PV3D テクスチャテスト

by tepe
♥0 | Line 87 | Modified 2012-03-27 10:56:09 | MIT License
play

ActionScript3 source code

/**
 * Copyright tepe ( http://wonderfl.net/user/tepe )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/5KvJ
 */

package {

    import flash.display.Sprite;
    import flash.events.Event;
    import org.papervision3d.scenes.Scene3D;
    import org.papervision3d.cameras.Camera3D;
    import org.papervision3d.lights.PointLight3D;
    import org.papervision3d.view.Viewport3D;
    import org.papervision3d.render.BasicRenderEngine;
    import org.papervision3d.objects.DisplayObject3D;
    import org.papervision3d.objects.primitives.Sphere;
    import org.papervision3d.objects.primitives.Plane;
    import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
    
    
    import flash.display.*;
    import flash.events.*;
    import flash.net.URLRequest;
    import flash.utils.getTimer;
    import flash.system.LoaderContext;
    
    import org.papervision3d.core.geom.renderables.Vertex3D;
    import org.papervision3d.events.InteractiveScene3DEvent;
    import org.papervision3d.materials.BitmapMaterial;
    import org.papervision3d.objects.primitives.Plane;
    import org.papervision3d.view.BasicView;

    

    [SWF(backgroundColor="#000000", width="600", height="600", frameRate="30")]

    public class Main extends Sprite {
        // プロパティ
        private var scene:Scene3D;
        private var camera:Camera3D;
        private var light:PointLight3D;//光源
        private var viewport:Viewport3D;
        private var renderer:BasicRenderEngine;
        private var sphere:Sphere;
        private static var radius:uint = 500;
        private var angle:Number = 90;
        private var degree:Number = 0;
        private static var depression:uint = 30;
        private static var radian:Number = Math.PI/180;
        
        public function loadImg():void{
            var loader:Loader = new Loader();
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
            loader.load(new URLRequest("http://farm3.static.flickr.com/2457/5710241286_78183bb682_b_d.jpg"),new LoaderContext(true));

        }
        public function loaded(evt:Event):void {
            //画像
            var bm:Bitmap = Bitmap(evt.target.loader.content);
            var bmd:BitmapData = new BitmapData(1024, 512);
            bmd.draw(bm);
            //テクスチャ
            var material_b:BitmapMaterial = new BitmapMaterial(bmd);
            sphere = new Sphere(material_b, 120, 40, 20);
            scene.addChild(sphere);

        }
       
        // コンストラクタ
        public function Main() {
            init();
            //loadImg();
        }

        // メソッド
        private function init():void {
            scene = new Scene3D();
            camera =new Camera3D();
            light = new PointLight3D(false);
            viewport = new Viewport3D(0, 0, true, false);
            renderer = new BasicRenderEngine();
            setup();
            initialize();
            addChild(viewport);
            addEventListener(Event.ENTER_FRAME, render, false, 0, true);
        }
        private function setup():void {
            camera.x = 0;
            camera.y = 0;
            camera.z = radius;
            camera.zoom = 25;
            camera.focus = 20;
            camera.target = DisplayObject3D.ZERO;
            //光源位置設定
            light.x = -radius;
            light.y = radius;
            light.z = radius;
        }
        private function initialize():void {
            //マテリアル設定
            //var material:FlatShadeMaterial = new FlatShadeMaterial(light, 0xFFFFFF);
            //sphere = new Sphere(material, 160, 40, 20);
            loadImg();
            //scene.addChild(sphere);
        }
        private function render(evt:Event):void {
            //移動
            angle ++;
            degree += 2;
            var dip:Number = depression*Math.sin(degree*radian);
            //カメラと光源の位置を合わせる
            light.x = camera.x = radius*Math.cos(angle*radian)*Math.cos(dip*radian);
            light.y = camera.y = radius*Math.sin(dip*radian);
            light.z = camera.z = radius*Math.sin(angle*radian)*Math.cos(dip*radian);
            //レンダリング
            renderer.renderScene(scene, camera, viewport);
        }

    }

}