QuickBox2D and Papervision3D

by Akiyah forked from forked from: Flex 3 SDKとで三次元を遊ぶ[19] (diff: 316)
♥2 | Line 199 | Modified 2011-08-06 11:48:13 | MIT License | (replaced)
play

ActionScript3 source code

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

package{
    import flash.display.MovieClip;
    import flash.events.*;
    import flash.filters.BlurFilter;
    import flash.system.Security;
    import org.papervision3d.core.geom.TriangleMesh3D;
    import org.papervision3d.core.proto.MaterialObject3D;
    import org.papervision3d.materials.*;
    import org.papervision3d.materials.special.CompositeMaterial;
    import org.papervision3d.materials.utils.MaterialsList;
    import org.papervision3d.objects.*;
    import org.papervision3d.objects.primitives.Cube;
    import org.papervision3d.view.BasicView;
    import com.actionsnippet.qbox.*;

    public class Sample extends MovieClip {
        private const DEPTH:Number = 1;
        private const camera_length:Number = 20;

        private var sim:QuickBox2D;
        private var view:BasicView;

        private var mapping:Array = [];

        //private var c1:QuickObject;
        private var balls:Array = [];

        private var sx:Number;
        private var sy:Number;
            
        Security.loadPolicyFile("http://assets.wonderfl.net/crossdomain.xml");
        private const path:String = "http://assets.wonderfl.net/images/related_images";
        private const filename:String = path+"/3/35/3590/359061d357d721a573fae94cc4d8b2819a72122c";
        private const filename1:String = path + "/e/ed/ed1c/ed1cadf0fdd830922653b0fa2a5667315bb85ef5";
        private const filename2:String = path + "/2/29/2944/2944a982d2a8d7928f0e8add944f8d28158090e3";
        
        private const sideMaterial:MaterialObject3D = new BitmapFileMaterial(filename2);
        
        public function Sample() {
            //new MovieClip();
            sim = new QuickBox2D(new MovieClip(), {simpleRender: true});
            sim.start();

            view = new BasicView();
            addChild(view);

            sx = stage.width;
            sy = stage.height;
            
            var i:Number;
            for (i = 0; i < 10; i++) {
                balls.push(addCircle({x:0, y:-30, radius:1}, new BitmapFileMaterial(filename1)));
            }

            for (i = 0; i < 2; i++) {
                addBox({x:-5, y:-10 + i*10, width:10, height:2, density:0, angle: 45/180*Math.PI}, new BitmapFileMaterial(filename1));
                addBox({x: 5, y: -5 + i*10, width:10, height:2, density:0, angle:-45/180*Math.PI}, new BitmapFileMaterial(filename1));
            }
            
            addEventListener(Event.ENTER_FRAME, update);
        }

        public function update(e:Event):void{
            for each(var ball:QuickObject in balls) {
                if (ball.y > 15) {
                    ball.x = 0;
                    ball.y = -30;
                }
            }
             
            for each(var v:Array in mapping) {
                v[1].x = -v[0].x;
                v[1].y = -v[0].y;
                v[1].rotationZ = v[0].angle * 180 / Math.PI;
            }

            var c:Number = (mouseX / sx - 0.5) * (Math.PI / 2);
            var d:Number = (mouseY / sy) * (Math.PI / 2 / 2);
            view.camera.x = Math.sin(c) * Math.cos(d) * camera_length;
            view.camera.z = Math.cos(c) * Math.cos(d) * camera_length;
            view.camera.y = Math.sin(d) * camera_length;

            view.singleRender();
        }

        private function create(obj:QuickObject, obj3d:TriangleMesh3D):QuickObject {
            obj3d.rotationX = 90;
            view.scene.addChild(obj3d);
            mapping.push([obj, obj3d]);
            return obj;
        }

        private function addBox(param:Object, material:MaterialObject3D):QuickObject {
            var obj:QuickObject = sim.addBox(param);
            var mlist:MaterialsList = new MaterialsList({all:sideMaterial, top:material});
            var obj3d:TriangleMesh3D = new Cube(mlist, obj.params.width, obj.params.height, DEPTH);
            return create(obj, obj3d);
        }

        private function addCircle(param:Object, material:MaterialObject3D):QuickObject {
            var obj:QuickObject = sim.addCircle(param);
            var obj3d:TriangleMesh3D = new Cylinder2(sideMaterial, obj.params.radius, DEPTH, 8, 6, -1, true, true, material, material);
            return create(obj, obj3d);
        }
    }
}


