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Archive for the 'Source Code' CategoryPage 2 of 2

Animation Using TweenLite

In this tutorial we're going to use TweenLite to move a cube around. This will teach you basics of animation, and how to use TweenLite.

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animating-using-tweenlite

In this example our solid red cube is trying to stay inside our green wireframe cube. Every time the red cube gets itself positioned completely inside the green cube, the green cube moves.

TweenLite is the package which is smoothly moving the red cube around. The TweenLite package is also firing the event to move the green cube when the tween is complete.

1: To start off, you'll need TweenLite. You can download it here if you don't already have it (also included in the source download "gs" folder): http://blog.greensock.com/tweenlite/

2: Import tweener - Add this line to your imports:

Actionscript:
  1. import gs.TweenLite;

3: Add a Tween. You can add tweens to any parameter of any object. The TweenLite package will gradually change any parameter in your code to a new value over time, so only numeric values will work nicely.

To add a tween, we use the code:

Actionscript:
  1. //TweenLite.to(objectToAnimate, time, { property:newValue, property:newValue, ease:Quint.easeInOut, onComplete:functionToCall} );
  2.  
  3. //Your code will end up looking something like this
  4. TweenLite.to(cube, 2, { x:xp, z:yp, ease:Quint.easeInOut, onComplete:randomize } );

The line above will add a tween. This tween will change the values "x" and "y" on the object "cube" to 1000 and 500 respectively. It will smoothly change the values over a period of 2 seconds and once the tween is complete and the cube.x is 1000 and cube.y is 500, it will trigger the "randomize" function.

Experiment with more ways to tween your objects. You can apply tweens to anything, including cameras, lights, rotations, sizes and camera zooms. Any numerical value you can think of.

Actionscript:
  1. package
  2. {
  3.     import gs.easing.Quint;
  4.     import gs.TweenLite;
  5.     import org.papervision3d.lights.PointLight3D;
  6.     import org.papervision3d.materials.ColorMaterial;
  7.     import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
  8.     import org.papervision3d.materials.utils.MaterialsList;
  9.     import org.papervision3d.materials.WireframeMaterial;
  10.     import org.papervision3d.objects.primitives.Cube;
  11.     import org.papervision3d.objects.primitives.Plane;
  12.     import org.papervision3d.view.BasicView;
  13.    
  14.     /**
  15.      * ...
  16.      * @author Charlie Schulze, charlie[at]woveninteractive[dot]com
  17.      */
  18.    
  19.     public class Main extends BasicView
  20.     {
  21.         protected var cube:Cube;
  22.         protected var cube2:Cube;
  23.         protected var mat:FlatShadeMaterial;
  24.         protected var mat2:WireframeMaterial;
  25.         protected var plane:Plane;
  26.        
  27.         public function Main():void
  28.         {
  29.             super();
  30.             init();
  31.         }
  32.         protected function init():void
  33.         {
  34.             createChildren();
  35.             commitProperties();
  36.             randomize();
  37.             startRendering();
  38.         }
  39.         protected function createChildren():void
  40.         {
  41.             //Create Materials:
  42.             mat     = new FlatShadeMaterial(new PointLight3D(), 0xFFFFFF, 0xFF0000);
  43.             mat2    = new WireframeMaterial(0x00FF00);
  44.            
  45.             //Create 3D Objects
  46.             plane   = new Plane(null, 2000, 2000, 10, 10);
  47.             cube    = new Cube(new MaterialsList( { all: mat } ), 100, 100, 100);
  48.             cube2   = new Cube(new MaterialsList( { all: mat2 } ), 100, 100, 100);
  49.            
  50.             //Add objects to the scene
  51.             scene.addChild(plane);
  52.             scene.addChild(cube);
  53.             scene.addChild(cube2);
  54.         }
  55.         protected function commitProperties():void
  56.         {
  57.             //Set properties of our plane
  58.             plane.material.lineColor = 0x777777;
  59.             plane.material.doubleSided = true;
  60.             plane.pitch(90);
  61.             plane.y     = -50;
  62.            
  63.             //Set the properties of our camera
  64.             camera.x    = 0;
  65.             camera.z    = 1000;
  66.             camera.y    = 1000;
  67.         }
  68.        
  69.         public function randomize():void
  70.         {
  71.             var xp:Number   = (Math.random() * 2000) - 1000;
  72.             var yp:Number   = (Math.random() * 2000) - 1000;
  73.             cube2.x         = xp;
  74.             cube2.z         = yp;
  75.            
  76.             //When complete it calls this method again
  77.             TweenLite.to(cube, 2, { x:xp, z:yp, ease:Quint.easeInOut, onComplete:randomize } );
  78.         }
  79.     }
  80. }

