PV3DのTriangleMesh3Dの練習04 フラットシェーディング練習
forked from PV3DのTriangleMesh3Dの練習03 ピラミッド型の作成 (diff: 27)
ActionScript3 source code
/**
* Copyright siouxcitizen ( http://wonderfl.net/user/siouxcitizen )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/oP04
*/
// forked from siouxcitizen's PV3DのTriangleMesh3Dの練習03 ピラミッド型の作成
//PV3DのTriangleMesh3Dの練習04 フラットシェーディング練習
//やっと初めてのフラットシェーディング練習できました(TriangleMesh3Dの必要ないですが。。。)。
//
//↓今回のコードを作成するにあたって以下のコードを参考にさせて頂きました
//forked from: forked from: Mesh Clock
//http://wonderfl.net/c/iO9S
package
{
import flash.events.Event;
import org.papervision3d.core.geom.TriangleMesh3D;
import org.papervision3d.core.geom.renderables.Triangle3D;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.math.NumberUV;
import org.papervision3d.lights.PointLight3D;
import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
import org.papervision3d.view.BasicView;
[SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")]
public class TriangleMesh3DExample extends BasicView
{
private var mesh : TriangleMesh3D;
private var size : int = 200;//オブジェクトの長さ
private var light:PointLight3D
public function TriangleMesh3DExample() {
//光源設定
light = new PointLight3D();
light.y = -8000;
light.x = -8000;
light.z = -8000;
//マテリアル設定
var material : FlatShadeMaterial = new FlatShadeMaterial(light, 0xffff99, 0xff9900);
material.doubleSided = true;
//TriangleMesh3Dオブジェクト生成
mesh = new TriangleMesh3D( material, [], [], null ); //配列部分は↓下記で設定
scene.addChild(mesh);
//頂点定義
var v0 : Vertex3D = new Vertex3D(-size, -size, size);
var v1 : Vertex3D = new Vertex3D(size, -size, size);
var v2 : Vertex3D = new Vertex3D(0, size, 0);
var v3 : Vertex3D = new Vertex3D(-size, -size, -size);
var v4 : Vertex3D = new Vertex3D(size, -size, -size);
mesh.geometry.vertices.push( v0 );
mesh.geometry.vertices.push( v1 );
mesh.geometry.vertices.push( v2 );
mesh.geometry.vertices.push( v3 );
mesh.geometry.vertices.push( v4 );
//面定義
var uvA : NumberUV = new NumberUV( 0, 0 );
var uvC : NumberUV = new NumberUV( 1, 0 );
var uvB : NumberUV = new NumberUV( 0, 1 );
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v0,v1,v2), null, new Array(uvA,uvC,uvB) ));
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v3,v4,v2), null, new Array(uvA,uvC,uvB) ));
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v3,v0,v2), null, new Array(uvA,uvC,uvB) ));
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v1,v4,v2), null, new Array(uvA,uvC,uvB) ));
mesh.geometry.ready = true;
startRendering();
}
override protected function onRenderTick(event:Event=null):void {
mesh.rotationX=viewport.mouseX;
mesh.rotationY=viewport.mouseY;
super.onRenderTick(event);
}
}
}
