How do I attach camera to Spark.components.VideoDisplay - actionscript-3

I'm using Flash Builder and created a spark-application Flex project that will stream video from the local camera. If I use mx.controls.VideoDisplay; there is no problem since it has attachCamera(camera) method. But Spark's VideoDisplay component does not have that method. I know I can use mx controls inside a Spark app but I want to know:
What is the real difference between spark.components.VideoDisplay and mx.controls.VideoDisplay?
How do I attach camera to spark.components.VideoDisplay?
Is there any advantages if I go with spark (since it's newer to mx library)?
thanks.
EDIT: In the documentation this is mentioned: "Starting with Flex 4.0, Adobe recommends that you use the spark.components.VideoPlayer class as an alternative to this class. (mx.controls.VideoDisplay)"

Here are the specifics to get this working:
import mx.events.FlexEvent;
import org.osmf.net.StreamType;
import spark.components.mediaClasses.DynamicStreamingVideoItem;
import spark.components.mediaClasses.DynamicStreamingVideoSource;
private var _cam:DynamicStreamingVideoSource = new DynamicStreamingVideoSource();
private var _dynVideoSource:DynamicStreamingVideoSource;
protected function application1_creationCompleteHandler(event:FlexEvent):void
{
_dynVideoSource=new DynamicStreamingVideoSource();
var videoItems:Vector.<DynamicStreamingVideoItem>;
videoItems=new Vector.<DynamicStreamingVideoItem>();
videoItems[0]=new DynamicStreamingVideoItem();
_dynVideoSource.host= "";
_dynVideoSource.streamType=StreamType.LIVE;
_dynVideoSource.streamItems=videoItems;
mycam.source=_dynVideoSource;
var cam:Camera = Camera.getCamera(); //Camera.names[0]);
cam.setMode(640, 480, 15);
cam.setQuality(0, 80);
mycam.videoObject.attachCamera(cam);
}

Straight up, the answer is that you can't attach a camera to the Spark VideoDisplay. Sorry. I was trying to make this happen too, but I had to default to the mx VideoDisplay and there's nothing wrong with using it :)
Spark is newer and I prefer to use it whenever possible too, but in this case, you just need to use the MX control. It happens.

I tried to attach the camera to videoDisplay.videoObject - but the videoObject was always null, which throws an error.
To resolve that I created a dummy DynamicStreamingVideoObject and passed it as the source
_cam = new DynamicStreamingVideoSource();
<s:VideoDisplay id="mycam" source="_cam" />
then, in the creationComplete handler of the application i did this
var cam:Camera = Camera.getCamera();
mycam.videoObject.attachCamera(cam);
this resolved the issue.

Been looking for a solution to this and found the below
var cam:Camera = Camera.getCamera();
cam.setMode(320, 240, 15);
cam.setQuality(0, 0);
var myCam:Video = new Video(320,240);
myCam.attachCamera(cam);
myVideo.addChild(myCam);
thanks

Shorter workaround:
<s:VideoDisplay id="camVideoDisplay"
source="dummy"
autoPlay="false"
autoDisplayFirstFrame="false"/>
In this case, the Video object can be then referenced as camVideoDisplay.videoObject, e.g.:
camVideoDisplay.videoObject.attachCamera( .. );

Related

Actionscript 3 - can't open multiple navigateToURL() instances at the same time

I am new to AS3, I want to open multiple browser tabs with flash.
I'm trying to simply start multiple instances of navigateToURL().
for each (var str:String in arrayofrequests)
{
[...]
try { navigateToURL(request, "_blank");}
[...]
}
but only the last instance of navigateToURL gets executed in the browser.
I searched online and someone pointed out callLater could solve this issue.
But every time I try to use callLater I get
Error: Call to a possibly undefined method callLater.
I analyzed adobe documentation here: http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf69084-7b06.html
All objects that inherit from the UIComponent class can open the callLater() method.
How I do this? I tried to change my code to something like this
public class Main extends UIComponent
but it isn't working.
To start, UIComponent class is the base class for all visual components used in Flex ( like Label, Progressbar, ...), but I think that your are using Flash, so it's not the good way.
Really I don't know why you want to open many urls in the browser in the same time ( and I think that your final user may be will not like that ), but you have to use some intervals between every navigateToURL() calls using a Timer object for example :
var urls:Array = [
'http://www.wikipedia.org',
'http://www.ubuntu.com',
'http://www.stackoverflow.com'
];
var timer:Timer = new Timer(300, urls.length);
timer.addEventListener(TimerEvent.TIMER, onTimer);
function onTimer(e:TimerEvent):void {
navigateToURL(new URLRequest(urls[timer.currentCount - 1]), '_blank');
}
timer.start();
Hope that can help.