// http://papervision2.com/papervision-3d-controlling-top-and-bottom-cylinder-materials/
//package org.papervision3d.objects.primitives {
    import org.papervision3d.Papervision3D;
    import org.papervision3d.core.geom.*;
    import org.papervision3d.core.geom.renderables.Triangle3D;
    import org.papervision3d.core.geom.renderables.Vertex3D;
    import org.papervision3d.core.math.NumberUV;
    import org.papervision3d.core.proto.*;    
 
    /**
    * The Cylinder class lets you create and display Cylinders.
    * <p/>
    * The Cylinder is divided in vertical and horizontal segment, the smallest combination is two vertical and three horizontal segments.
    */
    /*public*/ class Cylinder2 extends TriangleMesh3D
    {
        /**
        * Number of segments horizontally. Defaults to 8.
        */
        public var segmentsW :Number;
 
        /**
        * Number of segments vertically. Defaults to 6.
        */
        public var segmentsH :Number;
 
        /**
        * Default radius of Cylinder if not defined.
        */
        static public const DEFAULT_RADIUS :Number = 100;
 
        /**
        * Default height if not defined.
        */
        static public const DEFAULT_HEIGHT :Number = 100;
 
        /**
        * Default scale of Cylinder texture if not defined.
        */
        static public const DEFAULT_SCALE :Number = 1;
 
        /**
        * Default value of gridX if not defined.
        */
        static public const DEFAULT_SEGMENTSW :Number = 8;
 
        /**
        * Default value of gridY if not defined.
        */
        static public const DEFAULT_SEGMENTSH :Number = 6;
 
        /**
        * Minimum value of gridX.
        */
        static public const MIN_SEGMENTSW :Number = 3;
 
        /**
        * Minimum value of gridY.
        */
        static public const MIN_SEGMENTSH :Number = 1;
 
        //public var topFace
        // ___________________________________________________________________________________________________
        //                                                                                               N E W
        // NN  NN EEEEEE WW    WW
        // NNN NN EE     WW WW WW
        // NNNNNN EEEE   WWWWWWWW
        // NN NNN EE     WWW  WWW
        // NN  NN EEEEEE WW    WW
 
        /**
        * Create a new Cylinder object.
        * <p/>
        * @param    material    A MaterialObject3D object that contains the material properties of the object.
        * <p/>
        * @param    radius        [optional] - Desired radius.
        * <p/>
        * @param    segmentsW    [optional] - Number of segments horizontally. Defaults to 8.
        * <p/>
        * @param    segmentsH    [optional] - Number of segments vertically. Defaults to 6.
        * <p/>
        * @param    topRadius    [optional] - An optional parameter for con- or diverging cylinders.
        * <p/>
        * @param    topFace        [optional] - An optional parameter specifying if the top face of the cylinder should be drawn.
        * <p/>
        * @param    bottomFace    [optional] - An optional parameter specifying if the bottom face of the cylinder should be drawn.
        * <p/>
        */
        public function Cylinder2( material:MaterialObject3D=null, radius:Number=100, height:Number=100, segmentsW:int=8, segmentsH:int=6, topRadius:Number=-1, topFace:Boolean=true, bottomFace:Boolean=true,topMat:MaterialObject3D = null ,bottomMat:MaterialObject3D = null)
        {
            super( material, new Array(), new Array(), null );
 
            this.segmentsW = Math.max( MIN_SEGMENTSW, segmentsW || DEFAULT_SEGMENTSW); // Defaults to 8
            this.segmentsH = Math.max( MIN_SEGMENTSH, segmentsH || DEFAULT_SEGMENTSH); // Defaults to 6
            if (radius==0) radius = DEFAULT_RADIUS; // Defaults to 100
            if (height==0) height = DEFAULT_HEIGHT; // Defaults to 100
            if (topRadius==-1) topRadius = radius;
 
            var scale :Number = DEFAULT_SCALE;
 
            buildCylinder( radius, height, topRadius, topFace, bottomFace,topMat,bottomMat );
        }
 
        private function buildCylinder( fRadius:Number, fHeight:Number, fTopRadius:Number, fTopFace:Boolean, fBottomFace:Boolean ,topMat:MaterialObject3D,bottomMat:MaterialObject3D):void
        {
            var matInstance:MaterialObject3D = material;
 
            var i:Number, j:Number, k:Number;
 