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Basic Mouse Interaction (v2)

basic-mouse-interaction

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In the previous tutorial we showed you how to load a 3D model into Papervision. Now we are just going to show you how to rotate that model based off of your mouse movements.

The process is very simple. Since our render function is like the engine of our animations that is where we will add the code for the rotation. Later we'll cover animating objects via TweenLite / TweenMax.

Actionscript:
  1. override protected function onRenderTick(event:Event = null):void
  2. {
  3.     super.onRenderTick(event);
  4.     cow.rotationY = stage.mouseX / sceneWidth * 360
  5. }

When you first start moving objects in Papervision you may notice that rotationY and rotationX do not act as you might think they would. In flash you would think of something on a Y axis as going up and down and X as left and right. With Papervision RotationY rotates and object on its Y axis (left /right) and RotationX rotates an object on it's X axis (top / bottom).

Here is the full code:

Actionscript:
  1. package 
  2. {
  3.     import flash.events.Event;
  4.     import org.papervision3d.materials.BitmapFileMaterial;
  5.     import org.papervision3d.materials.utils.MaterialsList;
  6.     import org.papervision3d.objects.DisplayObject3D;
  7.     import org.papervision3d.objects.parsers.Collada;
  8.     import org.papervision3d.view.BasicView;
  9.  
  10.     public class Main extends BasicView
  11.     {
  12.         protected var cow:DisplayObject3D;
  13.         protected var materialList:MaterialsList;
  14.         protected var bitmapFileMaterial:BitmapFileMaterial;
  15.        
  16.         protected var sceneWidth:Number;
  17.         protected var sceneHeight:Number;
  18.        
  19.         public function Main()
  20.         {
  21.             super();
  22.             init();
  23.             createChildren();
  24.             startRendering();
  25.         }
  26.         protected function init():void
  27.         {
  28.             sceneWidth = stage.stageWidth
  29.         }
  30.         public function createChildren():void
  31.         {
  32.             //Setup the materials manually (sometimes the dae handles this without issue)
  33.             materialList       = new MaterialsList();
  34.             bitmapFileMaterial  = new BitmapFileMaterial("daeModel/Cow.png");
  35.             materialList.addMaterial(bitmapFileMaterial,"all");
  36.            
  37.             //Create the new Collada Object with materialList
  38.             cow = new Collada("daeModel/cow.dae",materialList);
  39.  
  40.             ///Set some properties
  41.             cow.moveDown(150);
  42.             cow.scale = 3;
  43.             cow.pitch( -10);
  44.  
  45.             //Add to scene
  46.             scene.addChild(cow);
  47.         }
  48.        
  49.         override protected function onRenderTick(event:Event = null):void
  50.         {
  51.             super.onRenderTick(event);
  52.             cow.rotationY = stage.mouseX / sceneWidth * 360
  53.         }
  54.     }
  55. }

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Loading Complex Models (v2)

complex-models

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If you work long enough in Papervision you will eventually have to deal with loading complex models into Papervision. This is one of the more difficult things to do but not because of the actionscript or Papervision coding. Whenever we have had problems with models in the past; it has always been an issue model's source.

Hopefully you are one of the few blessed enough to have an resource available to modify and create Papervision ready models for you. If not, just know you're not alone.

Issues with 3D models aside, the code for loading a 3D model into Papervision is extremely easy. It is as simple as loading a plane, cube, or cone.