StageWebView in an AS3-Script

I allreday read a lot of helpful stuff in that forum. Now it's my first time I ask for specific help.
I'm pretty new to Flash and have a problem I struggle for more then a week now. The most efficient and elegant way for my problem is to put a StageWebView-Call into an as-File.
That would be the plan:
In my flash-File: Show a PDF document "xyz" and put it on the stage.
I alreday tried it with Switch-Case - But then I have trouble to get rid of the PDF's.
That was my Idea:
First the new as-File...
package {
import flash.display.MovieClip;
import flash.media.StageWebView;
import flash.geom.Rectangle;
import flash.filesystem.File;
import flash.display.Sprite;
import flash.display.Stage;
public class mypdf {
public var MyWebView:StageWebView
public var file:String
public var pdf:File
public function mypdf(ActFile:String) {
MyWebView = new StageWebView();
file = ActualFile; //MARKING #1
pdf = File.applicationDirectory.resolvePath(file);
MyWebView.stage = stage; //MARKING #2
MyWebView.viewPort = new Rectangle (200, 200, 400, 400);
MyWebView.loadURL(pdf.nativePath);
}
}
}
Than I want to call that in my flash-File...
stop();
var mynewpdf:mypdf = new mypdf("test.pdf");
Two erros are shown:
1120: Access of undefined property error ActualFile (at Marking #1)
1120: Access of undefined property error Stage (at Marking #2)
With a lot more work I could avoid the first error by defining a lot of different as-Scripts for each pdf.
My main problem is the second error.
It would be really nice if someone had any good ideas.
Bye,
Stephan
The second error means that you need to pass the stage to the web view. Either pass it to mypdf class as parameter, or make mypdf DisplayObject (extend Sprite for example) and add it to stage.
I'm not sure this will solve your issue anyways - I think StageWebView can simply display html. The PDF is displayed in your browser because an external plugin for that is launched.
In AIR the situation seems different: http://sujitreddyg.wordpress.com/2008/01/04/rendering-pdf-content-in-adobe-air-application/
StageWebView is wont support for nativePath, instead of using this, you can try with pdf.url. And StageWebView also having support for open .pdf files.
public function mypdf(ActFile:String) {
MyWebView = new StageWebView();
file = ActualFile; //MARKING #1
pdf = File.applicationDirectory.resolvePath(file);
MyWebView.stage = stage; //MARKING #2
MyWebView.viewPort = new Rectangle (200, 200, 400, 400);
addChild( MyWebView );
MyWebView.loadURL(pdf.url);
}
Because, StageWebView will support file:/// format, but in nativePath we got C://.., so, this will help you. Or
Simply convert your StageWebView to Display object, and then added it to your container by using addElement().
You can convert it by,
var _view:SpriteVisualElement = new SpriteVisualElement();
_view.addChild( MyWebView);
this.addElement( view );
To test by, simply call this method in added_to_stage method to test if stage is having or not. This error will come if stage is not setted means also.

