是否有人成功将DAE导入AR!

最佳回答

点击这里查看在我的网站上必要的导入和演示视频。

我注意到你正在使用Collada类,而不是DAE类,它们在视频中显示的行为有些不同。

另外值得注意的是,您可能已经做得很正确了,而模型或纹理可能存在问题。如果纹理未加载,则应立即从控制台中了解。尝试创建一个ColorMaterial并创建MaterialsList对象,将“all”属性设置为您创建的ColorMaterial。最后通过实例化或加载方法将列表传递给Collada或DAE类的实例化。还要确保相机没有缩放过近,可能会使3D对象落后。最后试着调整比例,因为不是所有模型都以相同的比例出现,而使用Collada类而非DAE类似乎会使模型放大,如上面的视频链接所示。

最近我有很多时间使用FlarToolkit / Papervision3D / Collada合作技术玩耍,为托尼霍克XI网站做准备。

-What you need

  • An IDE, I use FlashDevelop3 RC2, but Flex Builder or your IDE of choice will work.
  • Papervision3D 2.0 Whiteshark, (latest build)
  • Flex 3.3 SDK
  • Patience

-Finding and prepping the model

  • Use Google 3D Warehouse for my Collada files.
  • Next take the ".skp" sketchup file into Google Sketchup.
  • Make sure the sketchup window has focus and hit CTRL and A at the same time. (Select all)
  • Head up to edit, and go down to the bottom of the drop-down list where it will typically say how many groups you have selected.
  • Choose explode.
  • Repeat until you cannot explode any more. (If you are using low-poly models like you are supposed to, this shouldn t take long.)
  • CTRL + A to select all again.
  • Goto File > Export > 3D Model and choose ".dae" //If you do not own Sketchup the .dae extension is not available, lookup the work around :) (Essentially the .dae is wrapped in the ".skp"
  • You will now have a .dae file, and a folder with the same EXACT name, with textures pertaining to the model inside of it.

- Importing / parsing the model and displaying it

package 
{
    import flash.display.BitmapData;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.media.Camera;
    import flash.media.Video;
    import flash.utils.ByteArray;
    import org.libspark.flartoolkit.core.FLARCode;
    import org.libspark.flartoolkit.core.param.FLARParam;
    import org.libspark.flartoolkit.core.raster.rgb.FLARRgbRaster_BitmapData;
    import org.libspark.flartoolkit.core.transmat.FLARTransMat;
    import org.libspark.flartoolkit.core.transmat.FLARTransMatResult;
    import org.libspark.flartoolkit.detector.FLARSingleMarkerDetector;
    import org.libspark.flartoolkit.pv3d.FLARBaseNode;
    import org.libspark.flartoolkit.pv3d.FLARCamera3D;
    import org.papervision3d.cameras.Camera3D;
    import org.papervision3d.render.LazyRenderEngine;
    import org.papervision3d.scenes.Scene3D;
    import org.papervision3d.view.Viewport3D;
    import org.papervision3d.objects.parsers.Collada;
    import org.papervision3d.objects.parsers.DAE;
/**
 * ...
 * @author Brian Hodge
 */
public class Main extends Sprite 
{
    [Embed(source="../lib/camera_para.dat", mimeType="application/octet-stream")]
    private var CameraParameters:Class;

    [Embed(source="../lib/collada.pat", mimeType="application/octet-stream")]
    private var MarkerPattern:Class;

    private var cameraParameters:FLARParam;
    private var markerPattern:FLARCode;
    private var raster:FLARRgbRaster_BitmapData;
    private var detector:FLARSingleMarkerDetector;

    private var cam:Camera;
    private var vid:Video;
    private var capture:BitmapData;

    private var cam3D:FLARCamera3D;
    private var scene3D:Scene3D;
    private var viewPort:Viewport3D;
    private var mainContainer:FLARBaseNode;
    private var renderer:LazyRenderEngine;

    private var trans:FLARTransMatResult;
    private var prevSet:Boolean = false;
    private var prevZ:Number = 0;

    private var _collada:Collada;
    private var _dae:DAE;

    public function Main():void 
    {
        cameraParameters = new FLARParam();
        cameraParameters.loadARParam(new CameraParameters() as ByteArray);

        markerPattern = new FLARCode(16, 16);
        markerPattern.loadARPatt(new MarkerPattern());