Actionscript:
  1. package 
  2. {
  3.     import flash.events.Event;
  4.     import org.papervision3d.materials.BitmapFileMaterial;
  5.     import org.papervision3d.materials.utils.MaterialsList;
  6.     import org.papervision3d.objects.DisplayObject3D;
  7.     import org.papervision3d.objects.parsers.Collada;
  8.     import org.papervision3d.view.BasicView;
  9.  
  10.     public class Main extends BasicView
  11.     {
  12.         protected var cow:DisplayObject3D;
  13.         protected var materialList:MaterialsList;
  14.         protected var bitmapFileMaterial:BitmapFileMaterial;
  15.         public function Main()
  16.         {
  17.             super();
  18.             createChildren();
  19.             startRendering();
  20.         }
  21.         public function createChildren():void
  22.         {
  23.             //Setup the materials manually (sometimes the dae handles this without issue)
  24.             materialList       = new MaterialsList();
  25.             bitmapFileMaterial  = new BitmapFileMaterial("daeModel/Cow.png");
  26.             materialList.addMaterial(bitmapFileMaterial,"all");
  27.            
  28.             //Create the new Collada Object with materialList
  29.             cow = new Collada("daeModel/cow.dae",materialList);
  30.  
  31.             //Set some properties
  32.             cow.moveDown(150);
  33.             cow.scale = 3;
  34.             cow.pitch( -10);
  35.  
  36.             //Add to scene
  37.             scene.addChild(cow);
  38.         }
  39.        
  40.         override protected function onRenderTick(event:Event = null):void
  41.         {
  42.             super.onRenderTick(event);
  43.  
  44.             //Rotate
  45.             cow.yaw(1);
  46.         }
  47.     }
  48. }

Once you have a good model, in papervision all you need for this to work properly is to:
1) Create the model new Collada()
2) Create the model's texture new BitmapFileMaterial()
3) Create and add the bitmap material to a materials list new MaterialsList()
4) Add the model to the scene scene.addChild(cow)
5) Render startRendering()

It's too much to cover all the issues you may run into here but if you're up for it open up the cow.dae file. You'll find it is just a lot of XML. Go through it, see if you can find the texture file.

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Basic Texturing (v2)

basic-texturing
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Even if you had a chance to look at Getting started using BasicView.as this tutorial provides another example of basic texturing in Papervision.

In Papervision for the most part you have objects (planes, cubes, cones, 3D Models, etc) and then you have the textures or materials that you add to these objects. Think of it as getting a brand new iPhone and then buying a case or skin for that iPhone. We are essentially doing the same thing in principle - we have our object a cone (iPhone) and a material a bitmapMaterial (iPhone skin).

Actionscript:
  1. package 
  2. {
  3.     import flash.events.Event;
  4.     import org.papervision3d.view.BasicView;
  5.     import org.papervision3d.objects.primitives.Cone;
  6.     import org.papervision3d.materials.BitmapFileMaterial;
  7.    
  8.     public class Main extends BasicView
  9.     {
  10.         protected var cone:Cone
  11.         protected var bitmapMaterial:BitmapFileMaterial;
  12.        
  13.         public function Main()
  14.         {
  15.             super();
  16.             createChildren();
  17.             startRendering();
  18.         }
  19.         public function createChildren():void
  20.         {
  21.             //Create a new 3D object
  22.             bitmapMaterial = new BitmapFileMaterial("images/ourtex.jpg")
  23.             cone = new Cone(bitmapMaterial, 20, 200);
  24.            
  25.             //Set some properties
  26.             cone.scale = 4;
  27.             cone.pitch( -10);
  28.            
  29.             //Add to scene
  30.             scene.addChild(cone);
  31.         }
  32.        
  33.         override protected function onRenderTick(event:Event = null):void
  34.         {
  35.             super.onRenderTick(event);
  36.  
  37.             //Rotate
  38.             cone.yaw(3);
  39.         }
  40.     }
  41. }

As you can see from the code above we have a cone and a bitmap texture.