Actionscript 3 - Import SVG file

Does anyone know of any libraries or tools for importing an SVG file into actionscript on the fly? I need to be able to import an SVG file into flash and convert it to a movieclip or preferably a flat 3d object. The end goal here is to implement a vector file with Augmented reality.
A great library for this can be downloaded here: http://code.google.com/p/as3svgrendererlib/
It is easy to implement and reliable. Note that there are two ways to implement the code. I prefer the following because it gives you more control:
private function loadSVG(url:String):void {
ProcessExecutor.instance.initialize(stage);
ProcessExecutor.instance.percentFrameProcessingTime = 0.9;
loader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.TEXT;
loader.addEventListener(Event.COMPLETE, svgLoaded, false, 0, true);
try {
loader.load(new URLRequest(url));
} catch (error:Error) {
trace(error);
}
}
private function svgLoaded(e:Event):void {
var svgString:String = loader.data as String;
var svgDocument:SVGDocument = new SVGDocument();
svgDocument.parse(svgString);
this.addChild(svgDocument);
}
The other way is shorter and might be the way to go when you only have to load a small SVG or just a few.
public function loadSVG(url:String) {
ProcessExecutor.instance.initialize(stage);
ProcessExecutor.instance.percentFrameProcessingTime = 0.9;
var svgDocument:SVGDocument = new SVGDocument();
svgDocument.load(url);
addChild(svgDocument);
}
Two important notes:
1. I could not seem to be able to capture the width or height of the SVGs and the parent Sprite had a width and height of 0 after loading the SVG. I solved this by making all the SVGs the same size before loading them into AS3. After that I knew the dimensions I used the ScaleX and scaleY to resize the loaded SVGs.
2. The stage has to exist before you can use this code. adding the following code will make sure you won't run into problems:yourDisplayClass.addEventListener(Event.ADDED_TO_STAGE, loadYourSVGs);
Now how you convert this to a flat 3D object depends on your 3D Library. I have worked with Away3D where you can use bitmapmaterial on your Sprite3D. The Sprite3D class would be the object to use. I hope your 3D Library supports the use of MovieClips so that you can add them to your 3D Object. Else you will have to use to extract the bitmapMaterial from the movie clip as i have done in the following example:
public function movieClipToBitmapMaterial(mc:MovieClip):BitmapMaterial {
var bmData:BitmapData = new BitmapData(mc.width, mc.height, true, 0xFFFFFF);
bmData.draw(displayObject);
return new BitmapMaterial(bmData);
}
Your input in the above function will be the movieclip onto wich you have loaded your SVG.
I am not sure of this but I think that by using this function you will loose the ability to scale as much as you like without loosing quality.
I hope my input was of some help!
Good luck
PS: don't forget to add the SWC from the link to your project and to check out the provided examples. Please note as well the excellent comment of shaunhusain on your original question. You might not have to use 3D Library.
Salam,
It is very easy:
Open the "name.svg" file in illustartror.
Save it as "name.ai"
Import it into the stage in flash, that is all.

How to set Video Frame Capture Using Bitmap Data

I'm implementing an Augmented Reality application for android using Flash. In order to get the application working on my Android Phone (nexus One) the Phone Camera must be activated as well. So I need 2 layers one for the background which is the feed of my phone camera and an other one on top of it which is the view from away3d in this case.
So setting up a BitmapData object to hold the information of the most recent webcam still-frame I can make this work.
If I use papervision3D library and FLARToolkit we setting up the BitmapData using the following part of the code found from this video tutorial:
//import libraries
import org.libspark.flartoolkit.core.raster.rgb.FLARRgbRaster_BitmapData;
import org.libspark.flartoolkit.detector.FLARSingleMarkerDetector;
private function setupCamera():void
{
vid = new Video(640, 480);
cam = Camera.getCamera();
cam.setMode(320, 240, 10);
vid.attachCamera(cam);
addChild(vid);
}
private function setupBitmap():void
{
bmd = new BitmapData(640, 480);
bmd.draw(vid);
raster = new FLARRgbRaster_BitmapData(bmd);
detector = new FLARSingleMarkerDetector(fparams, mpattern, 80);
}
private function loop(e:Event):void
{
if(detector.detectMarkerLite(raster, 80) && detector.getConfidence() > 0.5)
{
vp.visible = true;
detector.getTransformMatrix(trans);
container.setTransformMatrix(trans);
bre.renderScene(scene, camera, vp);
}
else{
vp.visible = false}
}
catch(e:Error){}}}}
However, to implement my application Im using Away3D engine and FLARManager and the way of doing that is very different as I can understand. I have implement the following code but the only think it does is just show the Flash Camera in the front of the 3D view and I can't check if my application is work or not since it doesn't show me any 3D Object when I place the marker in front of the screen.
My code is:
//Setting Up Away3DLite Camera3D
import com.transmote.flar.camera.FLARCamera_Away3DLite;
private var camera3D:FLARCamera_Away3DLite;
this.camera3D = new FLARCamera_Away3DLite(this.flarManager, new Rectangle(0, 0, this.stage.stageWidth, this.stage.stageHeight));
//Setting Up the bitmapData
private function bitmap():void
{
c = Camera.getCamera();
c.setMode(320,240,10)
this.v.attachCamera(c);
addChild(this.v);
bmd = new BitmapData(640,480);
bmd.draw(this.v);
}
Can you please help me to find out how can I combine those two?
I will really appreciate any advice i can get from you.
Thank you
To isolate your problem, I'd try to break these two things up and make sure each part works first. It's sounds like you've got the camera part working, try doing just some 3D (no AR) draw a cube or something. Then try implementing the AR but have it do something simple like trace something out or making an object visible or invisible. Then start combining them.

