
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
if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) ); //and 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.
if (j == 0) { if(bottomMat) { if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], bottomMat, [aP1uv, aP3uv, aP2uv]) ); } else { if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) ); } } else { if(topMat) { if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], topMat, [aP1uv, aP2uv, aP3uv])); } else { if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv])); } } |
Here is the new way to create the Cylinder:
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:
package org.papervision3d.objects.primitives { import org.papervision3d.Papervision3D; 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 const DEFAULT_RADIUS :Number = 100; /** * Default height if not defined. */ static public const DEFAULT_HEIGHT :Number = 100; /** * Default scale of Cylinder texture if not defined. */ static public const DEFAULT_SCALE :Number = 1; /** * Default value of gridX if not defined. */ static public const DEFAULT_SEGMENTSW :Number = 8; /** * Default value of gridY if not defined. */ static public const DEFAULT_SEGMENTSH :Number = 6; /** * Minimum value of gridX. */ static public const MIN_SEGMENTSW :Number = 3; /** * Minimum value of gridY. */ static public const MIN_SEGMENTSH :Number = 1; public var topFace // ___________________________________________________________________________________________________ // 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 topFace [optional] - An optional parameter specifying if the top face of the cylinder should be drawn. * <p/> * @param bottomFace [optional] - An optional parameter specifying if the bottom face of the cylinder should be drawn. * <p/> */ 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) { super( material, new Array(), new Array(), null ); 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 (topRadius==-1) topRadius = radius; var scale :Number = DEFAULT_SCALE; buildCylinder( radius, height, topRadius, topFace, bottomFace,topMat,bottomMat ); } private function buildCylinder( fRadius:Number, fHeight:Number, fTopRadius:Number, fTopFace:Boolean, fBottomFace:Boolean ,topMat:MaterialObject3D,bottomMat:MaterialObject3D):void { var matInstance:MaterialObject3D = material; var i:Number, j:Number, k:Number; var iHor:Number = Math.max(MIN_SEGMENTSW, this.segmentsW); var iVer:Number = Math.max(MIN_SEGMENTSH, 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) { if(bottomMat) { if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], bottomMat, [aP1uv, aP3uv, aP2uv]) ); } else { if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) ); } } else { if(topMat) { if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], topMat, [aP1uv, aP2uv, aP3uv])); } else { if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv])); } } } } } this.geometry.ready = true; if(Papervision3D.useRIGHTHANDED) this.geometry.flipFaces(); } } } |
Great Thanks !
Your class works perfectly with textures (MovieMaterial) too.
Thanks a lot for this! Big help. I do have a question, my images are displaying on the outside of the cylinder. I’ve used doubleSided and opposite to try and flip the texture but it won’t seem to work. I also tried going into the cylinder class and setting a required parameter, but nothing. Any suggestions that you think might work? Thank you in advice.