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Getting started using BasicView.as

basicview-image

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In a previous tutorial (Creating a Papervision Base Template) we created a base Papervision template that we could re-use. Now however Papervision includes a form of this base template called BasicView.as

With just a few lines of code you're up and running. Here is the very simple / basic use of BasicView.as:

Actionscript:
  1. package
  2. {
  3.     import flash.events.Event;
  4.     import org.papervision3d.materials.ColorMaterial;
  5.     import org.papervision3d.objects.primitives.Plane;
  6.     import org.papervision3d.view.BasicView;
  7.    
  8.     /**
  9.      * ...
  10.      * @author Charlie Schulze, charlie[at]woveninteractive[dot]com
  11.      */
  12.    
  13.     public class Main extends BasicView
  14.     {
  15.         protected var plane:Plane;
  16.         protected var colorMaterial:ColorMaterial;
  17.        
  18.         public function Main():void
  19.         {
  20.             super();
  21.            
  22.             //Create one material and make it doublesided
  23.             colorMaterial = new ColorMaterial(0xFF0000, .5);
  24.             colorMaterial.doubleSided = true;
  25.            
  26.             //Create a plane using the colorMaterial
  27.             plane = new Plane(colorMaterial, 100, 100);
  28.             scene.addChild(plane);
  29.            
  30.             //Start the rendering
  31.             startRendering();
  32.         }
  33.        
  34.         override protected function onRenderTick(event:Event = null):void
  35.         {
  36.             super.onRenderTick(event);
  37.            
  38.             //Rotate the plane
  39.             plane.yaw(2);
  40.         }
  41.     }
  42. }

This very simple example you will just see a single light red plane rotating.

That is all you need to do to get started in Papervision. Test it out. Don't forget to add your 3D objects to the scene.

Actionscript:
  1. scene.addChild(plane);

Here is what the BasicView.as class looks like:

Actionscript:
  1. package org.papervision3d.view
  2. {
  3.     import org.papervision3d.cameras.SpringCamera3D;   
  4.     import org.papervision3d.cameras.Camera3D;
  5.     import org.papervision3d.cameras.CameraType;
  6.     import org.papervision3d.cameras.DebugCamera3D;
  7.     import org.papervision3d.core.view.IView;
  8.     import org.papervision3d.objects.DisplayObject3D;
  9.     import org.papervision3d.render.BasicRenderEngine;
  10.     import org.papervision3d.scenes.Scene3D;
  11.  
  12.     /**
  13.      * <p>
  14.      * BasicView provides a simple template for quickly setting up
  15.      * basic Papervision3D projects by creating a viewport, scene,
  16.      * camera, and renderer for you. Because BasicView is a subclass of
  17.      * Sprite, it can be added to any DisplayObject.
  18.      *
  19.      * </p>
  20.      *
  21.      * <p>
  22.      * <p>
  23.      * Example:
  24.      * </p>
  25.      * <pre><code>
  26.      * var width:Number = 640;
  27.      * var heigth:Number = 480;
  28.      * var scaleToStage:Boolean = true;
  29.      * var interactive:Boolean = true;
  30.      * var cameraType:String = Camera3D.TYPE;
  31.      *
  32.      * var myBasicView:BasicView = new BasicView(width, height, scaleToStage, interactive, cameraType);
  33.      * myDisplayObject.addChild(myBasicView);
  34.      * </code></pre>
  35.      * </p>
  36.      * @author Ralph Hauwert
  37.      */
  38.     public class BasicView extends AbstractView implements IView
  39.     {
  40.         /**
  41.          * @param viewportWidth  Width of the viewport
  42.          * @param viewportHeight    Height of the viewport
  43.          * @param scaleToStage    Whether you viewport should scale with the stage
  44.          * @param interactive      Whether your scene should be interactive
  45.          * @param cameraType        A String for the type of camera. @see org.papervision3d.cameras.CameraType
  46.          *
  47.          */ 
  48.         public function BasicView(viewportWidth:Number = 640, viewportHeight:Number = 480, scaleToStage:Boolean = true, interactive:Boolean = false, cameraType:String = "Target")
  49.         {
  50.             super();
  51.            
  52.             scene = new Scene3D();
  53.             viewport = new Viewport3D(viewportWidth, viewportHeight, scaleToStage, interactive);
  54.             addChild(viewport);
  55.             renderer = new BasicRenderEngine();
  56.            
  57.             switch(cameraType)
  58.             {
  59.                 case CameraType.DEBUG:
  60.                     _camera = new DebugCamera3D(viewport);
  61.                     break;
  62.                 case CameraType.TARGET:
  63.                     _camera = new Camera3D(60);
  64.                     _camera.target = DisplayObject3D.ZERO;
  65.                     break;
  66.                 case CameraType.SPRING:
  67.                     _camera = new SpringCamera3D();
  68.                     _camera.target = DisplayObject3D.ZERO;   
  69.                     break;     
  70.                 case CameraType.FREE:
  71.                 default:
  72.                     _camera = new Camera3D(60);
  73.                     break;
  74.             }
  75.            
  76.             cameraAsCamera3D.update(viewport.sizeRectangle);
  77.         }
  78.        
  79.         /**
  80.          * Exposes the camera as a <code>Camera3D</code>
  81.          */
  82.         public function get cameraAsCamera3D():Camera3D
  83.         {
  84.                 return _camera as Camera3D;
  85.         }
  86.        
  87.         /**
  88.          * Exposes the camera as a <code>DebugCamera3D</code>
  89.          */
  90.         public function get cameraAsDebugCamera3D():DebugCamera3D
  91.         {
  92.                 return _camera as DebugCamera3D;
  93.         }
  94.     }
  95. }

