forked from: [wonderfl] Planet Earth 3D
球面をピンポイントでドラッグ出来るようにしたいんだけど。
/**
* Copyright tepe ( http://wonderfl.net/user/tepe )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/ogeD
*/
package{
import com.bit101.components.HUISlider;
import com.bit101.components.VUISlider;
import com.bit101.components.Label;
import com.bit101.components.RadioButton;
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import net.hires.debug.Stats;
public class FP10Sphere extends Sprite
{
private var _sphere:Sphere;//スフィア
private var txt:TextField = new TextField();
//回転速度
private var _vx:Number;
private var _vy:Number;
private var _vz:Number;
public function FP10Sphere():void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.frameRate = 60;
//addChild(new Stats());
_createSphere();
createUI();
txt.y=100;
txt.width = 200;
txt.text = "aaaa";
addChild(txt);
addEventListener(MouseEvent.MOUSE_DOWN,onMouseDown);
addEventListener(MouseEvent.MOUSE_UP,onMouseUp);
}
private var n3:Number = 0;
private var n4:Number = 0;
private var n5:Number = 0;
private function onMouseDown(e:MouseEvent):void{
n3 = _sphere.mouseX/_sphere.radius;
n4 = _sphere.mouseY/_sphere.radius;
addEventListener(MouseEvent.MOUSE_MOVE,onMove);
if(Math.abs(n3)<1 && Math.abs(n4)){
slider1.value =50;
slider2.value =50;
slider3.value =50;
_vx = _vy = _vz = 0;
}
}
private function onMouseUp(e:MouseEvent):void{
removeEventListener(MouseEvent.MOUSE_MOVE,onMove);
}
private function onMove(e:MouseEvent):void{
//_sphere.rotateByQuaternion((n4-_sphere.mouseY/_sphere.radius)*70,(_sphere.mouseX/_sphere.radius-n3)*70,0,true);
_vy = (_sphere.mouseX/_sphere.radius-n3)*70;
_vx = (n4-_sphere.mouseY/_sphere.radius)*70;
n3 = _sphere.mouseX/_sphere.radius;
n4 = _sphere.mouseY/_sphere.radius;
}
private var slider1:HUISlider;
private var slider2:VUISlider;
private var slider3:HUISlider;
private function createUI():void{
//ヨー回転
slider1 = new HUISlider( stage, 150, 400, "vy", function(e:Event):void {
_vy = (e.target.value-50)*0.1;
});
slider1.value = 50;
//ピッチ回転
slider2 = new VUISlider( stage, 50, 200, "vx", function(e:Event):void {
_vx = (e.target.value-50)*0.1;
});
slider2.value = 50;
//ロール回転
slider3 = new HUISlider( stage, 150, 420, "vz", function(e:Event):void {
_vz = (e.target.value-50)*0.1;
});
slider3.value = 50;
//UI色々
var vertexCountLabel:Label = new Label(stage, 100, 86, "");
var surfaceCountLabel:Label = new Label(stage, 180, 86, "");
function updateCount():void{
vertexCountLabel.text = "vertex : " + String(_sphere.vertexCount);
surfaceCountLabel.text = "surface : " + String(_sphere.surfaceCount);
}
new Label(stage, 300, 10, "PROJECTOR");//ラベル表示
//ラジオボタン表示
new RadioButton(stage, 300, 30, "Utils3D.projectVectors" , true , function(e:Event):void { _sphere.useProjectVectors = true; } );
new RadioButton(stage, 300, 50, "Matrix3D.transformVectors", false, function(e:Event):void { _sphere.useProjectVectors = false; } );
new Label(stage, 100, 10, "SHAPE");//ラベル
//スライダー
var segWSlider:HUISlider = new HUISlider(stage, 100, 26, "Segment W", function(e:Event):void {
_sphere.segmentW = Math.round(e.target.value);
updateCount();
});
var segHSlider:HUISlider = new HUISlider(stage, 100, 46, "Segment H", function(e:Event):void {