        cam = Camera.getCamera();
        cam.setMode(640, 480, 30);

        vid = new Video();
        vid.width = 640;
        vid.height = 480;
        vid.attachCamera(cam);
        addChild(vid);

        capture = new BitmapData(vid.width, vid.height, false, 0x0);
        capture.draw(vid);

        raster = new FLARRgbRaster_BitmapData(capture);
        detector = new FLARSingleMarkerDetector(cameraParameters, markerPattern, 80);

        cam3D = new FLARCamera3D(cameraParameters);

        scene3D = new Scene3D();

        mainContainer = new FLARBaseNode();
        scene3D.addChild(mainContainer);

        viewPort = new Viewport3D(vid.width, vid.height);
        viewPort.scaleX = viewPort.scaleY = 2;
        addChild(viewPort);

        renderer = new LazyRenderEngine(scene3D, cam3D, viewPort);

        _dae = new DAE();
        _dae.load("assets/dae/apc.dae");
        _dae.rotationZ -= 90;
        mainContainer.addChild(_dae);

        /*
        _collada = new Collada("assets/dae/apc.dae");
        _collada.scale = 0.05;
        _collada.rotationZ -= 90;
        mainContainer.addChild(_collada);
        */

        trans = new FLARTransMatResult();

        this.addEventListener(Event.ENTER_FRAME, mainEnter);
    把这个翻译成中文:
    private function mainEnter(e:Event):void 
    {
        capture.draw(vid);

        if (detector.detectMarkerLite(raster, 80) && detector.getConfidence() > 0.5)
        {
            detector.getTransformMatrix(trans);

            mainContainer.setTransformMatrix(trans);
            mainContainer.visible = true;
            renderer.render();
        把这个翻译成中文:
        else
        {
            mainContainer.visible = false;
            renderer.render();
        把这个翻译成中文:
    把这个翻译成中文:
把这个翻译成中文:

把这个翻译成中文:

希望这一切对你有帮助,我建议你继续玩耍并熟悉它。

问题回答

@布雷迪

嘿,我觉得这可能是错误的原因:

[Embed(source="pat1.pat", mimeType="application/octet-stream")] private var CameraParameters:Class;

[Embed(source="pat1.pat", mimeType="application/octet-stream")] private var MarkerPattern:Class;

Here at the "CameraParameters" you should embed "camera_para.dat" rather than - pat1.pat . try with this one.

实际上,我在这个网站上找到了一些好的信息。我使用那里的代码将模型导入到我的AR材料中。它概述了一种非常简单的导入collada模型的方法。我只是拿取了样本FlarToolkit示例(simpleCube示例)并添加了那篇文章中的代码,这已足以让我开始使用。

这里是代码:

package {
    import org.papervision3d.lights.PointLight3D;
    import org.papervision3d.materials.WireframeMaterial;
    import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
    import org.papervision3d.materials.utils.MaterialsList;
    import org.papervision3d.materials.*;
    import org.papervision3d.materials.utils.*;
    import org.papervision3d.materials.shadematerials.*;
    import org.papervision3d.objects.primitives.Cube;
    import org.papervision3d.objects.primitives.Cylinder;
    import org.papervision3d.objects.DisplayObject3D;
    import org.papervision3d.objects.parsers.Collada;
    import flash.events.*;

    public class SimpleCube extends PV3DARApp {

        public var FAlogo:DisplayObject3D;
        public var light                        :PointLight3D;

        public function SimpleCube() {
            this.init( Data/camera_para.dat ,  Data/flarlogo.pat );
        }

        protected override function onInit():void {
            super.onInit();
            this.addEventListener( Event.ENTER_FRAME, EROnEnterFrame );

            // let there be light
            this.light = new PointLight3D;
            this.light.x = 0;
            this.light.y = 1000;
            this.light.z = -1000;

            // cow model
            FAlogo = new Collada("http://papervision2.com/wp-content/downloads/dae/cow.dae");
            FAlogo.rotationZ = -90;
            FAlogo.rotationY = -90;
            FAlogo.x = -100;
            FAlogo.z = 100;
            FAlogo.scale = 0.1;

            // re-orient the logo model before adding it to the scene

            this._baseNode.addChild(this.FAlogo);
        }

        private function EROnEnterFrame( event :Event ):void
        {
            // spins the cow yay!
            FAlogo.yaw(3);
        }
    }
}




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