PV3DのTriangleMesh3Dの練習05 オベリスク型の作成
forked from PV3DのTriangleMesh3Dの練習04 フラットシェーディング練習 (diff: 53)
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/p1uX
*/
// forked from siouxcitizen's PV3DのTriangleMesh3Dの練習04 フラットシェーディング練習
//PV3DのTriangleMesh3Dの練習05 オベリスク型の作成
//
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 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 = false;
//TriangleMesh3Dオブジェクト生成
mesh = new TriangleMesh3D( material, [], [], null ); //配列部分は後で設定
scene.addChild(mesh);
//オベリスク型の頂点定義
//オベリスク型てっぺんのピラミッド部分頂点
var v0 : Vertex3D = new Vertex3D(-80, -80, 80); //ピラミッド部分の土台となる4頂点の1つ
var v1 : Vertex3D = new Vertex3D(80, -80, 80); //ピラミッド部分の土台となる4頂点の1つ
var v2 : Vertex3D = new Vertex3D(0, 80, 0); //ピラミッド部分のてっぺん部分の頂点
var v3 : Vertex3D = new Vertex3D(-80, -80, -80); //ピラミッド部分の土台となる4頂点の1つ
var v4 : Vertex3D = new Vertex3D(80, -80, -80); //ピラミッド部分の土台となる4頂点の1つ
//オベリスク型の柱部分頂点
var v5 : Vertex3D = new Vertex3D(-80, -500, 80); //柱部分の土台となる4頂点の1つ
var v6 : Vertex3D = new Vertex3D(80, -500, 80); //柱部分の土台となる4頂点の1つ
var v7 : Vertex3D = new Vertex3D(-80, -500, -80); //柱部分の土台となる4頂点の1つ
var v8 : Vertex3D = new Vertex3D(80, -500, -80); //柱部分の土台となる4頂点の1つ
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 );
mesh.geometry.vertices.push( v5 );
mesh.geometry.vertices.push( v6 );
mesh.geometry.vertices.push( v7 );
mesh.geometry.vertices.push( v8 );
//面定義
var uvA : NumberUV = new NumberUV( 0, 0 );
var uvC : NumberUV = new NumberUV( 1, 0 );
var uvB : NumberUV = new NumberUV( 0, 1 );
//ピラミッド部分作成 (時計まわりで指定された三角形が、マテリアル設定される表面となる?)
//前面
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v2,v1,v0), null, new Array(uvA,uvC,uvB) ));
//後面
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v2,v3,v4), null, new Array(uvA,uvC,uvB) ));
//左面
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v2,v0,v3), null, new Array(uvA,uvC,uvB) ));
//右面
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v2,v4,v1), null, new Array(uvA,uvC,uvB) ));
//柱部分作成 (三角形の3Dオブジェクト2枚で、四角形の3Dオブジェクトを表現)
//前面
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v1,v5,v0), null, new Array(uvA,uvC,uvB) ));
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v1,v6,v5), null, new Array(uvA,uvC,uvB) ));
//後面
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v3,v8,v4), null, new Array(uvA,uvC,uvB) ));
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v3,v7,v8), null, new Array(uvA,uvC,uvB) ));
//左面
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v0,v7,v3), null, new Array(uvA,uvC,uvB) ));
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v0,v5,v7), null, new Array(uvA,uvC,uvB) ));
//右面
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v4,v6,v1), null, new Array(uvA,uvC,uvB) ));
mesh.geometry.faces.push( new Triangle3D( mesh, new Array(v4,v8,v6), 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);
}
}
}
