📄 camera3d.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.
*/
// ______________________________________________________________________
// CameraObject3D: Camera3D
package org.papervision3d.cameras
{
import org.papervision3d.Papervision3D;
import org.papervision3d.core.Number3D;
import org.papervision3d.core.Matrix3D;
import org.papervision3d.core.proto.CameraObject3D;
import org.papervision3d.objects.DisplayObject3D;
/**
* The Camera3D class creates a camera that views the area around a target object.
* <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 Camera3D extends CameraObject3D
{
// __________________________________________________________________________
// PUBLIC
/**
* A DisplayObject3D object that specifies the current position the camera is looking at.
*/
public var target :DisplayObject3D;
/**
* A Number3D object that specifies the desired position of the camera in 3D space. Only used when calling update().
*/
public var goto :Number3D;
/**
* A Number3D object that specifies the desired rotation of the camera in 3D space. Only used when calling update().
*/
// public var gotoRotation :Number3D;
/**
* A Number3D object that specifies the desired position of the camera's target in 3D space. Only used when calling update().
*/
// public var gotoTarget :Number3D;
// __________________________________________________________________________
// 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
/**
* The Camera3D constructor creates cameras that view the area around a target object.
*
* 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 Camera3D( target:DisplayObject3D=null, zoom:Number=2, focus:Number=100, initObject:Object=null )
{
super( zoom, focus, initObject );
this.target = target || DisplayObject3D.ZERO;
this.goto = new Number3D( this.x, this.y, this.z );
// this.goTarget = new Number3D( this.target.x, this.target.y, this.target.z );
}
// ___________________________________________________________________________________________________
// 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
// TT RR RR AAAAAA NN NNN SS FF OO OO RR RR MM M MM
// TT RR RR AA AA NN NN SSSSS FF OOOO RR RR MM MM
/**
* [internal-use] Transforms world coordinates into camera space.
*/
public override function transformView( transform:Matrix3D=null ):void
{
this.lookAt( this.target );
super.transformView();
}
// ___________________________________________________________________________________________________
//
// UU UU PPPPP DDDDD AA TTTTTT EEEEEE
// UU UU PP PP DD DD AAAA TT EE
// UU UU PPPPP DD DD AA AA TT EEEE
// UU UU PP DD DD AAAAAA TT EE
// UUUU PP DDDDD AA AA TT EEEEEE
/**
* [experimental] Hovers the camera around as the user moves the mouse, without changing the distance to the target. This greatly enhances the 3D illusion.
*
* @param type Type of movement.
* @param mouseX Indicates the x coordinate of the mouse position in relation to the canvas MovieClip.
* @param mouseY Indicates the y coordinate of the mouse position in relation to the canvas MovieClip.
*/
public function hover( type:Number, mouseX:Number, mouseY:Number ):void
{
var target :DisplayObject3D = this.target;
var goto :Number3D = this.goto;
// var gotoTarget :Number3D = this.gotoTarget;
var camSpeed :Number = 8;
switch( type )
{
case 0:
// Sphere mapped camera (free)
var dX :Number = goto.x - target.x;
var dZ :Number = goto.z - target.z;
var ang :Number = Math.atan2( dZ, dX );
var dist :Number = Math.sqrt( dX*dX + dZ*dZ );
var xMouse :Number = 0.5 * mouseX;
var camX :Number = dist * Math.cos( ang - xMouse );
var camZ :Number = dist * Math.sin( ang - xMouse );
var camY :Number = goto.y - 300 * mouseY;
this.x -= (this.x - camX) /camSpeed;
this.y -= (this.y - camY) /camSpeed;
this.z -= (this.z - camZ) /camSpeed;
break;
case 1:
this.x -= (this.x - 1000 * mouseX) /camSpeed;
this.y -= (this.y - 1000 * mouseY) /camSpeed;
// this.z -= (this.z - ) /camSpeed;
break;
/*
// BROKEN
case ???:
// Sphere mapped camera (fixed)
var dX = cam.pos.gx - cam.target.x;
var dZ = cam.pos.gz - cam.target.z;
ang -= ( ang - (Math.atan2( dZ, dX ) - iCanvas._xmouse/300) ) /camSpeed;
dist -= ( dist - Math.sqrt( dX*dX + dZ*dZ ) ) /camSpeed;
var camX = dist * Math.cos( ang );
var camZ = dist * Math.sin( ang );
var camY = -iCanvas._ymouse/3;
cam.pos.x = camX;
cam.pos.y -= (cam.pos.y - (camY + cam.pos.gy) ) /camSpeed;
cam.pos.z = camZ;
break;
*/
}
}
}
}
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