PV3DのTriangleMesh3Dの練習06 ピラミッド型をクラス化
/**
* Copyright siouxcitizen ( http://wonderfl.net/user/siouxcitizen )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/g4fX
*/
// forked from siouxcitizen's PV3DのTriangleMesh3Dの練習05 オベリスク型の作成
//PV3DのTriangleMesh3Dの練習06 ピラミッド型をクラス化
//今後も再利用できるようにと3Dピラミッド型のクラス化を行ってみました
//
//↓今回のコードを作成するにあたって以下のサイト&コードを参考にさせて頂きました
//おや爺っちのアプリ開発 Papervision3Dでプリミティブ以外のオブジェクトに挑戦
//http://aaady.blog117.fc2.com/blog-entry-55.html
package
{
import flash.events.Event;
import org.papervision3d.core.geom.TriangleMesh3D;
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
private var size : int = 500; //3Dピラミッドオブジェクトの底一辺の長さ
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を継承したPyramidオブジェクトを生成
mesh = new PyramidPolygon( material, size ); //マテリアルと、ピラミッドの底の一辺の長さを設定
scene.addChild(mesh);
startRendering();
}
override protected function onRenderTick(event:Event=null):void {
mesh.rotationX=viewport.mouseX;
mesh.rotationY=viewport.mouseY;
super.onRenderTick(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.core.proto.MaterialObject3D;
class PyramidPolygon extends TriangleMesh3D {
static public var DEFAULT_SCALE :Number = 500;
public function PyramidPolygon( material :MaterialObject3D=null, scale :Number=0 ) {
super( material, new Array(), new Array(), null );
scale = scale || DEFAULT_SCALE;
buildRegularPolygon( scale );
}
private function buildRegularPolygon( scale :Number ):void {
var v0 : Vertex3D = new Vertex3D(-(scale/2), -(scale/2), (scale/2)); //ピラミッドの土台部分となる4頂点の1つ
var v1 : Vertex3D = new Vertex3D((scale/2), -(scale/2), (scale/2)); //ピラミッドの土台部分となる4頂点の1つ
var v2 : Vertex3D = new Vertex3D(0, (scale/2), 0); //ピラミッドのてっぺん部分の頂点
var v3 : Vertex3D = new Vertex3D(-(scale/2), -(scale/2), -(scale/2)); //ピラミッドの土台部分となる4頂点の1つ
var v4 : Vertex3D = new Vertex3D((scale/2), -(scale/2), -(scale/2)); //ピラミッドの土台部分となる4頂点の1つ
this.geometry.vertices.push( v0 );
this.geometry.vertices.push( v1 );
this.geometry.vertices.push( v2 );
this.geometry.vertices.push( v3 );
this.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 );
//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
this.geometry.faces.push( new Triangle3D( this, new Array(v2,v1,v0), null, new Array(uvA,uvC,uvB) ));
//後面
this.geometry.faces.push( new Triangle3D( this, new Array(v2,v3,v4), null, new Array(uvA,uvC,uvB) ));
//左面
this.geometry.faces.push( new Triangle3D( this, new Array(v2,v0,v3), null, new Array(uvA,uvC,uvB) ));
//右面
this.geometry.faces.push( new Triangle3D( this, new Array(v2,v4,v1), null, new Array(uvA,uvC,uvB) ));
//底 (3D三角面を2枚使用して3D四角面を作成)
this.geometry.faces.push( new Triangle3D( this, new Array(v1,v3,v0), null, new Array(uvA,uvC,uvB) ));
this.geometry.faces.push( new Triangle3D( this, new Array(v1,v4,v3), null, new Array(uvA,uvC,uvB) ));
this.geometry.ready = true;
}
}