_sphere.segmentH = Math.round(e.target.value);
updateCount();
});
var radiusSlider:VUISlider = new VUISlider(stage, 10, 200, "scale" , function(e:Event):void {
_sphere.radius = Math.round(e.target.value);
});
radiusSlider.minimum = 10;
radiusSlider.maximum = 500;
radiusSlider.labelPrecision = 0;
radiusSlider.value = 150;
segWSlider.minimum = segHSlider.minimum = 2;
segWSlider.maximum = segHSlider.maximum = 64;
segWSlider.labelPrecision = segHSlider.labelPrecision = 0;
segWSlider.value = 16;
segHSlider.value = 16;
}
private function _createSphere():void
{
var texture:BitmapData;
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function(e:Event):void {
var texture:BitmapData = Bitmap(loader.contentLoaderInfo.content).bitmapData;
_vx = 0;
_vy = 0;
_vz = 0;
//スフィアを生成する
_sphere = addChild(new Sphere(texture, 150 ,16, 16)) as Sphere;
_sphere.x = stage.stageWidth * 0.5;
_sphere.y = stage.stageHeight * 0.5 + 50;
addEventListener(Event.ENTER_FRAME, _update);
});
loader.load(new URLRequest("http://img694.imageshack.us/img694/2393/earth1k.png"), new LoaderContext(true));
}
//エンターフレーム
private function _update(e:Event):void {
//n5 = Math.atan2(_sphere.mouseY, _sphere.mouseX)+Math.PI;//Math.PI*180;
_sphere.rotateByQuaternion( _vx, _vy, _vz );//回転
_sphere.render();//レンダリング
txt.text=String(_sphere.mouseX/_sphere.radius);
txt.appendText(String(_sphere.mouseY));
txt.appendText(" "+String(_sphere.radius));
txt.appendText("\n"+String(n5));
}
}
}
import flash.display.*;
import flash.geom.*;
internal class Vertex3D{
// 3D座標
public var x:Number;
public var y:Number;
public var z:Number;
// UV座標
public var u:Number;
public var v:Number;
// 頂点インデックス
public var index:int;
// コンストラクタ
public function Vertex3D():void
{
index = -1;
}
}
/*****************************************//**
* 3Dオブジェクトの基底クラス
*
* @author alumican.net
*/
internal class Object3D extends Sprite{
static public const PI:Number = Math.PI;
static public const PI2:Number = PI * 2;
static public const TO_RADIAN:Number = PI / 180;
static public const TO_DEGREE:Number = 180 / PI;
// レンダリング先
public var _viewport:Sprite;
// テクスチャ画像
public var _texture:BitmapData;
// 3D変形マトリックス
private var _transform3D:Matrix3D;
// 3D頂点情報
private var _vertices3D:Vector.<Number>;
private var _indices:Vector.<int>;
private var _uvData:Vector.<Number>;
// 頂点/サーフィス数
public function get vertexCount():uint { return _vertices3D.length / 3; }
public function get surfaceCount():uint { return _indices.length / 3; }
// プロジェクト後の座標
private var _transformedVertices3D:Vector.<Number>;
private var _transformedVertices2D:Vector.<Number>;
// projectVectors用
private var _uvtData:Vector.<Number>;
// クォータニオン
private var _qx:Number;
private var _qy:Number;
private var _qz:Number;
private var _qw:Number;
/**
* レンダリング方法の指定
* true : projectVectors
* false : transformVectors
*/
public var useProjectVectors:Boolean;
/**
* コンストラクタ
*/
public function Object3D(texture:BitmapData = null):void {
_viewport = addChild( new Sprite() ) as Sprite;
_texture = texture;
useProjectVectors = true;
_transform3D = new Matrix3D();
_transform3D.identity();
_qx = _qy = _qz = 0;
_qw = 1;
