
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
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if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
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//and
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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:
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if (j == 0) {
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if(bottomMat)
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{
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if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], bottomMat, [aP1uv, aP3uv, aP2uv]) );
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}
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else
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{
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if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
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}
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}
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else
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{
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if(topMat)
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{
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if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], topMat, [aP1uv, aP2uv, aP3uv]));
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}
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else
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{
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if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv]));
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}
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}
Here is the new way to create the Cylinder:
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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:
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package org.papervision3d.objects.primitives {
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import org.papervision3d.Papervision3D;
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import org.papervision3d.core.geom.*;
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import org.papervision3d.core.geom.renderables.Triangle3D;
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import org.papervision3d.core.geom.renderables.Vertex3D;
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import org.papervision3d.core.math.NumberUV;
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import org.papervision3d.core.proto.*;
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/**
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* The Cylinder class lets you create and display Cylinders.
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* <p/>
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* The Cylinder is divided in vertical and horizontal segment, the smallest combination is two vertical and three horizontal segments.
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*/
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public class Cylinder extends TriangleMesh3D
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{
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/**
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* Number of segments horizontally. Defaults to 8.
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*/
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public var segmentsW :Number;
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/**
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* Number of segments vertically. Defaults to 6.
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*/
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public var segmentsH :Number;
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/**
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* Default radius of Cylinder if not defined.
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*/
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static public const DEFAULT_RADIUS :Number = 100;
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/**
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* Default height if not defined.
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*/
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static public const DEFAULT_HEIGHT :Number = 100;
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/**
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* Default scale of Cylinder texture if not defined.
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*/
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static public const DEFAULT_SCALE :Number = 1;
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/**
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* Default value of gridX if not defined.
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*/
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static public const DEFAULT_SEGMENTSW :Number = 8;
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/**
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* Default value of gridY if not defined.
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*/
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static public const DEFAULT_SEGMENTSH :Number = 6;
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/**
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* Minimum value of gridX.
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*/
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static public const MIN_SEGMENTSW :Number = 3;
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/**
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* Minimum value of gridY.
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*/
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static public const MIN_SEGMENTSH :Number = 1;
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public var topFace
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// ___________________________________________________________________________________________________
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// N E W
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// NN NN EEEEEE WW WW
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// NNN NN EE WW WW WW
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// NNNNNN EEEE WWWWWWWW
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// NN NNN EE WWW WWW
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// NN NN EEEEEE WW WW
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/**
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* Create a new Cylinder object.
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* <p/>
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* @param material A MaterialObject3D object that contains the material properties of the object.
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* <p/>
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* @param radius [optional] - Desired radius.
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* <p/>
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* @param segmentsW [optional] - Number of segments horizontally. Defaults to 8.
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* <p/>
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* @param segmentsH [optional] - Number of segments vertically. Defaults to 6.
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* <p/>
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* @param topRadius [optional] - An optional parameter for con- or diverging cylinders.
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* <p/>
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* @param topFace [optional] - An optional parameter specifying if the top face of the cylinder should be drawn.
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* <p/>
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* @param bottomFace [optional] - An optional parameter specifying if the bottom face of the cylinder should be drawn.
