Packagede.nulldesign.nd3d.renderer
Classpublic class Renderer
InheritanceRenderer Inheritance flash.events.EventDispatcher

The heart of the engine. The renderer takes a list of meshes, transforms the geometry into screen coordinates and draws the triangles (faces) on the screen. There are several options you can set:

wireFrameMode: Switches the renderer to wireframe mode, only the outlines of faces are drawn
dynamicLighting: Turns on/off dynamic lighting
ambientColor: Defines the ambient light color. The dynamic lighting color is mixed against this color.
ambientColorCorrection: Use if your scene is too bright / dark when using dynamic lighting (0-1).
additiveMode: Turns on/off additive blending of materials. All materials that have additiveblending enabled are drawn additive
blurMode: Turns on/off distanceblur. Meshes are blurred in relation of distance to the camera
distanceBlur: Sets the amount of blurring

facesRendered: Render statistics, calculated every frame
facesTotal: Render statistics, calculated every frame
meshesTotal: Render statistics, calculated every frame
verticesProcessed: Render statistics, calculated every frame

Interactive objects:
You can set a Object3D or a Material to interactive. When the user hovers over the object or clicks it, a Mouse3DEvent is dispatched, containing information about the clicked object.
Available events are: Mouse3DEvent.MOUSE_OVER, Mouse3DEvent.MOUSE_OUT, Mouse3DEvent.MOUSE_CLICK



Public Properties
 PropertyDefined by
  additiveMode : Boolean = false
Renderer
  ambientColor : uint = 0x000000
Renderer
  ambientColorCorrection : Number = 0.0
Renderer
  blurMode : Boolean = false
Renderer
  distanceBlur : Number = 20
Renderer
  drawStage : Sprite
Renderer
  dynamicLighting : Boolean = false
Renderer
  facesRendered : int = 0
Renderer
  facesTotal : int = 0
Renderer
  interactiveStage : Sprite
Renderer
  meshesTotal : int = 0
Renderer
  stage : Sprite
Renderer
  verticesProcessed : int = 0
Renderer
  wireFrameMode : Boolean = false
Renderer
Public Methods
 MethodDefined by
  
Renderer(stage:Sprite)
Constructor of class Renderer
Renderer
  
drawToScreen(faceList:Array, cam:PointCamera):void
Takes a list of faces and draws them on the screen (Should not be used directly, but at least you could, if you calculated your faces in an other way...)
Renderer
  
project(meshList:Array, cam:PointCamera, dontZSort:Boolean = false):Array
Calculates translations, rotations for every vertex in a mesh, does depth sorting of faces and finally calculates the screencoordinates.
Renderer
  
render(meshList:Array, cam:PointCamera):void
Processes a list of meshes, and draws them on the screen
Renderer
Events
 EventSummaryDefined by
    Renderer
    Renderer
    Renderer
    Renderer
    Renderer
    Renderer
Property detail
additiveModeproperty
public var additiveMode:Boolean = false
ambientColorproperty 
public var ambientColor:uint = 0x000000
ambientColorCorrectionproperty 
public var ambientColorCorrection:Number = 0.0
blurModeproperty 
public var blurMode:Boolean = false
distanceBlurproperty 
public var distanceBlur:Number = 20
drawStageproperty 
public var drawStage:Sprite
dynamicLightingproperty 
public var dynamicLighting:Boolean = false
facesRenderedproperty 
public var facesRendered:int = 0
facesTotalproperty 
public var facesTotal:int = 0
interactiveStageproperty 
public var interactiveStage:Sprite
meshesTotalproperty 
public var meshesTotal:int = 0
stageproperty 
public var stage:Sprite
verticesProcessedproperty 
public var verticesProcessed:int = 0
wireFrameModeproperty 
public var wireFrameMode:Boolean = false
Constructor detail
Renderer()constructor
public function Renderer(stage:Sprite)

Constructor of class Renderer

Parameters
stage:Sprite — geometry is renderes to the graphichs object of this sprite
Method detail
drawToScreen()method
public function drawToScreen(faceList:Array, cam:PointCamera):void

Takes a list of faces and draws them on the screen (Should not be used directly, but at least you could, if you calculated your faces in an other way...)

Parameters
faceList:Array — list of faces
 
cam:PointCamera — camera instance
project()method 
public function project(meshList:Array, cam:PointCamera, dontZSort:Boolean = false):Array

Calculates translations, rotations for every vertex in a mesh, does depth sorting of faces and finally calculates the screencoordinates. (Use this method only if you want to implement your own renderer and just need the transforms!)

Parameters
meshList:Array — list of meshes
 
cam:PointCamera — camera instance
 
dontZSort:Boolean (default = false)

Returns
Array — a depth sorted list of transformed faces
render()method 
public function render(meshList:Array, cam:PointCamera):void

Processes a list of meshes, and draws them on the screen

Parameters
meshList:Array — list of meshes
 
cam:PointCamera — camera instance
Event detail
onMouse3DClickevent 
Event object type: de.nulldesign.nd3d.events.Mouse3DEvent

onMouse3DDownevent  
Event object type: de.nulldesign.nd3d.events.Mouse3DEvent

onMouse3DMoveevent  
Event object type: de.nulldesign.nd3d.events.Mouse3DEvent

onMouse3DOutevent  
Event object type: de.nulldesign.nd3d.events.Mouse3DEvent

onMouse3DOverevent  
Event object type: de.nulldesign.nd3d.events.Mouse3DEvent

onMouse3DUpevent  
Event object type: de.nulldesign.nd3d.events.Mouse3DEvent