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📄 cylinder.as.svn-base

📁 一个2D基于verlet的Flash物理引擎。它用AS3编写而成。Fisix的目标是应用到游戏等计算量很大的实时应用中。尽管flash比c/c++要慢,很棒的物理引擎
💻 SVN-BASE
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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.
 */

// ______________________________________________________________________
//                                                GeometryObject3D: Cylinder
package org.papervision3d.objects.primitives
{
	import org.papervision3d.core.*;
	import org.papervision3d.core.geom.*;
	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.*;

	/**
	* The Cylinder class lets you create and display Cylinders.
	* <p/>
	* The Cylinder is divided in vertical and horizontal segment, the smallest combination is two vertical and three horizontal segments.
	*/
	public class Cylinder extends TriangleMesh3D
	{
		/**
		* Number of segments horizontally. Defaults to 8.
		*/
		public var segmentsW :Number;
	
		/**
		* Number of segments vertically. Defaults to 6.
		*/
		public var segmentsH :Number;
	
		/**
		* Default radius of Cylinder if not defined.
		*/
		static public var DEFAULT_RADIUS :Number = 100;
	
		/**
		* Default height if not defined.
		*/
		static public var DEFAULT_HEIGHT :Number = 100;
	
		/**
		* Default scale of Cylinder texture if not defined.
		*/
		static public var DEFAULT_SCALE :Number = 1;
	
		/**
		* Default value of gridX if not defined.
		*/
		static public var DEFAULT_SEGMENTSW :Number = 8;
	
		/**
		* Default value of gridY if not defined.
		*/
		static public var DEFAULT_SEGMENTSH :Number = 6;
	
		/**
		* Minimum value of gridX.
		*/
		static public var MIN_SEGMENTSW :Number = 3;
	
		/**
		* Minimum value of gridY.
		*/
		static public var MIN_SEGMENTSH :Number = 2;
	
	
		// ___________________________________________________________________________________________________
		//                                                                                               N E W
		// NN  NN EEEEEE WW    WW
		// NNN NN EE     WW WW WW
		// NNNNNN EEEE   WWWWWWWW
		// NN NNN EE     WWW  WWW
		// NN  NN EEEEEE WW    WW
	
		/**
		* Create a new Cylinder object.
		* <p/>
		* @param	material	A MaterialObject3D object that contains the material properties of the object.
		* <p/>
		* @param	radius		[optional] - Desired radius.
		* <p/>
		* @param	segmentsW	[optional] - Number of segments horizontally. Defaults to 8.
		* <p/>
		* @param	segmentsH	[optional] - Number of segments vertically. Defaults to 6.
		* <p/>
		* @param	topRadius	[optional] - An optional parameter for con- or diverging cylinders
		* <p/>
		* @param	initObject	[optional] - An object that contains user defined properties with which to populate the newly created GeometryObject3D.
		* <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.
		*/
		public function Cylinder( material:MaterialObject3D=null, radius:Number=100, height:Number=100, segmentsW:int=8, segmentsH:int=6, topRadius:Number=-1, initObject:Object=null )
		{
			super( material, new Array(), new Array(), null, initObject );
	
			this.segmentsW = Math.max( MIN_SEGMENTSW, segmentsW || DEFAULT_SEGMENTSW); // Defaults to 8
			this.segmentsH = Math.max( MIN_SEGMENTSH, segmentsH || DEFAULT_SEGMENTSH); // Defaults to 6
			if (radius==0) radius = DEFAULT_RADIUS; // Defaults to 100
			if (height==0) height = DEFAULT_HEIGHT; // Defaults to 100
			// if (typeOf(initObject)=="object") for each (prop in initObject) this[prop] = initObject[prop];
			if (topRadius==-1) topRadius = radius;
	
			var scale :Number = DEFAULT_SCALE;
	
			buildCylinder( radius, height, topRadius );
		}
	
		private function buildCylinder( fRadius:Number, fHeight:Number,  fTopRadius:Number ):void
		{
			var matInstance:MaterialObject3D = material;
			
			var i:Number, j:Number, k:Number;
	
