Mesh decimation in flash

June 6th, 2009
by admin

I’ve implemented “new QEM” algorithm ( http://research.microsoft.com/en-us/um/people/hoppe/newqem.pdf ) for mesh decimation, or other words – for simplifying meshes.

It supports appearance attributes, but when texture has many discontinuities – my decimator generates errors and your model can be jagged/distorted.

undecimated:

decimated:

I’ve made a little web interface to allow you some testing.

Web interface: http://exp.teleranek.org/teleqem

You can download your decimated model and do whatever the hell you want with it.

I’ve also created a model viewer. I had to make custom pv3d camera control, because papervision3d’s Camera class has million bugs ( with rotations for example ). There are some bugs in environment mapping too, but I didn’t have time to fix them …

Here’s my mesh decimator with some trial models: http://exp.teleranek.org/teleqem/Converter.php?showfiles

Here’s the viewer of 3d models: http://exp.teleranek.org/teleqem/Viewer.php?showfiles

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Papervision3D 3D Fonts

May 25th, 2009
by admin

I wrote today a little class which converts font outlines to TriangleMesh3D objects:

Click on the image, you will se a demo. I wasn’t tweaking my code too much, so there are several bugs in this 3D fonts class. Major bug is, that glyphs like “i” or “%” aren’t rendered properly. And it doesn’t work with all typefaces, hence this demo is based on only one typeface ( helvetica bold italic ).

And don’t exaggerate with typing your own phrases in the input textbox – I wasn’t optimizing my code, so CPU usage can be high.

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Very “efficient” DAE parser in papervision 3d

January 22nd, 2009
by admin

I’m currently workin on some bigger project, and I needed to load DAE file. It’s known, that papervision3d has DAE parser – so I used it. But when I tried to load a little bigger file ( only 400KB model ), flash thrown 15 seconds timeout exception. The exception was thrown during unpack process. “Wow, flash is so slow, that it can’t unpack 400KB zip in 15 seconds? This sucks” I thought. But later I looked deeper into DAE parser’s code. DAE parser uses KMZ parser, to unpack DAE’s content ( like textures and models ), and then parses XML ( or rather KMZ unpacks and then uses DAE to read model… ). I followed the code ( just like Dexter does ), and studied KMZ parser’s code. And it appears, that KMZ’s parser code, isn’t the most efficient code I’ve ever seen.

Just look @ it:

http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/parsers/KMZ.as

After loading the zip file, it calls “parse” function, which calls “getColladaFromZip”. getColladaFromZip unopacks the zip file:

private function getColladaFromZip( zipFile : ZipFile ) : ByteArray  {
	for(var i:int = 0; i < zipFile.entries.length; i++) {
	    var entry:ZipEntry = zipFile.entries[i];

	    // extract the entry's data from the zip
	    var data:ByteArray = zipFile.getInput(entry);

		if(entry.name.toLowerCase().indexOf(".dae") != -1) {
			return data;
		}
	}
	return null;
}

It unpacks entire file, just to get the “dae” file, and then returns. More – it extracts content ( function “getInput” ) , and then checks if unpacked content is “dae” file, despite the fact, that to check it, we don’t need to unpack anything to check it.

It gets worse later – it unpacks entire file to check how many textures we have in the zip:

private function numTexturesInZip( zipFile : ZipFile ) : uint {
	var count : uint = 0;
	for(var i:int = 0; i < zipFile.entries.length; i++) {
	    var entry:ZipEntry = zipFile.entries[i];

	    // extract the entry's data from the zip
	    var data:ByteArray = zipFile.getInput(entry);

	    if(entry.name.toLowerCase().indexOf(".png") != -1 || entry.name.toLowerCase().indexOf(".jpg") != -1) {
		count++;
	 }
	 }
	return count;
}

Ok, and at the end, in the “parse” function, every file in archive is extracted again, only for purpose of loading textures from this archive.

Reassuming, if you have 1 meg model and several 200 KB textures, KMZ parser extracts geometry 3 times – second time, to count number of textures (?!?) and third, to load textures. Every texture is extrated 3 times too – first time – to ensure that the texture isn’t a model, second – to count it, and finally third time – to load texture. I think that somebody pasted the code of loading zip file from some tutorial and repasted it 3 times :)

I would paste here my code of better KMZ parser, but it’s too integrated with my project, so you’ll have to wait ; p

And I wrote this post, to enlight you people, that when you are using pv3d’s KMZ parser to load zipped DAE, it isn’t the best parser to use.

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3D Physics papervision photo gallery

November 17th, 2008
by admin


This is the 3D photo gallery which uses WoW Engine 3D physics to simmulate movement of thumbnails. I believe I could do some precaching or modify WoW to make it a little faster. But up to now nobody complained:) Some issues with interaction and feel are to be fixed.

I’ve updated my old flash portfolio ( http://teleranek.org/fl.php ) to display properly in Firefox under Mac OS

[ update: minor update to photo gallery: bigger titles, less dynamic movement of photos, blurring, and several other enhancements. I will be updating this gallery till it gains satisfying level of “usability”  ]

[ update2: blah, i forgot to give a link to the gallery :d now it’s fixed. Click on the image to see the gallery. This is my gallery with different images: http://szarakpl.teleranek.org ]

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Rotating rings with shadows and reflections and a pv3d primitive

September 10th, 2008
by admin

I have made this two simulations of rotating rings. First one, is a bit more interactive – you can change position of the camera by dragging mouse cursor. Second one is fully prebuffered, thus you can only click on stage, and watch how the rings are rotating.

Shadows and reflections were made using Andy Zupko’s classes ( blog.zupko.info ). They were also tweaked to look like projected on convex surface.

First demo is a cpu killer, despite some modifications, and prebuffered shadows ( after prebuffering, shadows are animated on the floor plane ). On 1Ghz it will probably have something around 10fps. I could lower the details, but this demo is all about details:)

Second demo is also a cpu killer, but only during the prebuffering phase. It has some details smoothed, and features two animations, chosen randomly after clicking on stage.

To make this demo, I needed genereric model of a ring with proper texture mapping – so i modified cylinder primitive from Papervision3D. To make a new Ring:

new Ring( material , radius , height, subradius , segmentsW , segmentsH , topFace , bottomFace )

material – its for example new ColorMaterial( 0 )

radius – radius of a ring, including wall thickness

subradius – thickness of ring’s wall

segmentsW – more segmentsW, your ring will look less angular

segmentsH – segments horizontally.

topFace , bottomFace – if you dont include topFace and bottomFace, your ring will look like two extruded circles.

You can download this class here to make your own rings ( of course you need Papervision3D too )

ps. I had to disable comments because spambots seems to like this post. Gosh, I hate this lamers who call themselves programmers and writes shit like this…

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Fluid morpher

July 15th, 2008
by admin

Recently i’ve written a class to morph a DisplayObject into any other DisplayObject. It morphs these displayobjects by simulating fluid-like substance. Here’s a little presentation:

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Posted in flash experiments | Comments (3)