package
{
import flash.display.GraphicsTrianglePath;
import flash.display.Sprite;
import flash.display.TriangleCulling;
import flash.events.Event;
import flash.geom.Vector3D;
/**
* @author:Gaara
* 2012-3-14
*
**/
[SWF(width="800", height="600" ,frameRate="30", backgroundColor="#FFFFFF")]
public class TestCamer2 extends Sprite
{
//定义路径类
private var triangPath:GraphicsTrianglePath;
private var sprite:Sprite = new Sprite;
private var indices:Vector.<int>;
private var uvtData:Vector.<Number>;
private var vertices:Vector.<Vector3D>;
private var _stringV:String = "-11765.4 -4473.12 0.000033 11765.4 -4473.12 0.000033 -11765.4 4473.12 -0.000033 11765.4 4473.12 -0.000033 11765.4 0.0001 17448.4 -11765.4 0.0001 17448.4 11765.4 -7863.28 6070.26 -11765.4 -7863.28 6070.26 11765.4 7863.28 6070.26 -11765.4 7863.28 6070.26";
private var _stringU:String = "0.667021 0.012993 -0.225191 0.996577 0.012993 -0.22519 0.667468 0.010391 0.5 0.997024 0.010391 0.5 0.996577 0.993478 0.137405 0.667021 0.993478 0.137405 0.996577 0.354103 -0.5 0.667021 0.354103 -0.5 0.258144 0.016835 -0.5 0.258144 0.016834 0.5 0.074669 0.016835 -0.5 0.331531 0.014076 0.068861 0.664663 0.014076 0.068861 0.664663 0.992088 -0.5 0.331531 0.992088 -0.5 0.074669 0.016834 0.5 0.166407 0.990086 0.5 0.166407 0.990086 -0.5 0.664663 0.354325 0.5 0.327671 0.355428 0.5 0.331531 0.354325 0.5 0.327671 0.355428 -0.5 0.005142 0.355428 0.5 0.005142 0.355428 -0.5";
private var _stringUV:String = "1 1 6 6 7 7 7 7 0 0 1 1 3 15 8 22 6 19 6 19 1 9 3 15 2 11 9 20 8 18 8 18 3 12 2 11 0 8 7 21 9 23 9 23 2 10 0 8 4 4 5 5 7 7 7 7 6 6 4 4 8 22 4 16 6 19 5 14 4 13 8 18 8 18 9 20 5 14 7 21 5 17 9 23";
private var _Cam:Object = { x:0, y:0, z:0, br:200, angle_x:0, angle_y:0, angle_z:0 } //设计一个镜头
//用于存放对应该点
private var _v_array:Array=new Array()
private var _u_array:Array=new Array()
private var _uv_array:Array=new Array()
public function TestCamer2()
{
super();
sprite.x = this.stage.stageWidth / 2;
sprite.y = this.stage.stageHeight /2;
addChild(sprite);
var temp_array:Array = new Array();
var scale_D:Number = 0.006 //这个比例值,就是对上面数据进行缩放的,
temp_array = (_stringV.split(" ")) //拆分 3D点
vertices = new Vector.<Vector3D>();
for (var i:int = 0; i < temp_array.length / 3; i++ ) {
_v_array.push(new Vector3D(temp_array[i * 3 + 0] * scale_D, temp_array[i * 3 + 2] * scale_D, temp_array[i * 3 + 1] * scale_D))
}
temp_array = (_stringU.split(" ")) //拆分 2D 贴图
for (i = 0; i < temp_array.length / 3; i++ ) {
_u_array.push(new Array(temp_array[i * 3 + 0], temp_array[i * 3 + 1],temp_array[i * 3 + 2]));
}
temp_array = (_stringUV.split(" ")) //折分UV 对应坐标
for (i = 0; i < temp_array.length/2 ; i++ ) {
_uv_array.push(new Array(temp_array[i*2+0],temp_array[i*2+1]))
}
for (i = 0; i < _uv_array.length; i++ ) {
var index:int = _uv_array[i][0];
var v:Vector3D = _v_array[index];
vertices.push(v);
}
indices = new Vector.<int>();
uvtData = new Vector.<Number>();
for (i = 0; i < _uv_array.length; i++ ) { //是_triangles进行 uvtData(贴图) 赋值 , 同时要给对应的vertices 进行赋值(暂为0,0)以后会运算的
uvtData.push(_u_array[_uv_array[i][1]][0],1-_u_array[_uv_array[i][1]][1],1);
}
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
protected function onEnterFrame(event:Event):void
{
_Cam.angle_y++;
var rx:Number = 0;
var ry:Number = 0;
var rz:Number = 0;
var tmp_angle_y:Number = _Cam.angle_y * Math.PI / 180;
_Cam.x = Math.cos(tmp_angle_y) * rx + Math.sin(tmp_angle_y) * rz;
_Cam.z = Math.sin(tmp_angle_y) * rx + Math.cos(tmp_angle_y) * rz;
up_data() ;
}
public function up_data():void {
var radian:Number = _Cam.angle_y * Math.PI/180;
var newVertices:Vector.<Number> = new Vector.<Number>;
for (var i:int = 0; i < vertices.length; i++)
{
var vec3d:Vector3D = vertices[i]
var rx:Number = vec3d.x -_Cam.x
var ry:Number = vec3d.y -_Cam.y
var rz:Number = vec3d.z -_Cam.z
var newX:Number = Math.cos(radian) * rx - Math.sin(radian) * rz;
var newZ:Number = Math.sin(radian) * rx + Math.cos(radian) * rz ;
var scale:Number = _Cam.br/(_Cam.br+newZ);
uvtData[i*3+2] = _Cam.br/(_Cam.br+newZ);
newVertices.push(newX*scale);
newVertices.push(-ry*scale);
}
sprite.graphics.clear();
sprite.graphics.beginBitmapFill(ResConfig.myLpBmp.bitmapData);
// sprite.graphics.lineStyle(1,0xFF0000);
sprite.graphics.drawTriangles(newVertices,indices,uvtData,TriangleCulling.POSITIVE);
sprite.graphics.endFill();
}
}
}