标签:style blog class code c java
1 package zen.funny 2 { 3 import com.greensock.TweenLite; 4 5 import flash.display.Sprite; 6 import flash.display.StageAlign; 7 import flash.display.StageScaleMode; 8 import flash.events.Event; 9 import flash.events.MouseEvent; 10 11 import away3d.containers.View3D; 12 import away3d.controllers.HoverController; 13 import away3d.entities.Mesh; 14 import away3d.materials.TextureMaterial; 15 import away3d.primitives.CubeGeometry; 16 import away3d.textures.BitmapTexture; 17 18 [SWF(backgroundColor="#000000", frameRate="60", quality="LOW")] 19 public class CubeTest extends Sprite 20 { 21 [Embed(source="../../assets/images/floor_normal.jpg")] 22 private var grassClass:Class; 23 24 private var _view3D:View3D; 25 private var cameraController:HoverController;//360全景展示相机控制器 26 private var box:Mesh; 27 28 private var lastPanAngle:Number; 29 private var lastTiltAngle:Number; 30 private var lastMouseX:Number; 31 private var lastMouseY:Number; 32 private var move:Boolean; 33 34 public function CubeTest() 35 { 36 super(); 37 addEventListener(Event.ADDED_TO_STAGE, init); 38 } 39 40 private function init(e:Event):void 41 { 42 stage.scaleMode = StageScaleMode.NO_SCALE; 43 stage.align = StageAlign.TOP_LEFT; 44 45 //渲染3D视窗 46 _view3D = new View3D(); 47 _view3D.antiAlias = 4; //抗锯齿平滑系数,2的幂,设置越高锯齿越不明显 48 this.addChild(_view3D); 49 50 //将位图数据转换成贴图材质 51 var bmpTexture:BitmapTexture = new BitmapTexture(new grassClass().bitmapData); //位图纹理,记录贴图信息 52 var material:TextureMaterial = new TextureMaterial(bmpTexture); //位图材质,将材质贴到模型上的皮肤 53 54 var cubeSize:uint = 500; 55 var cube:CubeGeometry = new CubeGeometry(cubeSize, cubeSize, cubeSize); //Geometry相当于骨架 56 57 //Geometry几何体 58 box = new Mesh(cube,material); //Mesh相当于是附着在Geometry上的皮肤,没有Mesh的Geometry是不能被显示的 59 _view3D.scene.addChild(box); 60 initCamera(); 61 62 // 添加侦听器来渲染3D世界 63 addEventListener(Event.ENTER_FRAME, enterFrameHandler); 64 stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown); 65 stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp); 66 stage.addEventListener(MouseEvent.MOUSE_WHEEL,onWheel); 67 } 68 69 70 private function initCamera():void 71 { 72 //创建摄像机功能 73 cameraController = new HoverController(_view3D.camera); 74 cameraController.distance = 1000; //摄像机和目标点距离 75 cameraController.minTiltAngle = 0; //摄像机以Y轴旋转最小角度 76 cameraController.maxTiltAngle = 90; //摄像机以Y轴旋转最大角度 77 cameraController.panAngle = 45; //摄像机以Y轴旋转角度 78 cameraController.tiltAngle = 20; //摄像机以X轴旋转角度 79 } 80 81 private function onWheel(e:MouseEvent):void 82 { 83 if(e.delta > 0) 84 { 85 if(cameraController.distance < 1000) 86 TweenLite.to(cameraController,.5,{distance:cameraController.distance + 100}); 87 } 88 else 89 { 90 if(cameraController.distance > 600) 91 TweenLite.to(cameraController,.5, 92 {distance:cameraController.distance - 100}); 93 } 94 } 95 96 private function onMouseDown(event:MouseEvent):void 97 { 98 lastPanAngle = cameraController.panAngle; 99 lastTiltAngle = cameraController.tiltAngle; 100 lastMouseX = stage.mouseX; 101 lastMouseY = stage.mouseY; 102 move = true; 103 } 104 105 private function onMouseUp(event:MouseEvent):void 106 { 107 move = false; 108 } 109 110 private function enterFrameHandler(event:Event):void 111 { 112 // 渲染3D世界 113 if (move) 114 { 115 cameraController.panAngle = 0.3 * (stage.mouseX - lastMouseX) + lastPanAngle; 116 cameraController.tiltAngle = 0.3 * (stage.mouseY - lastMouseY) + lastTiltAngle; 117 } 118 _view3D.render(); 119 } 120 } 121 }
渲染时的执行优先级依次为:
normalMethod >ambientMethod >shadowMethod >diffuseMethod >specularMethod >colorTransform >其它通过addMethod()方法添加的Method
一些常用的Method
EnvMapMethod 环境贴图方法
想要物体表面能反射周围环境(如不锈钢,有机玻璃材质)?用这个就对啦..