Since BasicView.as extends AbstractView.as you can see a few more of the methods available to you just by extending BasicView.as

Actionscript:
  1. package org.papervision3d.view
  2. {
  3.     import flash.display.Sprite;
  4.     import flash.events.Event;
  5.    
  6.     import org.papervision3d.core.proto.CameraObject3D;
  7.     import org.papervision3d.core.view.IView;
  8.     import org.papervision3d.render.BasicRenderEngine;
  9.     import org.papervision3d.scenes.Scene3D;
  10.    
  11.     /**
  12.      * @Author Ralph Hauwert
  13.      */
  14.     public class AbstractView extends Sprite implements IView
  15.     {
  16.         protected var _camera:CameraObject3D;
  17.         protected var _height:Number;
  18.         protected var _width:Number;
  19.        
  20.         public var scene:Scene3D;
  21.         public var viewport:Viewport3D;
  22.         public var renderer:BasicRenderEngine;
  23.        
  24.         public function AbstractView()
  25.         {
  26.             super();
  27.         }
  28.        
  29.         public function startRendering():void
  30.         {
  31.             addEventListener(Event.ENTER_FRAME, onRenderTick);
  32.             viewport.containerSprite.cacheAsBitmap = false;
  33.         }
  34.        
  35.         public function stopRendering(reRender:Boolean = false, cacheAsBitmap:Boolean = false):void
  36.         {
  37.             removeEventListener(Event.ENTER_FRAME, onRenderTick);
  38.             if(reRender){
  39.                 onRenderTick()
  40.             }
  41.             if(cacheAsBitmap){
  42.                 viewport.containerSprite.cacheAsBitmap = true;
  43.             }else{
  44.                 viewport.containerSprite.cacheAsBitmap = false;
  45.             }
  46.         }
  47.        
  48.         public function singleRender():void
  49.         {
  50.             onRenderTick();
  51.         }
  52.        
  53.         protected function onRenderTick(event:Event = null):void
  54.         {
  55.             renderer.renderScene(scene, _camera, viewport);
  56.         }
  57.        
  58.         public function get camera():CameraObject3D
  59.         {
  60.             return _camera;
  61.         }
  62.        
  63.         public function set viewportWidth(width:Number):void
  64.         {
  65.             _width = width;
  66.             viewport.width = width;
  67.         }
  68.        
  69.         public function get viewportWidth():Number
  70.         {
  71.             return _width;
  72.         }
  73.        
  74.         public function set viewportHeight(height:Number):void
  75.         {
  76.             _height = height;
  77.             viewport.height = height;
  78.         }
  79.        
  80.         public function get viewportHeight():Number
  81.         {
  82.             return _height;
  83.         }
  84.        
  85.     }
  86. }

