開発環境 Apache Flex SDK 4.12.1
FlashDevelop 4.6.2.5
実行環境 Microsoft Windows 8.1 (64bit)
プロジェクトの種類 ActionScript 3/AS3 Project
プロジェクト名 CircleCam


参考

Main.as
package 
{
    import com.adobe.utils.*;
    import flash.display.*;
    import flash.display3D.*;
    import flash.events.*;
    import flash.geom.*;
    import flash.text.*;
    import flash.ui.*;
    import mx.utils.*;
 
    public class Main extends Sprite 
    {
        private const viewWidth:int = 800;
        private const viewHeight:int = 600;
 
        private var context3D:Context3D;
        private var vertexBuffer:VertexBuffer3D;
        private var indexBuffer:IndexBuffer3D;
 
        private var keyDown:Array = new Array;
        private var tf:TextField = new TextField;
 
        private var camDist:Number = 3;
        private var camLat:int = 30;
        private var camLong:int = 120;
 
        public function Main():void 
        {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE, init);
        }
 
        private function init(e:Event = null):void 
        {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            // entry point
 
            var stage3D:Stage3D = stage.stage3Ds[0];
            stage3D.addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
            stage3D.requestContext3D();
 
            stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void{
                keyDown[e.keyCode] = true;
            });
            stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void{
                keyDown[e.keyCode] = false;
            });
            stage.addEventListener(Event.DEACTIVATE, function(e:Event):void{
                keyDown = new Array;
            });
 
            tf.defaultTextFormat = new TextFormat(null, 20, 0xffffff);
            tf.autoSize = TextFieldAutoSize.LEFT;
            addChild(tf);
        }
 
        private function onContext3DCreate(e:Event):void 
        {
            context3D = (e.target as Stage3D).context3D;
 
            context3D.configureBackBuffer(viewWidth, viewHeight, 2);
            //context3D.setCulling(Context3DTriangleFace.BACK);
 
            // vertexBuffer
            const vertices:Vector.<Number> = Vector.<Number>([
            // x, y, z, r, g, b,
                0, 0, 0, 1, 0, 0,
                0, 1, 0, 0, 1, 0,
                1, 0, 0, 0, 0, 1,
            ]);
            const perVertex:int = 6;
            const numVertices:int = vertices.length / perVertex;
            vertexBuffer = context3D.createVertexBuffer(numVertices, perVertex);
            vertexBuffer.uploadFromVector(vertices, 0, numVertices);
 
            // indexBuffer
            const indices:Vector.<uint> = Vector.<uint>([
                0, 1, 2,
            ]);
            indexBuffer = context3D.createIndexBuffer(indices.length);
            indexBuffer.uploadFromVector(indices, 0, indices.length);
 
            // program
            var vertexProgram:AGALMiniAssembler = new AGALMiniAssembler;
            vertexProgram.assemble(Context3DProgramType.VERTEX,
                "m44 vt0 va0 vc0\n" + // vt0 = mul(position, world)
                "m44 vt0 vt0 vc4\n" + // vt0 = mul(vt0, view)
                "m44 op vt0 vc8\n" +  // output position = mul(vt0, projection)
                "mov v0 va1"
            );
            var fragmentProgram:AGALMiniAssembler = new AGALMiniAssembler;
            fragmentProgram.assemble(Context3DProgramType.FRAGMENT,
                "mov oc v0"
            );
            var program:Program3D = context3D.createProgram();
            program.upload(vertexProgram.agalcode, fragmentProgram.agalcode);
 
            context3D.setVertexBufferAt(0, vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
            context3D.setVertexBufferAt(1, vertexBuffer, 3, Context3DVertexBufferFormat.FLOAT_3);
            context3D.setProgram(program);
 
            var projection:PerspectiveMatrix3D = new PerspectiveMatrix3D;
            projection.perspectiveFieldOfViewRH(ToRadians(45), viewWidth / viewHeight, 0.1, 100);
            context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 8, projection, true);
 
            stage.addEventListener(Event.ENTER_FRAME, render);
        }
 
        private function render(e:Event):void 
        {
            if (IsKeyDown(Keyboard.UP)) camLat = Math.min(camLat + 2, 90);
            if (IsKeyDown(Keyboard.DOWN)) camLat = Math.max(camLat - 2, -90);
            if (IsKeyDown(Keyboard.LEFT)) camLong = (camLong + 2) % 360;
            if (IsKeyDown(Keyboard.RIGHT)) camLong = (camLong + 358) % 360;
            if (IsKeyDown(Keyboard.PAGE_UP)) camDist = Math.max(camDist - 0.1, 0.1);
            if (IsKeyDown(Keyboard.PAGE_DOWN)) camDist += 0.1;
 
            var rad:Number = ToRadians(camLat);
            var y:Number = Math.sin(rad) * camDist;
            var r:Number = Math.cos(rad) * camDist;
            rad = ToRadians(camLong);
            var x:Number = Math.cos(rad) * r;
            var z:Number = Math.sin(rad) * r;
 
            tf.text = StringUtil.substitute(
                "driverInfo: {0}\nlat:{1} long:{2} dist:{3}\nx:{4} y:{5} z:{6}",
                context3D.driverInfo, camLat, camLong, camDist.toFixed(1),
                x.toFixed(1), y.toFixed(1), z.toFixed(1));
 
            var view:Matrix3D = lookAt(new Vector3D(x, y, z), new Vector3D, Vector3D.Y_AXIS);
            context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 4, view, true);
 
            //
            context3D.clear(.3, .3, .3);
            var world:Matrix3D = new Matrix3D;
 
            world.identity();
            context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, world, true);
            context3D.drawTriangles(indexBuffer);
 
            world.identity();
            world.appendTranslation(0, 0, -1);
            context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, world, true);
            context3D.drawTriangles(indexBuffer);
 
            context3D.present();
        }
 
        private function IsKeyDown(keyCode:uint):Boolean 
        {
            return (keyDown[keyCode]) ? true : false;
        }
 
        private function ToRadians(degrees:Number):Number
        {
            return degrees * Math.PI / 180;
        }
 
        private function lookAt(eye:Vector3D, at:Vector3D, up:Vector3D):Matrix3D
        {
            var m:Vector.<Number> = new Vector.<Number>(16);
 
            at.x = eye.x - at.x;
            at.y = eye.y - at.y;
            at.z = eye.z - at.z;
            m[2] = at.x / at.length;
            m[6] = at.y / at.length;
            m[10] = at.z / at.length;
 
            at.x = up.y * m[10] - up.z * m[6];
            at.y = up.z * m[2] - up.x * m[10];
            at.z = up.x * m[6] - up.y * m[2];
            m[0] = at.x / at.length;
            m[4] = at.y / at.length;
            m[8] = at.z / at.length;
 
            m[1] = m[6] * m[8] - m[10] * m[4];
            m[5] = m[10] * m[0] - m[2] * m[8];
            m[9] = m[2] * m[4] - m[6] * m[0];
 
            m[12] = -(eye.x * m[0] + eye.y * m[4] + eye.z * m[8]);
            m[13] = -(eye.x * m[1] + eye.y * m[5] + eye.z * m[9]);
            m[14] = -(eye.x * m[2] + eye.y * m[6] + eye.z * m[10]);
 
            m[3] = m[7] = m[11] = 0;
            m[15] = 1;
 
            var matrix:Matrix3D = new Matrix3D;
            matrix.rawData = m;
            return matrix;
        }
    }
 
}
 
最終更新:2014年07月10日 17:59