			var iHor:Number = Math.max(3,this.segmentsW);
			var iVer:Number = Math.max(2,this.segmentsH);
			var aVertice:Array = this.geometry.vertices;
			var aFace:Array = this.geometry.faces;
			var aVtc:Array = new Array();
			for (j=0;j<(iVer+1);j++) { // vertical
				var fRad1:Number = Number(j/iVer);
				var fZ:Number = fHeight*(j/(iVer+0))-fHeight/2;//-fRadius*Math.cos(fRad1*Math.PI);
				var fRds:Number = fTopRadius+(fRadius-fTopRadius)*(1-j/(iVer));//*Math.sin(fRad1*Math.PI);
				var aRow:Array = new Array();
				var oVtx:Vertex3D;
				for (i=0;i<iHor;i++) { // horizontal
					var fRad2:Number = Number(2*i/iHor);
					var fX:Number = fRds*Math.sin(fRad2*Math.PI);
					var fY:Number = fRds*Math.cos(fRad2*Math.PI);
					//if (!((j==0||j==iVer)&&i>0)) { // top||bottom = 1 vertex
					oVtx = new Vertex3D(fY,fZ,fX);
					aVertice.push(oVtx);
					//}
					aRow.push(oVtx);
				}
				aVtc.push(aRow);
			}
			var iVerNum:int = aVtc.length;
	
			var aP4uv:NumberUV, aP1uv:NumberUV, aP2uv:NumberUV, aP3uv:NumberUV;
			var aP1:Vertex3D, aP2:Vertex3D, aP3:Vertex3D, aP4:Vertex3D;
	
			for (j=0;j<iVerNum;j++) {
				var iHorNum:int = aVtc[j].length;
				for (i=0;i<iHorNum;i++) {
					if (j>0&&i>=0) {
						// select vertices
						var bEnd:Boolean = i==(iHorNum-0);
						aP1 = aVtc[j][bEnd?0:i];
						aP2 = aVtc[j][(i==0?iHorNum:i)-1];
						aP3 = aVtc[j-1][(i==0?iHorNum:i)-1];
						aP4 = aVtc[j-1][bEnd?0:i];
						// uv
						var fJ0:Number = j		/ iVerNum;
						var fJ1:Number = (j-1)	/ iVerNum;
						var fI0:Number = (i+1)	/ iHorNum;
						var fI1:Number = i		/ iHorNum;
						aP4uv = new NumberUV(fI0,fJ1);
						aP1uv = new NumberUV(fI0,fJ0);
						aP2uv = new NumberUV(fI1,fJ0);
						aP3uv = new NumberUV(fI1,fJ1);
						// 2 faces
						aFace.push( new Triangle3D(this, [aP1,aP2,aP3], matInstance, [aP1uv,aP2uv,aP3uv]) );
						aFace.push( new Triangle3D(this, [aP1,aP3,aP4], matInstance, [aP1uv,aP3uv,aP4uv]) );
					}
				}
				if (j==0||j==(iVerNum-1)) {
					for (i=0;i<(iHorNum-2);i++) {
						// uv
						var iI:int = Math.floor(i/2);
						aP1 = aVtc[j][iI];
						aP2 = (i%2==0)? (aVtc[j][iHorNum-2-iI]) : (aVtc[j][iI+1]);
						aP3 = (i%2==0)? (aVtc[j][iHorNum-1-iI]) : (aVtc[j][iHorNum-2-iI]);
	
						var bTop:Boolean = j==0;
						aP1uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP1.x/fRadius/2+.5), aP1.z/fRadius/2+.5 );
						aP2uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP2.x/fRadius/2+.5), aP2.z/fRadius/2+.5 );
						aP3uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP3.x/fRadius/2+.5), aP3.z/fRadius/2+.5 );
	
						// face
						if (j==0)	aFace.push( new Triangle3D(this, [aP1,aP3,aP2], matInstance, [aP1uv,aP3uv,aP2uv]) );
						else		aFace.push( new Triangle3D(this, [aP1,aP2,aP3], matInstance, [aP1uv,aP2uv,aP3uv]) );
					}
				}
			}
			this.geometry.ready = true;
		}
	}
}

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