            var iHor:Number = Math.max(MIN_SEGMENTSW, this.segmentsW);
            var iVer:Number = Math.max(MIN_SEGMENTSH, this.segmentsH);
            var aVertice:Array = this.geometry.vertices;
            var aFace:Array = this.geometry.faces;
            var aVtc:Array = new Array();
            for (j=0;j<(iVer+1);j++) { // vertical
                var fRad1:Number = Number(j/iVer);
                var fZ:Number = fHeight*(j/(iVer+0))-fHeight/2;//-fRadius*Math.cos(fRad1*Math.PI);
                var fRds:Number = fTopRadius+(fRadius-fTopRadius)*(1-j/(iVer));//*Math.sin(fRad1*Math.PI);
                var aRow:Array = new Array();
                var oVtx:Vertex3D;
                for (i=0;i<iHor;i++) { // horizontal
                    var fRad2:Number = Number(2*i/iHor);
                    var fX:Number = fRds*Math.sin(fRad2*Math.PI);
                    var fY:Number = fRds*Math.cos(fRad2*Math.PI);
                    //if (!((j==0||j==iVer)&&i>0)) { // top||bottom = 1 vertex
                    oVtx = new Vertex3D(fY,fZ,fX);
                    aVertice.push(oVtx);
                    //}
                    aRow.push(oVtx);
                }
                aVtc.push(aRow);
            }
            var iVerNum:int = aVtc.length;
 
            var aP4uv:NumberUV, aP1uv:NumberUV, aP2uv:NumberUV, aP3uv:NumberUV;
            var aP1:Vertex3D, aP2:Vertex3D, aP3:Vertex3D, aP4:Vertex3D;
 
            for (j=0;j<iVerNum;j++) {
                var iHorNum:int = aVtc[j].length;
                for (i=0;i<iHorNum;i++) {
                    if (j>0&&i>=0) {
                        // select vertices
                        var bEnd:Boolean = i==(iHorNum-0);
                        aP1 = aVtc[j][bEnd?0:i];
                        aP2 = aVtc[j][(i==0?iHorNum:i)-1];
                        aP3 = aVtc[j-1][(i==0?iHorNum:i)-1];
                        aP4 = aVtc[j-1][bEnd?0:i];
                        // uv
                        var fJ0:Number = j        / iVerNum;
                        var fJ1:Number = (j-1)    / iVerNum;
                        var fI0:Number = (i+1)    / iHorNum;
                        var fI1:Number = i        / iHorNum;
                        aP4uv = new NumberUV(fI0,fJ1);
                        aP1uv = new NumberUV(fI0,fJ0);
                        aP2uv = new NumberUV(fI1,fJ0);
                        aP3uv = new NumberUV(fI1,fJ1);
                        // 2 faces
                        aFace.push( new Triangle3D(this, [aP1,aP2,aP3], matInstance, [aP1uv,aP2uv,aP3uv]) );
                        aFace.push( new Triangle3D(this, [aP1,aP3,aP4], matInstance, [aP1uv,aP3uv,aP4uv]) );
                    }
                }
                if (j==0||j==(iVerNum-1)) {
                    for (i=0;i<(iHorNum-2);i++) {
                        // uv
                        var iI:int = Math.floor(i/2);
                        aP1 = aVtc[j][iI];
                        aP2 = (i%2==0)? (aVtc[j][iHorNum-2-iI]) : (aVtc[j][iI+1]);
                        aP3 = (i%2==0)? (aVtc[j][iHorNum-1-iI]) : (aVtc[j][iHorNum-2-iI]);
 
                        var bTop:Boolean = j==0;
                        aP1uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP1.x/fRadius/2+.5), aP1.z/fRadius/2+.5 );
                        aP2uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP2.x/fRadius/2+.5), aP2.z/fRadius/2+.5 );
                        aP3uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP3.x/fRadius/2+.5), aP3.z/fRadius/2+.5 );
 
                        // face
                        if (j == 0) {
                            if(bottomMat)
                            {
                                if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], bottomMat, [aP1uv, aP3uv, aP2uv]) );
                            }
                            else
                            {
                                if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
                            }
 
                        }
                        else {
 
                            if(topMat)
                            {
                                if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], topMat, [aP1uv, aP2uv, aP3uv]));
 
                            }
                            else
                            {
                                if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv]));
                            }
 
 
                        }
                    }
                }
            }
            this.geometry.ready = true;
 
            if(Papervision3D.useRIGHTHANDED)
                this.geometry.flipFaces();
        }
    }
//}

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