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Papervision 3D Controlling Top and Bottom Cylinder Materials

custom-materials-cylinder
While working on a project this morning I came across the need to have a different material applied to a primitive cylinder. After digging through the Cylinder source code I came across these lines

Actionscript:
  1. if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
  2.  
  3. //and
  4.  
  5. if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv]));

Since matInstance is just a material it can easily be replaced. I was in a hurry so I decided to just directly modified the class; not the greatest idea but it worked.

Actionscript:
  1. if (j == 0) {
  2.     if(bottomMat)
  3.     {
  4.         if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], bottomMat, [aP1uv, aP3uv, aP2uv]) );
  5.     }
  6.     else
  7.     {
  8.         if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
  9.     }
  10.    
  11. }
  12. else
  13. {
  14.    
  15.     if(topMat)
  16.     {
  17.         if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], topMat, [aP1uv, aP2uv, aP3uv]));
  18.    
  19.     }
  20.     else
  21.     {
  22.         if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv]));
  23.     }
  24. }

Here is the new way to create the Cylinder:

Actionscript:
  1. var cyl:Cylinder = new Cylinder(new ColorMaterial(0x000000),200,900,5,20,200,true,true,new ColorMaterial(0x8ad51f),new ColorMaterial(0x00FF00));

Here is the full modified Papervision Cylinder.as class:

Actionscript:
  1. package org.papervision3d.objects.primitives {
  2.     import org.papervision3d.Papervision3D;
  3.     import org.papervision3d.core.geom.*;
  4.     import org.papervision3d.core.geom.renderables.Triangle3D;
  5.     import org.papervision3d.core.geom.renderables.Vertex3D;
  6.     import org.papervision3d.core.math.NumberUV;
  7.     import org.papervision3d.core.proto.*; 
  8.  
  9.     /**
  10.     * The Cylinder class lets you create and display Cylinders.
  11.     * <p/>
  12.     * The Cylinder is divided in vertical and horizontal segment, the smallest combination is two vertical and three horizontal segments.
  13.     */
  14.     public class Cylinder extends TriangleMesh3D
  15.     {
  16.         /**
  17.         * Number of segments horizontally. Defaults to 8.
  18.         */
  19.         public var segmentsW :Number;
  20.    
  21.         /**
  22.         * Number of segments vertically. Defaults to 6.
  23.         */
  24.         public var segmentsH :Number;
  25.    
  26.         /**
  27.         * Default radius of Cylinder if not defined.
  28.         */
  29.         static public const DEFAULT_RADIUS :Number = 100;
  30.    
  31.         /**
  32.         * Default height if not defined.
  33.         */
  34.         static public const DEFAULT_HEIGHT :Number = 100;
  35.    
  36.         /**
  37.         * Default scale of Cylinder texture if not defined.
  38.         */
  39.         static public const DEFAULT_SCALE :Number = 1;
  40.    
  41.         /**
  42.         * Default value of gridX if not defined.
  43.         */
  44.         static public const DEFAULT_SEGMENTSW :Number = 8;
  45.    
  46.         /**
  47.         * Default value of gridY if not defined.
  48.         */
  49.         static public const DEFAULT_SEGMENTSH :Number = 6;
  50.    
  51.         /**
  52.         * Minimum value of gridX.
  53.         */
  54.         static public const MIN_SEGMENTSW :Number = 3;
  55.    
  56.         /**
  57.         * Minimum value of gridY.
  58.         */
  59.         static public const MIN_SEGMENTSH :Number = 1;
  60.    
  61.         public var topFace
  62.         // ___________________________________________________________________________________________________
  63.         //                                                                                               N E W
  64.         // NN  NN EEEEEE WW    WW
  65.         // NNN NN EE     WW WW WW
  66.         // NNNNNN EEEE   WWWWWWWW
  67.         // NN NNN EE     WWW  WWW
  68.         // NN  NN EEEEEE WW    WW
  69.    
  70.         /**
  71.         * Create a new Cylinder object.
  72.         * <p/>
  73.         * @param    material    A MaterialObject3D object that contains the material properties of the object.
  74.         * <p/>
  75.         * @param    radius    [optional] - Desired radius.
  76.         * <p/>
  77.         * @param    segmentsW   [optional] - Number of segments horizontally. Defaults to 8.
  78.         * <p/>
  79.         * @param    segmentsH   [optional] - Number of segments vertically. Defaults to 6.
  80.         * <p/>
  81.         * @param    topRadius   [optional] - An optional parameter for con- or diverging cylinders.
  82.         * <p/>
  83.         * @param    topFace  [optional] - An optional parameter specifying if the top face of the cylinder should be drawn.
  84.         * <p/>
  85.         * @param    bottomFace  [optional] - An optional parameter specifying if the bottom face of the cylinder should be drawn.
  86.         * <p/>
  87.         */
  88.         public function Cylinder( material:MaterialObject3D=null, radius:Number=100, height:Number=100, segmentsW:int=8, segmentsH:int=6, topRadius:Number=-1, topFace:Boolean=true, bottomFace:Boolean=true,topMat:MaterialObject3D = null ,bottomMat:MaterialObject3D = null)
  89.         {
  90.             super( material, new Array(), new Array(), null );
  91.    
  92.             this.segmentsW = Math.max( MIN_SEGMENTSW, segmentsW || DEFAULT_SEGMENTSW); // Defaults to 8
  93.             this.segmentsH = Math.max( MIN_SEGMENTSH, segmentsH || DEFAULT_SEGMENTSH); // Defaults to 6
  94.             if (radius==0) radius = DEFAULT_RADIUS; // Defaults to 100
  95.             if (height==0) height = DEFAULT_HEIGHT; // Defaults to 100
  96.             if (topRadius==-1) topRadius = radius;
  97.    
  98.             var scale :Number = DEFAULT_SCALE;
  99.    
  100.             buildCylinder( radius, height, topRadius, topFace, bottomFace,topMat,bottomMat );
  101.         }
  102.    
  103.         private function buildCylinder( fRadius:Number, fHeight:Number, fTopRadius:Number, fTopFace:Boolean, fBottomFace:Boolean ,topMat:MaterialObject3D,bottomMat:MaterialObject3D):void
  104.         {
  105.             var matInstance:MaterialObject3D = material;
  106.            
  107.             var i:Number, j:Number, k:Number;
  108.    
  109.             var iHor:Number = Math.max(MIN_SEGMENTSW, this.segmentsW);
  110.             var iVer:Number = Math.max(MIN_SEGMENTSH, this.segmentsH);
  111.             var aVertice:Array = this.geometry.vertices;
  112.             var aFace:Array = this.geometry.faces;
