📄 face3d.as.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.
*/
// ______________________________________________________________________
// Face3D
package org.papervision3d.core.geom
{
import flash.display.*;
import flash.geom.Matrix;
import flash.utils.Dictionary;
import org.papervision3d.Papervision3D;
import org.papervision3d.core.*;
import org.papervision3d.core.proto.*;
import org.papervision3d.objects.DisplayObject3D;
/**
* The Face3D class lets you render linear textured triangles. It also supports solid colour fill and hairline outlines.
*
*/
public class Face3D
{
/**
* An array of Vertex3D objects for the three vertices of the triangle.
*/
public var vertices :Array;
/**
* A material id TODO
*/
public var _materialName :String;
/**
* A MaterialObject3D object that contains the material properties of the back of a single sided triangle.
*/
// public var materialBack :MaterialObject3D;
/**
* An array of {x,y} objects for the corresponding UV pixel coordinates of each triangle vertex.
*/
public var uv :Array;
// ______________________________________________________________________
/**
* [read-only] The average depth (z coordinate) of the transformed triangle. Also known as the distance from the camera. Used internally for z-sorting.
*/
public var screenZ :Number;
/**
* [read-only] A Boolean value that indicates that the face is visible, i.e. it's vertices are in front of the camera.
*/
public var visible :Boolean;
/**
* The object where the face belongs.
*/
// public var object :Mesh3D;
/**
* [read-only] Unique id of this instance.
*/
public var id :Number;
/**
* Used to store references to the vertices.
*/
public var v0:Vertex3D;
public var v1:Vertex3D;
public var v2:Vertex3D;
/**
* The face normal
*/
public var faceNormal:Number3D;
/**
* The transformed Face3DInstance
*/
public var face3DInstance:Face3DInstance;
/**
* stores the material for this face.
*/
public var material:MaterialObject3D;
/**
* The Face3D constructor lets you create linear textured or solid colour triangles.
*
* @param vertices An array of Vertex3D objects for the three vertices of the triangle.
* @param material A MaterialObject3D object that contains the material properties of the triangle.
* @param uv An array of {x,y} objects for the corresponding UV pixel coordinates of each triangle vertex.
*/
public function Face3D( vertices:Array, material:MaterialObject3D=null, uv:Array=null )
{
// Vertices
this.vertices = vertices;
v0 = vertices[0];
v1 = vertices[1];
v2 = vertices[2];
// Material, if passed from a materials list.
this.material = material;
this.uv = uv;
this.id = _totalFaces++;
face3DInstance = new Face3DInstance(this);
createNormal();
}
// ______________________________________________________________________________
// RENDER
// RRRRR EEEEEE NN NN DDDDD EEEEEE RRRRR
// RR RR EE NNN NN DD DD EE RR RR
// RRRRR EEEE NNNNNN DD DD EEEE RRRRR
// RR RR EE NN NNN DD DD EE RR RR
// RR RR EEEEEE NN NN DDDDD EEEEEE RR RR
/**
* Draws the triangle into its MovieClip container.
*
* @param container The default MovieClip that you draw into when rendering.
* @param randomFill A Boolean value that indicates whether random coloring is enabled. Typically used for debug purposes. Defaults to false.
* @return The number of triangles drawn. Either one if it is double sided or visible, or zero if it single sided and not visible.
*
*/
public function render( instance:DisplayObject3D, container:Sprite ): Number
{
renderMat = material ? material : instance.material;
return renderMat.drawFace3D(instance, this, container.graphics, v0.vertex2DInstance, v1.vertex2DInstance, v2.vertex2DInstance);
}
private var renderMat:MaterialObject3D; //Used to not use var above.
/*
public function UVatPoint( x : Number, y : Number ) : Object
{
var v0_x : Number = v2.vertex2DInstance.x - v0.vertex2DInstance.x;
var v0_y : Number = v2.vertex2DInstance.y - v0.vertex2DInstance.y;
var v1_x : Number = v1.vertex2DInstance.x - v0.vertex2DInstance.x;
var v1_y : Number = v1.vertex2DInstance.y - v0.vertex2DInstance.y;
var v2_x : Number = x - v0.vertex2DInstance.x;
var v2_y : Number = y - v0.vertex2DInstance.y;
var dot00 : Number = v0_x * v0_x + v0_y * v0_y;
var dot01 : Number = v0_x * v1_x + v0_y * v1_y;
var dot02 : Number = v0_x * v2_x + v0_y * v2_y;
var dot11 : Number = v1_x * v1_x + v1_y * v1_y;
var dot12 : Number = v1_x * v2_x + v1_y * v2_y;
var invDenom : Number = 1 / (dot00 * dot11 - dot01 * dot01);
var u : Number = (dot11 * dot02 - dot01 * dot12) * invDenom;
var v : Number = (dot00 * dot12 - dot01 * dot02) * invDenom;
return { u : u, v : v };
}
public function getCoordAtPoint( x : Number, y : Number ) : Vertex3D
{
var rUV : Object = UVatPoint(x,y);
var u : Number = rUV.u;
var v : Number = rUV.v;
var rX : Number = v0.x + ( v1.x - v0.x ) * v + ( v2.x - v0.x ) * u;
var rY : Number = v0.y + ( v1.y - v0.y ) * v + ( v2.y - v0.y ) * u;
var rZ : Number = v0.z + ( v1.z - v0.z ) * v + ( v2.z - v0.z ) * u;
return { x:rX, y:rY, z:rZ };
}
public function getMapCoordAtPoint( x : Number, y : Number ) : Object
{
var rUV : Object = UVatPoint(x,y);
var u : Number = rUV.u;
var v : Number = rUV.v;
var v_x : Number = ( uv[1].u - uv[0].u ) * v + (uv[2].u - uv[0].u) * u + uv[0].u;
var v_y : Number = ( uv[1].v - uv[0].v ) * v + (uv[2].v - uv[0].v) * u + uv[0].v;
return { x: v_x * face3DInstance.instance.material.bitmap.width, y: face3DInstance.instance.material.bitmap.height - v_y * face3DInstance.instance.material.bitmap.height };
}
*/
protected function createNormal():void
{
var vn0:Number3D = v0.toNumber3D(),
vn1:Number3D = v1.toNumber3D(),
vn2:Number3D = v2.toNumber3D(),
vt1:Number3D = Number3D.sub(vn1,vn0),
vt2:Number3D = Number3D.sub(vn2,vn0);
faceNormal = Number3D.cross(vt2,vt1);
faceNormal.normalize();
}
// ______________________________________________________________________________
// PRIVATE
private static var _totalFaces:Number = 0;
}
}
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