📄 cameraobject3d.as
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/*
* PAPER ON ERVIS NPAPER ISION PE IS ON PERVI IO APER SI PA
* AP VI ONPA RV IO PA SI PA ER SI NP PE ON AP VI ION AP
* PERVI ON PE VISIO APER IONPA RV IO PA RVIS NP PE IS ONPAPE
* ER NPAPER IS PE ON PE ISIO AP IO PA ER SI NP PER
* RV PA RV SI ERVISI NP ER IO PE VISIO AP VISI PA RV3D
* ______________________________________________________________________
* papervision3d.org � blog.papervision3d.org � osflash.org/papervision3d
*/
/*
* Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
// ______________________________________________________________________
// DisplayObject3D: Camera3D
package org.papervision3d.core.proto
{
import flash.geom.Rectangle;
import org.papervision3d.core.math.Matrix3D;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.objects.DisplayObject3D;
/**
* The CameraObject3D class is the base class for all the cameras that can be placed in a scene.
* <p/>
* A camera defines the view from which a scene will be rendered. Different camera settings would present a scene from different points of view.
* <p/>
* 3D cameras simulate still-image, motion picture, or video cameras of the real world. When rendering, the scene is drawn as if you were looking through the camera lens.
*/
public class CameraObject3D extends DisplayObject3D
{
// __________________________________________________________________________
//
public static const TYPE:String = "ABSTRACT";
/**
* This value specifies the scale at which the 3D objects are rendered. Higher values magnify the scene, compressing distance. Use it in conjunction with focus.
*/
public var zoom :Number;
/**
* This value is a positive number representing the distance of the observer from the front clipping plane, which is the closest any object can be to the camera. Use it in conjunction with zoom.
* <p/>
* Higher focus values tend to magnify distance between objects while allowing greater depth of field, as if the camera had a wider lenses. One result of using a wide angle lens in proximity to the subject is an apparent perspective distortion: parallel lines may appear to converge and with a fisheye lens, straight edges will appear to bend.
* <p/>
* Different lenses generally require a different camera to subject distance to preserve the size of a subject. Changing the angle of view can indirectly distort perspective, modifying the apparent relative size of the subject and foreground.
*/
public var focus :Number;
/**
* A Boolean value that determines whether the 3D objects are z-depth sorted between themselves when rendering.
*/
public var sort :Boolean;
/**
*
*/
public var eye :Matrix3D;
/**
*
*/
public var viewport:Rectangle;
/**
* The default position for new cameras.
*/
public static var DEFAULT_POS :Number3D = new Number3D( 0, 0, -1000 );
// __________________________________________________________________________
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/**
* The CameraObject3D constructor lets you create cameras for setting up the view from which a scene will be rendered.
*
* Its initial position can be specified in the initObject.
*
* @param zoom This value specifies the scale at which the 3D objects are rendered. Higher values magnify the scene, compressing distance. Use it in conjunction with focus.
* <p/>
* @param focus This value is a positive number representing the distance of the observer from the front clipping plane, which is the closest any object can be to the camera. Use it in conjunction with zoom.
* <p/>
* @param initObject An optional object that contains user defined properties with which to populate the newly created DisplayObject3D.
* <p/>
* It includes x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY scaleZ and a user defined extra object.
* <p/>
* If extra is not an object, it is ignored. All properties of the extra field are copied into the new instance. The properties specified with extra are publicly available.
* <p/>
* The following initObject property is also recognized by the constructor:
* <ul>
* <li><b>sort</b>: A Boolean value that determines whether the 3D objects are z-depth sorted between themselves when rendering. The default value is true.</li>
* </ul>
*/
public function CameraObject3D( zoom:Number=3, focus:Number=500, initObject:Object=null )
{
super();
this.x = initObject? initObject.x || DEFAULT_POS.x : DEFAULT_POS.x;
this.y = initObject? initObject.y || DEFAULT_POS.y : DEFAULT_POS.y;
this.z = initObject? initObject.z || DEFAULT_POS.z : DEFAULT_POS.z;
this.zoom = zoom;
this.focus = focus;
this.eye = Matrix3D.IDENTITY;
this.sort = initObject? (initObject.sort != false) : true;
}
// ___________________________________________________________________________________________________
// T R A N S F O R M
// TTTTTT RRRRR AA NN NN SSSSS FFFFFF OOOO RRRRR MM MM
// TT RR RR AAAA NNN NN SS FF OO OO RR RR MMM MMM
// TT RRRRR AA AA NNNNNN SSSS FFFF OO OO RRRRR MMMMMMM
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// TT RR RR AA AA NN NN SSSSS FF OOOO RR RR MM MM
/**
* [internal-use] Transforms world coordinates into camera space.
*/
// TODO: OPTIMIZE (LOW) Resolve + inline
public function transformView( transform:Matrix3D=null ):void
{
this.eye = Matrix3D.inverse( Matrix3D.multiply( transform || this.transform, _flipY ) );
}
static private var _flipY :Matrix3D = Matrix3D.scaleMatrix( 1, -1, 1 );
/**
* Rotate the camera in its vertical plane.
* <p/>
* Tilting the camera results in a motion similar to someone nodding their head "yes".
*
* @param angle Angle to tilt the camera.
*/
public function tilt( angle:Number ):void
{
super.pitch( angle );
}
/**
* Rotate the camera in its horizontal plane.
* <p/>
* Panning the camera results in a motion similar to someone shaking their head "no".
*
* @param angle Angle to pan the camera.
*/
public function pan( angle:Number ):void
{
super.yaw( angle );
}
}
}
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