How to get all definitions in an ApplicationDomain of a loaded SWF?

When you load a SWF into another, the loader SWF can get specific definitions from the loaded SWF using ApplicationDomain.getDefinition(name:String). For example:
package
{
// ... imports
public class SWFLoader extends Sprite
{
private var loadedAppDomain:ApplicationDomain;
public function SWFLoader()
{
var request:URLRequest = new URLRequest("test.swf");
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onTestLoadComplete);
loader.load(request);
}
private function onTestLoadComplete(event:Event):void
{
var loaderInfo:LoaderInfo = LoaderInfo(event.target);
loadedAppDomain = loaderInfo.applicationDomain;
// Here we can get ANY defined symbol (class, namespace or function according to Adobe Flash help)
var someSymbolClass:Class = Class(loadedAppDomain.getDefinition("SomeSymbol"));
var someSymbolSprite:Sprite = Sprite(new someSymbolClass());
addChild(sprite);
}
}
}
How can I get all of the definitions in a SWF, without specifying each explicitly?
As of Flash Player 11.3, you can use ApplicationDomain.getQualifiedDefinitionNames().
See the official documentation for the method and this blog post about the Flash Player release.
EDIT: This is the quickest solution to your problem : http://www.bytearray.org/?p=175
Hi, you could use this library : https://github.com/claus/as3swf/wiki/
Don't have the time to do deeper test, but here is what i found :
1 - I have created a .swf containing in the library 2 exported MC, $Test and $Test2
2 - Once the .swf loaded by a Loader, i run this code :
var swf : SWF = new SWF(loader.contentLoaderInfo.bytes);
trace(swf);
3 - In the output you'll notice theses lines :
[76:SymbolClass]
Symbols:
[0] TagID: 2, Name: $Test2
[1] TagID: 1, Name: $Test
I think that there is a way to obtain this info directly thru the library API
You have to put the loaded SWF in the current ApplicationDomain.
Use ApplicationDomain.currentDomain to do that, on the ContextLoader info.
loader.load(request, new ContextLoader(false, ApplicationDomain.currentDomain));
It should work.
Following from the answer I received from a previous question I asked here a few days ago (it's about SWC , but in your case, it doesn't really make a difference )
Working with SWCs - getDefinitionByName issue
If both SWFs share the same ApplicationDomain, you should be able to access the loaded SWF classes directly by doing this:
//provided that SomeSymbol extends Sprite...
var someSymbolSprite:Sprite =new SomeSymbol();
On the other hand, you won't be able to do this
var SomeSymbol:Class = getDefinitionByName("SomeSymbol");
unless you create a library of objects from the loaded SWF
var ssym:SomeSymbol;
Check the above link for more details.