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* <p/>
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*/
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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)
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{
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super( material, new Array(), new Array(), null );
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this.segmentsW = Math.max( MIN_SEGMENTSW, segmentsW || DEFAULT_SEGMENTSW); // Defaults to 8
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this.segmentsH = Math.max( MIN_SEGMENTSH, segmentsH || DEFAULT_SEGMENTSH); // Defaults to 6
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if (radius==0) radius = DEFAULT_RADIUS; // Defaults to 100
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if (height==0) height = DEFAULT_HEIGHT; // Defaults to 100
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if (topRadius==-1) topRadius = radius;
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var scale :Number = DEFAULT_SCALE;
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buildCylinder( radius, height, topRadius, topFace, bottomFace,topMat,bottomMat );
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}
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private function buildCylinder( fRadius:Number, fHeight:Number, fTopRadius:Number, fTopFace:Boolean, fBottomFace:Boolean ,topMat:MaterialObject3D,bottomMat:MaterialObject3D):void
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{
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var matInstance:MaterialObject3D = material;
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var i:Number, j:Number, k:Number;
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var iHor:Number = Math.max(MIN_SEGMENTSW, this.segmentsW);
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var iVer:Number = Math.max(MIN_SEGMENTSH, this.segmentsH);
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var aVertice:Array = this.geometry.vertices;
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var aFace:Array = this.geometry.faces;
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var aVtc:Array = new Array();
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for (j=0;j<(iVer+1);j++) { // vertical
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var fRad1:Number = Number(j/iVer);
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var fZ:Number = fHeight*(j/(iVer+0))-fHeight/2;//-fRadius*Math.cos(fRad1*Math.PI);
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var fRds:Number = fTopRadius+(fRadius-fTopRadius)*(1-j/(iVer));//*Math.sin(fRad1*Math.PI);
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var aRow:Array = new Array();
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var oVtx:Vertex3D;
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for (i=0;i<iHor;i++) { // horizontal
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var fRad2:Number = Number(2*i/iHor);
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var fX:Number = fRds*Math.sin(fRad2*Math.PI);
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var fY:Number = fRds*Math.cos(fRad2*Math.PI);
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//if (!((j==0||j==iVer)&&i>0)) { // top||bottom = 1 vertex
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oVtx = new Vertex3D(fY,fZ,fX);
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aVertice.push(oVtx);
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//}
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aRow.push(oVtx);
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}
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aVtc.push(aRow);
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}
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var iVerNum:int = aVtc.length;
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var aP4uv:NumberUV, aP1uv:NumberUV, aP2uv:NumberUV, aP3uv:NumberUV;
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var aP1:Vertex3D, aP2:Vertex3D, aP3:Vertex3D, aP4:Vertex3D;
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for (j=0;j<iVerNum;j++) {
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var iHorNum:int = aVtc[j].length;
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for (i=0;i<iHorNum;i++) {
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if (j>0&&i>=0) {
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// select vertices
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var bEnd:Boolean = i==(iHorNum-0);
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aP1 = aVtc[j][bEnd?0:i];
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aP2 = aVtc[j][(i==0?iHorNum:i)-1];
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aP3 = aVtc[j-1][(i==0?iHorNum:i)-1];
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aP4 = aVtc[j-1][bEnd?0:i];
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// uv
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var fJ0:Number = j / iVerNum;
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var fJ1:Number = (j-1) / iVerNum;
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var fI0:Number = (i+1) / iHorNum;
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var fI1:Number = i / iHorNum;
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aP4uv = new NumberUV(fI0,fJ1);
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aP1uv = new NumberUV(fI0,fJ0);
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aP2uv = new NumberUV(fI1,fJ0);
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aP3uv = new NumberUV(fI1,fJ1);
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// 2 faces
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aFace.push( new Triangle3D(this, [aP1,aP2,aP3], matInstance, [aP1uv,aP2uv,aP3uv]) );
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aFace.push( new Triangle3D(this, [aP1,aP3,aP4], matInstance, [aP1uv,aP3uv,aP4uv]) );
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}
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}
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if (j==0||j==(iVerNum-1)) {
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for (i=0;i<(iHorNum-2);i++) {
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// uv
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var iI:int = Math.floor(i/2);
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aP1 = aVtc[j][iI];
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aP2 = (i%2==0)? (aVtc[j][iHorNum-2-iI]) : (aVtc[j][iI+1]);
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aP3 = (i%2==0)? (aVtc[j][iHorNum-1-iI]) : (aVtc[j][iHorNum-2-iI]);
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var bTop:Boolean = j==0;
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aP1uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP1.x/fRadius/2+.5), aP1.z/fRadius/2+.5 );
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aP2uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP2.x/fRadius/2+.5), aP2.z/fRadius/2+.5 );
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aP3uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP3.x/fRadius/2+.5), aP3.z/fRadius/2+.5 );
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// face
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if (j == 0) {
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if(bottomMat)
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{
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if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], bottomMat, [aP1uv, aP3uv, aP2uv]) );
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}
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else
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{
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if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
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}
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}
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else {
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if(topMat)
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{
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if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], topMat, [aP1uv, aP2uv, aP3uv]));
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}
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else
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{
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if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv]));
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}
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}
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}
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}
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}
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this.geometry.ready = true;
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if(Papervision3D.useRIGHTHANDED)
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this.geometry.flipFaces();
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}
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}
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}


Great Thanks !
Your class works perfectly with textures (MovieMaterial) too.