create();
}
/**
* オブジェクトを生成する
*/
public function create():void{
_vertices3D = new Vector.<Number>();
_indices = new Vector.<int>();
_uvData = new Vector.<Number>();
_createVetices(_vertices3D, _indices, _uvData);
_transformedVertices2D = new Vector.<Number>(_uvData.length, true);
_transformedVertices3D = new Vector.<Number>(_vertices3D.length, true);
_uvtData = new Vector.<Number>(_vertices3D.length, true);
var n:uint = _uvData.length;
var i:uint = 0;
var j:uint = 0;
while (i < n)
{
_uvtData[j++] = _uvData[i++];
_uvtData[j++] = _uvData[i++];
_uvtData[j++] = null;
}
}
/**
* 3D頂点座標、頂点インデックス、UVデータを生成する(オーバーライド用)
* @param vertices3D
* @param indices
* @param uvData
*/
protected function _createVetices(vertices3D:Vector.<Number>, indices:Vector.<int>, uvData:Vector.<Number>):void
{
}
/**
* オブジェクトをレンダリングする
*/
public function render():void
{
if (!_texture) return;
if (useProjectVectors)
{
//projectVectorsを使う
Utils3D.projectVectors(_transform3D, _vertices3D, _transformedVertices2D, _uvtData);
}
else
{
//transformVectorsを使う
_transform3D.transformVectors(_vertices3D, _transformedVertices3D);
var n:uint = _uvData.length,
j:uint = 0;
for (var i:uint = 0; i < n; i += 2)
{
_transformedVertices2D[i ] = _transformedVertices3D[j ];
_transformedVertices2D[i + 1] = _transformedVertices3D[j + 1];
j += 3;
}
}
var g:Graphics = _viewport.graphics;
g.clear();
g.beginBitmapFill(_texture, null, false, false);
g.drawTriangles(_transformedVertices2D, _indices, _uvData, TriangleCulling.NEGATIVE);
}
/**
* クォータニオンを用いた回転を付与する
* @param rotateX
* @param rotateY
* @param rotateZ
* @param useDegree
*/
public function rotateByQuaternion(rotateX:Number, rotateY:Number, rotateZ:Number, useDegree:Boolean = true):void
{
if (useDegree){//360度表現
rotateX *= TO_RADIAN;
rotateY *= TO_RADIAN;
rotateZ *= TO_RADIAN;
}
//----------------------------------------
//回転クォータニオンの生成
var fSinPitch:Number = Math.sin(rotateY * 0.5),
fCosPitch:Number = Math.cos(rotateY * 0.5),
fSinYaw:Number = Math.sin(rotateZ * 0.5),
fCosYaw:Number = Math.cos(rotateZ * 0.5),
fSinRoll:Number = Math.sin(rotateX * 0.5),
fCosRoll:Number = Math.cos(rotateX * 0.5),
fCosPitchCosYaw:Number = fCosPitch * fCosYaw,
fSinPitchSinYaw:Number = fSinPitch * fSinYaw,
rx:Number = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw,
ry:Number = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw,
rz:Number = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw,
rw:Number = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw,
//----------------------------------------
//元のクォータニオンに回転を合成
qx:Number = _qw * rx + _qx * rw + _qy * rz - _qz * ry,
qy:Number = _qw * ry - _qx * rz + _qy * rw + _qz * rx,
qz:Number = _qw * rz + _qx * ry - _qy * rx + _qz * rw,
qw:Number = _qw * rw - _qx * rx - _qy * ry - _qz * rz,
//----------------------------------------
//正規化
norm:Number = Math.sqrt(qx * qx + qy * qy + qz * qz + qw * qw),
inv:Number,
//----------------------------------------
//行列へ変換
xx:Number,
xy:Number,
xz:Number,
xw:Number,
yy:Number,
yz:Number,
yw:Number,
zz:Number,
zw:Number,
m:Vector.<Number> = _transform3D.rawData;
//----------------------------------------
//正規化
if(((norm < 0) ? -norm : norm) < 0.000001)
