Other Missing Stuff in Java

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Lighting and shading, distance fog, backface culling you could make a huge list with everything display list 3D doesn t do. And it would contain everything 3D engine does do, with the exception of perspective projection. So you get it. It s cool to put billboards in 3D space, but don t expect much. Let s nd out how, already.
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Part III: The Display List
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All it takes to make a DisplayObject 3D is to move it or orient it in 3D space. The existing properties that control position, rotation, and scale in two dimensions are simply augmented with a third dimension. These properties are listed in Table 15-1. This table and the properties within shouldn t need much further explanation at this point, save a few notes.
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TABLE 15-1
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2D and 3D Properties of DisplayObject
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2D property 3D property
x y z rotationX rotationY
rotation scaleX scaleY
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rotationZ scaleX scaleY scaleZ
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Because DisplayObjects have no depth, scaleZ does nothing. You ll also note that there s no depth added to width and height. So why have scaleZ Perhaps because the math requires it. It can actually take on any value, which isn t surprising when you realize that the natural depth of any DisplayObject is 0, which no scale value will ever change. The three rotation values are measured in degrees, just like the 2D rotation property. Because rotationZ is the same kind of rotation in 3D that rotation is in 2D, you can still use the rotation property in 3D, which sets both rotation and rotationZ. However, you shouldn t. Use rotationZ in 3D and rotation in 2D. All you have to do is set any one of the 3D-only properties, and the object will be rendered in 3D, although geometrically, there s no special distinction between 2D and 3D DisplayObjects. 2D DisplayObjects simply lie on the plane of the stage. However, to Flash Player, there s a big difference. To draw a display object in 3D, Flash Player rst renders it down to a bitmap at its natural size. This has an effect similar to turning on cacheAsBitmap. It also means that objects that display larger than their natural size ones that are closer to you than the stage, or have negative z coordinates,
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15: Working in Three Dimensions
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that is may appear blocky or smudgy, like a scaled-up bitmap. You can see this bitmap scaling if you look closely at Figure 15-2. You ll remember from 14 that every DisplayObjectContainer de nes its own coordinate space. This way, you can nest clips and create parent-child relationships. Move the parent, and the child moves along with it, its position relative to the parent unchanged. The same applies to display objects in 3D. In Example 15-1, you ll create a Cube display object that contains six faces. Each face will have its own position and rotation that places it in the shape of a cube. Then you ll experiment with placing the entire cube in 3D space. As you d expect, all the faces of the cube keep their relative positions, and you can move around the whole thing like any DisplayObject. EXAMPLE 15-1
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package { import flash.display.Sprite; public class ch15ex1 extends Sprite { public function ch15ex1() { var boringCube:Cube = new Cube(100); boringCube.x = stage.stageWidth * 0.5; boringCube.y = stage.stageHeight * 0.5; addChild(boringCube); var cube:Cube = new Cube(100); cube.rotationX = -40; cube.rotationY = 20; cube.rotationZ = 12; cube.x = stage.stageWidth * 0.2; cube.y = stage.stageHeight * 0.6; cube.z = 150; addChild(cube); cube = new Cube(100); cube.rotationX = 95; cube.rotationY = -30; cube.rotationZ = 12; cube.x = stage.stageWidth * 0.7; cube.y = stage.stageHeight * 0.4; cube.z = -150; addChild(cube); } } } import flash.display.*; class Cube extends Sprite { public function Cube(size:Number = 50) { for (var side:int = 0; side < 6; side++) { var face:Sprite = new Sprite(); face.blendMode = BlendMode.MULTIPLY;
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