1 //创建一个skybox,6块贴图大家自己找,官方demo里有 2 var cubeTexture:BitmapCubeTexture = new BitmapCubeTexture("6块贴图") 3 scene.addChild(new SkyBox(cubeTexture)); 4 //创建一个宽高长均为500的方块 5 var cubeGeometry:CubeGeometry = new CubeGeometry(500, 500, 500); 6 var cubeMaterial:ColorMaterial = new ColorMaterial(); 7 cubeMaterial.specular = 0.8; 8 cubeMaterial.alpha = 0.5; 9 //因为要反射skybox的环境,所以共用skybox的贴图材质 10 //如果你想反射别的东西,也可以使用别的材质 11 cubeMaterial.addMethod(new EnvMapMethod(cubeTexture)); 12 var cubeMesh:Mesh = new Mesh(cubeGeometry, cubeMaterial); 13 scene.addChild(cubeMesh);
FresnelSpecularMethod 菲涅尔镜面贴图方法
我不想把这东西解释的太复杂,下面有一段摘录自百度百科的内容,相信大家一看就能明白....
(我们站在湖边的时候,低头看脚下的水,水是透明的,反射不是特别强烈;远处的湖面,你会发现水并不是透明的,并且反射非常强烈。这就是“菲涅尔效应”....摘自百度百科)
说白了就是把光线反射变得更柔和,可以使用在湖面材质上,也可以配合SSS散射方式使用在皮肤材质上
1 var subsurfaceMethod:SubsurfaceScatteringDiffuseMethod = new SubsurfaceScatteringDiffuseMethod(2048, 2); 2 subsurfaceMethod.scatterColor = 0xff7733; 3 subsurfaceMethod.scattering = .05; 4 subsurfaceMethod.translucency = 4; 5 bodyMaterial.diffuseMethod = subsurfaceMethod;
1 var m:ColorTransformMethod = new ColorTransformMethod(); 2 m.colorTransform = new ColorTransform(1,0,0); 3 bodyMaterial.addMethod(m);
1 var matrix:Array = new Array(); 2 matrix = matrix.concat([1, 0, 0, 0, 0]); // red 3 matrix = matrix.concat([0, 0, 0, 0, 0]); // green 4 matrix = matrix.concat([0, 0, 0, 0, 0]); // blue 5 matrix = matrix.concat([0, 0, 0, 1, 0]); // alpha 6 var filter:ColorMatrixFilter = new ColorMatrixFilter(matrix); 7 var m:ColorMatrixMethod = new ColorMatrixMethod(); 8 m.colorMatrixFilter = filter; 9 bodyMaterial.addMethod(m);
1 bodyMaterial.addMethod(new RimLightMethod(0xff0000));
1 var projector:TextureProjector = new TextureProjector(photoBitmapData); 2 projector..position = new Vector3D(0,100,0); 3 bodyMaterial.addMethod(new ProjectiveTextureMethod(projector));
标签:style blog class code c java
原文地址:http://www.cnblogs.com/fancyzhen/p/3713139.html