[練習]カメラを中心、オブジェクトをカメラに向ける

by Tamanegi_kenshi
import caurina.transitions.Tweener;
♥0 | Line 60 | Modified 2010-08-13 15:38:16 | MIT License
play

ActionScript3 source code

/**
 * Copyright Tamanegi_kenshi ( http://wonderfl.net/user/Tamanegi_kenshi )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/841R
 */

package {
    import flash.events.Event;
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    
    import org.papervision3d.cameras.Camera3D;
    import org.papervision3d.scenes.Scene3D;
    import org.papervision3d.view.Viewport3D;
    import org.papervision3d.render.BasicRenderEngine;
    import org.papervision3d.objects.primitives.*;
    import org.papervision3d.materials.WireframeMaterial;
    import org.papervision3d.materials.ColorMaterial;
    import org.papervision3d.materials.utils.MaterialsList;
    import org.papervision3d.core.proto.CameraObject3D;
    
   // import caurina.transitions.Tweener;
    
    public class FlashTest extends Sprite {
        
        private var camera:Camera3D;
        private var scene:Scene3D;
        private var viewport:Viewport3D;
        private var renderer:BasicRenderEngine;
        private var angleX:Number = 0;
        private var angleY:Number = 0;
        private var cubeArr:Array = new Array();
        private var plane:Plane;
        
        public function FlashTest() {
            init();
        }//FlashTest
        
        private function init():void{
            camera = new Camera3D();
            camera.z = 0;
            camera.zoom = 50;
            
            scene = new Scene3D();
            viewport = new Viewport3D(465, 465);
            renderer = new BasicRenderEngine();
           
            addChild(viewport);
            
            for(var i:int = 0; i < 2; i++){
                for(var j:int = 0; j < 2; j++){
                    for(var k:int = 0; k < 2; k++){
                    var mate:ColorMaterial = new ColorMaterial(0x000000, 1);
                    var materials:MaterialsList = new MaterialsList({all : mate});   
                    mate.doubleSided = true;
                    var cube:Plane = new Plane(mate, 200, 150); 
                    scene.addChild(cube);
                
                    //cube.x = -50 + i * 50;
                    //cube.z = -50 + j * 50;
                    //cube.y =   k * 50;
  
                   // camera.y = 200;
                   // camera.rotationX = 15;
 
                    cubeArr.push(cube);
                    }//for k
                }//for j
            }//for i
            for(var l:int = 0; l < cubeArr.length; l++){
                    var ang:int = 5;
                    var radian:Number = (360 / cubeArr.length * l +ang) * Math.PI / 180;
                    cubeArr[l].z = Math.cos(radian) * 300;
                    cubeArr[l].x = Math.sin(radian) * 300;
                   

//ここの処理だけでオブジェクトをカメラ(0, 0, 0)に向かせることができる
                    cubeArr[l].rotationY = 360 / cubeArr.length * l +ang;
            }
            
           addEventListener(Event.ENTER_FRAME, onEnter);
        }//init
        
       

        
        private function onEnter(event:Event):void{
         
         camera.rotationY += (232 - mouseX) / 100;
           //angleX += (232 - mouseX) / 100;              
           //camera.z = 500 * (Math.sin(angleX * Math.PI / 180));
           //camera.x = 500 * (Math.cos(angleX * Math.PI / 180));
         /*
           angleY += (232 - mouseY) / 100;
           camera.z = 500 * (Math.sin(angleY * Math.PI / 180));
           camera.y = 500 * (Math.cos(angleY * Math.PI / 180));
          */  
//atan2を使ってsceneの原点?とカメラとの角度を出す            
          /*  var z1:Number = (0 - camera.z);
            var y1:Number = (0 - camera.y);
            var radian:Number = Math.atan2(y1, z1);
            camera.rotationX =  -radian * 180 / Math.PI;
          */
   //         var z2:Number = (0 - camera.z);
    //        var x2:Number = (0 - camera.x);
     //       var radian2:Number = Math.atan2(x2, z2);
       //     camera.rotationY =  radian2 * 180 / Math.PI;
           
           
//           for(var i:int = 0; i < cubeArr.length; i++){
//           Tweener.addTween(cubeArr[i], {y:100, time:5});
//           };
           // camera.zoom =(465 - mouseY) / 4;
            
            //cubeArr[0].rotationZ += 5;
           
             renderer.renderScene(scene, camera, viewport);
        }//onEnter


    }//class
}//package