package
{
import com.adobe.utils.*;
import flash.display.Sprite;
import flash.display3D.*;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
import flash.ui.Keyboard;
import mx.utils.StringUtil;
public class Main extends Sprite
{
private var context3D:Context3D;
private var vertexBuffer:VertexBuffer3D;
private var indexBuffer:IndexBuffer3D;
private var projectionTransform:PerspectiveMatrix3D;
private var cameraPos:Vector3D = new Vector3D(0, 200, 0);
private var cameraFront:Vector3D = new Vector3D(0, 0, 1);
private var cameraUp:Vector3D = new Vector3D(0, 1, 0);
private var viewTransform:Matrix3D;
private var velocity:Vector3D = new Vector3D(1, 0, 0);
private var roll:Number = 0;
private var pitch:Number = 0;
private var yaw:Number = 0;
private var throttle:Number = 0;
private var tf:TextField = new TextField;
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
stage.stage3Ds[0].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[0].requestContext3D();
addEventListener(Event.ENTER_FRAME, onRender);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
tf.defaultTextFormat = new TextFormat(null, 20, 0xffffff);
tf.autoSize = TextFieldAutoSize.LEFT;
addChild(tf);
}
private function onContext3DCreate(e:Event):void
{
context3D = stage.stage3Ds[0].context3D;
context3D.configureBackBuffer(800, 600, 2);
context3D.setCulling(Context3DTriangleFace.BACK);
const vertices:Vector.<Number> = Vector.<Number>([
// x, y, z, r, g, b,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0.5, 0.5,
1, 0, 1, 0, 1, 1,
1, 0, 0, 0, 0.5, 0.5,
]);
const indices:Vector.<uint> = Vector.<uint>([
0, 1, 2, 2, 3, 0,
]);
var vertexData:Vector.<Number> = new Vector.<Number>;
var indexData:Vector.<uint> = new Vector.<uint>;
var numVertices:int = 0;
for (var z:int = -10; z < 10; z++)
{
var green:Number = (0 <= z) ? 1 : 0;
var blue:Number = (0 <= z) ? 0 : 1;
for (var x:int = -10; x < 10; x++)
{
for (var i:int = 0; i < 4; i++)
{
var base:int = i * 6;
vertexData.push((vertices[base + 0] + x) * 100);
vertexData.push(vertices[base + 1]);
vertexData.push((vertices[base + 2] + z) * 100);
vertexData.push(vertices[base + 3]);
vertexData.push(vertices[base + 4] * green);
vertexData.push(vertices[base + 5] * blue);
}
for (i = 0; i < indices.length; i++)
{
indexData.push(numVertices + indices[i]);
}
numVertices += 4;
}
}
// vertexBuffer
vertexBuffer = context3D.createVertexBuffer(numVertices, 6);
vertexBuffer.uploadFromVector(vertexData, 0, numVertices);
// indexBuffer
indexBuffer = context3D.createIndexBuffer(indexData.length);
indexBuffer.uploadFromVector(indexData, 0, indexData.length);
// program
var vertexProgram:AGALMiniAssembler = new AGALMiniAssembler;
vertexProgram.assemble(Context3DProgramType.VERTEX,
"m44 op va0 vc0\n" +
"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);
//
viewTransform = new Matrix3D;
projectionTransform = new PerspectiveMatrix3D;
projectionTransform.perspectiveFieldOfViewLH(45 * Math.PI / 180, 800 / 600, 1, 5000);
//
context3D.setVertexBufferAt(0, vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
context3D.setVertexBufferAt(1, vertexBuffer, 3, Context3DVertexBufferFormat.FLOAT_3);
context3D.setProgram(program);
}
private function onRender(e:Event):void
{
if (!context3D) return;
context3D.clear(0.39, 0.58, 0.93);
updateViewMatrix();
var m:Matrix3D = new Matrix3D;
m.append(viewTransform);
m.append(projectionTransform);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m, true);
context3D.drawTriangles(indexBuffer);
context3D.present();
}
private function updateViewMatrix():void
{
// update
var m:Matrix3D = new Matrix3D;
var cameraCross:Vector3D;
cameraCross = cameraFront.crossProduct(cameraUp);
m.identity();
m.prependRotation(yaw, cameraUp);
cameraFront = m.transformVector(cameraFront);
cameraCross = m.transformVector(cameraCross);
m.identity();
m.prependRotation(pitch, cameraCross);
cameraFront = m.transformVector(cameraFront);
cameraUp = m.transformVector(cameraUp);
m.identity();
m.prependRotation(roll, cameraFront);
cameraCross = m.transformVector(cameraCross);
cameraUp = m.transformVector(cameraUp);
var forward:Vector3D = new Vector3D;
forward.copyFrom(cameraFront);
forward.scaleBy(2);
if (0 < throttle)
{
cameraPos = cameraPos.add(forward);
}
if (throttle < 0)
{
cameraPos = cameraPos.subtract(forward);
}
// transform
var cameraTransform:Matrix3D = new Matrix3D;
cameraTransform = lookAt(cameraPos, cameraPos.subtract(cameraFront), cameraUp);
viewTransform.copyFrom(cameraTransform);
//viewTransform.invert();
tf.text = StringUtil.substitute("Pos:{0} {1} {2}\nFront:{3} {4} {5}",
cameraPos.x.toFixed(0), cameraPos.y.toFixed(0), cameraPos.z.toFixed(0),
cameraFront.x.toFixed(2), cameraFront.y.toFixed(2), cameraFront.z.toFixed(2));
}
private function onKeyDown(e:KeyboardEvent):void
{
switch (e.keyCode)
{
case Keyboard.LEFT: // aileron
roll = 1;
break;
case Keyboard.RIGHT:
roll = -1;
break;
case Keyboard.UP: // elevator
pitch = -1;
break;
case Keyboard.DOWN:
pitch = 1;
break;
case Keyboard.Z: // rudder
yaw = -1;
break;
case Keyboard.X:
yaw = 1;
break;
case Keyboard.Q: // throttle
throttle = 1;
break;
case Keyboard.A:
throttle = -1;
break;
}
}
private function onKeyUp(e:KeyboardEvent):void
{
switch (e.keyCode)
{
case Keyboard.LEFT:
case Keyboard.RIGHT:
roll = 0;
break;
case Keyboard.UP:
case Keyboard.DOWN:
pitch = 0;
break;
case Keyboard.Z:
case Keyboard.X:
yaw = 0;
break;
case Keyboard.Q:
case Keyboard.A:
throttle = 0;
break;
}
}
private function lookAt(eye:Vector3D, at:Vector3D, up:Vector3D):Matrix3D
{
var m:Vector.<Number> = new Vector.<Number>(16);
// z軸 = eye - at
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;
// x軸 = up × z軸
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;
// y軸 = z軸 × x軸
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];
// 平行移動
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;
}
private function degrees(x:Number):int
{
return x * 180 / Math.PI;
}
}
}