{
qx = qy = qz = 0.0;
qw = 1.0;
}
else
{
inv = 1 / norm;
qx *= inv;
qy *= inv;
qz *= inv;
qw *= inv;
}
//----------------------------------------
//行列へ変換
xx = qx * qx;
xy = qx * qy;
xz = qx * qz;
xw = qx * qw;
yy = qy * qy;
yz = qy * qz;
yw = qy * qw;
zz = qz * qz;
zw = qz * qw;
m[0] = 1 - 2 * (yy + zz);
m[1] = 2 * (xy - zw);
m[2] = 2 * (xz + yw);
m[4] = 2 * (xy + zw);
m[5] = 1 - 2 * (xx + zz);
m[6] = 2 * (yz - xw);
m[8] = 2 * (xz - yw);
m[9] = 2 * (yz + xw);
m[10] = 1 - 2 * (xx + yy);
_transform3D.rawData = m;
//----------------------------------------
//クォータニオンの保存
_qx = qx;
_qy = qy;
_qz = qz;
_qw = qw;
}
}
/*****************************************//**
* スフィア
*
* @author alumican.net
*/
class Sphere extends Object3D{
/**
* 半径
*/
public function get radius():Number { return _radius; }
public function set radius(value:Number):void { _radius = value; create(); }
private var _radius:Number;
/**
* 水平方向の分割数
*/
public function get segmentW():uint { return _segmentW; }
public function set segmentW(value:uint):void { _segmentW = value; create(); }
private var _segmentW:uint;
/**
* 垂直方向の分割数
*/
public function get segmentH():uint { return _segmentH; }
public function set segmentH(value:uint):void { _segmentH = value; create(); }
private var _segmentH:uint;
//----------------------------------------
//METHODS
/**
* コンストラクタ
*/
public function Sphere(texture:BitmapData = null, radius:Number = 100, segmentW:uint = 8, segmentH:uint = 6):void
{
_radius = radius;
_segmentW = segmentW;
_segmentH = segmentH;
super(texture);
}
/**
* 頂点情報を生成する
*/
override protected function _createVetices(vertices3D:Vector.<Number>, indices:Vector.<int>, uvData:Vector.<Number>):void
{
var i:uint,
j:uint,
n:uint,
p:Vertex3D,
index:uint,
x:Number,
y:Number,
u:Number,
v:Number,
angleU:Number,
angleV:Number,
points:Vector.<Vertex3D> = new Vector.<Vertex3D>(),
poly:Vector.<Vertex3D> = new Vector.<Vertex3D>(4),
poleN:Vertex3D,
poleS:Vertex3D,
segW:uint = _segmentW + 1,
segH:uint = _segmentH + 1;
//頂点の生成
for (i = 0; i < segH; ++i)
{
for (j = 0; j < segW; ++j)
{
p = new Vertex3D();
//このあたりの頂点をマージしたい
//if (i == 0 ) { if (j == 0) poleN = p; else p = poleN; } // テクスチャ上端に対応する頂点
//if (i == segH - 1) { if (j == 0) poleS = p; else p = poleS; } // テクスチャ下端に対応する頂点
//if (j == segW - 1) { p = _points[_points.length - segW + 1]; } // テクスチャ右端に対応する頂点
u = j / (segW - 1);
v = i / (segH - 1);
angleU = u * PI2;
angleV = v * PI;
y = -_radius * Math.cos(angleV);
x = _radius * Math.sin(angleU) * Math.sin(angleV);
z = -_radius * Math.cos(angleU) * Math.sin(angleV);
p.x = x;
p.y = y;
p.z = z;
p.u = u;
p.v = v;
points.push(p);
}
}
//ポリゴンの生成
n = points.length;
index = 0;
for (i = 0; i < n; ++i)
{
if (i + segW + 1 >= n) break;
if ((i + 1) % segW == 0) continue;
poly[0] = points[i];
poly[1] = points[i + 1];
poly[2] = points[i + segW];
poly[3] = points[i + segW + 1];
for (j = 0; j < 4; ++j)
{
//新規頂点を追加
if ((p = poly[j]).index == -1)
{
p.index = index++;
//3D座標
vertices3D.push(p.x, p.y, p.z);
//UV座標
uvData.push(p.u, p.v);
}
}
//頂点インデックスに追加(時計回り)
indices.push(
poly[0].index, poly[1].index, poly[2].index,
poly[1].index, poly[3].index, poly[2].index
);
}
}
}