[練習]カメラを中心、オブジェクトをカメラに向ける
import caurina.transitions.Tweener;
♥0 |
Line 60 |
Modified 2010-08-13 15:38:16 |
MIT License
archived:2017-03-20 12:10:10
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