  113.             var aVtc:Array = new Array();
  114.             for (j=0;j<(iVer+1);j++) { // vertical
  115.                 var fRad1:Number = Number(j/iVer);
  116.                 var fZ:Number = fHeight*(j/(iVer+0))-fHeight/2;//-fRadius*Math.cos(fRad1*Math.PI);
  117.                 var fRds:Number = fTopRadius+(fRadius-fTopRadius)*(1-j/(iVer));//*Math.sin(fRad1*Math.PI);
  118.                 var aRow:Array = new Array();
  119.                 var oVtx:Vertex3D;
  120.                 for (i=0;i<iHor;i++) { // horizontal
  121.                     var fRad2:Number = Number(2*i/iHor);
  122.                     var fX:Number = fRds*Math.sin(fRad2*Math.PI);
  123.                     var fY:Number = fRds*Math.cos(fRad2*Math.PI);
  124.                     //if (!((j==0||j==iVer)&&i>0)) { // top||bottom = 1 vertex
  125.                     oVtx = new Vertex3D(fY,fZ,fX);
  126.                     aVertice.push(oVtx);
  127.                     //}
  128.                     aRow.push(oVtx);
  129.                 }
  130.                 aVtc.push(aRow);
  131.             }
  132.             var iVerNum:int = aVtc.length;
  133.    
  134.             var aP4uv:NumberUV, aP1uv:NumberUV, aP2uv:NumberUV, aP3uv:NumberUV;
  135.             var aP1:Vertex3D, aP2:Vertex3D, aP3:Vertex3D, aP4:Vertex3D;
  136.    
  137.             for (j=0;j<iVerNum;j++) {
  138.                 var iHorNum:int = aVtc[j].length;
  139.                 for (i=0;i<iHorNum;i++) {
  140.                     if (j>0&&i>=0) {
  141.                         // select vertices
  142.                         var bEnd:Boolean = i==(iHorNum-0);
  143.                         aP1 = aVtc[j][bEnd?0:i];
  144.                         aP2 = aVtc[j][(i==0?iHorNum:i)-1];
  145.                         aP3 = aVtc[j-1][(i==0?iHorNum:i)-1];
  146.                         aP4 = aVtc[j-1][bEnd?0:i];
  147.                         // uv
  148.                         var fJ0:Number = j    / iVerNum;
  149.                         var fJ1:Number = (j-1)  / iVerNum;
  150.                         var fI0:Number = (i+1)  / iHorNum;
  151.                         var fI1:Number = i    / iHorNum;
  152.                         aP4uv = new NumberUV(fI0,fJ1);
  153.                         aP1uv = new NumberUV(fI0,fJ0);
  154.                         aP2uv = new NumberUV(fI1,fJ0);
  155.                         aP3uv = new NumberUV(fI1,fJ1);
  156.                         // 2 faces
  157.                         aFace.push( new Triangle3D(this, [aP1,aP2,aP3], matInstance, [aP1uv,aP2uv,aP3uv]) );
  158.                         aFace.push( new Triangle3D(this, [aP1,aP3,aP4], matInstance, [aP1uv,aP3uv,aP4uv]) );
  159.                     }
  160.                 }
  161.                 if (j==0||j==(iVerNum-1)) {
  162.                     for (i=0;i<(iHorNum-2);i++) {
  163.                         // uv
  164.                         var iI:int = Math.floor(i/2);
  165.                         aP1 = aVtc[j][iI];
  166.                         aP2 = (i%2==0)? (aVtc[j][iHorNum-2-iI]) : (aVtc[j][iI+1]);
  167.                         aP3 = (i%2==0)? (aVtc[j][iHorNum-1-iI]) : (aVtc[j][iHorNum-2-iI]);
  168.    
  169.                         var bTop:Boolean = j==0;
  170.                         aP1uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP1.x/fRadius/2+.5), aP1.z/fRadius/2+.5 );
  171.                         aP2uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP2.x/fRadius/2+.5), aP2.z/fRadius/2+.5 );
  172.                         aP3uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP3.x/fRadius/2+.5), aP3.z/fRadius/2+.5 );
  173.    
  174.                         // face
  175.                         if (j == 0) {
  176.                             if(bottomMat)
  177.                             {
  178.                                 if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], bottomMat, [aP1uv, aP3uv, aP2uv]) );
  179.                             }
  180.                             else
  181.                             {
  182.                                 if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
  183.                             }
  184.                            
  185.                         }
  186.                         else {
  187.                            
  188.                             if(topMat)
  189.                             {
  190.                                 if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], topMat, [aP1uv, aP2uv, aP3uv]));
  191.                            
  192.                             }
  193.                             else
  194.                             {
  195.                                 if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv]));
  196.                             }
  197.                            
  198.                            
  199.                         }
  200.                     }
  201.                 }
  202.             }
  203.             this.geometry.ready = true;
  204.            
  205.             if(Papervision3D.useRIGHTHANDED)
  206.                 this.geometry.flipFaces();
  207.         }
  208.     }
  209. }

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