away3D案例2

package
{
    import away3d.cameras.lenses.*;
    import away3d.containers.*;
    import away3d.entities.*;
    import away3d.materials.*;
    import away3d.materials.methods.*;
    import away3d.primitives.*;
    import away3d.textures.*;
    import away3d.utils.*;
    
    import flash.display.*;
    import flash.events.*;
    import flash.geom.Vector3D;

    [SWF(backgroundColor="#000000", frameRate="60", quality="LOW")]
    
    public class Basic_SkyBox extends Sprite
    {
        // 指定当前的材质信息
        [Embed(source="../embeds/skybox/snow_positive_x.jpg")]
        private var EnvPosX:Class;
        [Embed(source="../embeds/skybox/snow_positive_y.jpg")]
        private var EnvPosY:Class;
        [Embed(source="../embeds/skybox/snow_positive_z.jpg")]
        private var EnvPosZ:Class;
        [Embed(source="../embeds/skybox/snow_negative_x.jpg")]
        private var EnvNegX:Class;
        [Embed(source="../embeds/skybox/snow_negative_y.jpg")]
        private var EnvNegY:Class;
        [Embed(source="../embeds/skybox/snow_negative_z.jpg")]
        private var EnvNegZ:Class;
        
        //定义三维场景
        private var _view:View3D;
        
        //指定skybox对象
        private var _skyBox:SkyBox; 
        
        private var _torus:Mesh;
        
        /**
         * 构造函数
         */
        public function Basic_SkyBox()
        {
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.align = StageAlign.TOP_LEFT;
            
            //指定当前的视图
            _view = new View3D();
            addChild(_view);
            
            //指定当前的摄像机信息
            _view.camera.z = -600;
            _view.camera.y = 0;
            _view.camera.lookAt(new Vector3D());
            _view.camera.lens = new PerspectiveLens(90);
            
            //指定一个基本材质
            var cubeTexture:BitmapCubeTexture = new BitmapCubeTexture(Cast.bitmapData(EnvPosX), Cast.bitmapData(EnvNegX), Cast.bitmapData(EnvPosY), Cast.bitmapData(EnvNegY), Cast.bitmapData(EnvPosZ), Cast.bitmapData(EnvNegZ));
            
            //指定颜色材质
            var material:ColorMaterial = new ColorMaterial(0xFFFFFF, 1);
            material.specular = 0.5;
            material.ambient = 0.25;
            material.ambientColor = 0x111199;
            material.ambient = 1;
            material.addMethod(new EnvMapMethod(cubeTexture, 1));
            
            //设置当前的材质信息
            _torus = new Mesh(new TorusGeometry(150, 60, 40, 20), material);
            _view.scene.addChild(_torus);
            
            //指定天空的材质信息
            _skyBox = new SkyBox(cubeTexture);
            _view.scene.addChild(_skyBox);
            
            //添加循环
            addEventListener(Event.ENTER_FRAME, _onEnterFrame);
            stage.addEventListener(Event.RESIZE, onResize);
            onResize();
        }
        
        /**
         * 帧动画
         */
        private function _onEnterFrame(e:Event):void
        {
            _torus.rotationX += 2;
            _torus.rotationY += 1;
            
            _view.camera.position = new Vector3D();
            _view.camera.rotationY += 0.5*(stage.mouseX-stage.stageWidth/2)/800;
            _view.camera.moveBackward(600);
            
            _view.render();
        }
        
        /**
         * 舞台的尺寸改变事件
         */
        private function onResize(event:Event = null):void
        {
            _view.width = stage.stageWidth;
            _view.height = stage.stageHeight;
        }
    }
}

 

posted @ 2017-12-16 20:27  Min.Xiaoshuang  阅读(194)  评论(0编辑  收藏  举报