QuickBox2D and Papervision3D
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
archived:2017-03-09 19:20:08
| (replaced)
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();
}
}
//}