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 PolygonRail


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 
    {
        // 3D
        private var context3D:Context3D;
        private var vertexBuffer:VertexBuffer3D;
        private var indexBuffer:IndexBuffer3D;
 
        // model
        private var vertexData:Vector.<Number> = new Vector.<Number>;
        private var indexData:Vector.<uint> = new Vector.<uint>;
        private var numVertices:int = 0;
 
        // matrix
        private var view:Matrix3D;
        private var projection:PerspectiveMatrix3D;
 
        // input
        private var keyDown:Array = new Array;
        private var mode:int = 1;
 
        // camera
        private var camPos:Vector3D = new Vector3D(0, 20, -200);
        private var camPitch:int = 0;
        private var camYaw:int = 0;
 
        // display
        private var tfParams:TextField;
 
        // course
        private const cornerDist:Number = 100 * Math.PI;
        private const courseDist:Number = 400 + cornerDist * 2;
        private var courseTriangles:int;
 
        // train
        private var trainIndex:int;
        private var trainTriangles:int;
        private var trainDist:Number = 0;
 
        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();
 
            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;
            });
 
            tfParams = addTextField(0, 0);
        }
 
        private function addTextField(x:Number, y:Number):TextField
        {
            var tf:TextField = new TextField;
            tf.defaultTextFormat = new TextFormat(null, 20, 0xffffff);
            tf.autoSize = TextFieldAutoSize.LEFT;
            tf.x = x;
            tf.y = y;
            addChild(tf);
            return tf;
        }
 
        private function onContext3DCreate(e:Event):void 
        {
            context3D = (e.target as Stage3D).context3D;
            context3D.configureBackBuffer(stage.stageWidth, stage.stageHeight, 2);
            context3D.setCulling(Context3DTriangleFace.BACK);
 
            // course
            generateStraight( -100, 100, 100, 100);
            generateStraight( -100, -100, 100, -100);
            generateCorner(100, 0, 100, 0, 180, 32);
            generateCorner( -100, 0, 100, 180, 360, 32);
 
            generateStraight( -100, 92, 100, 92);
            generateStraight( -100, -92, 100, -92);
            generateCorner(100, 0, 92, 0, 180, 32);
            generateCorner( -100, 0, 92, 180, 360, 32);
 
            courseTriangles = indexData.length / 3;
 
            // train
            trainIndex = indexData.length;
            generateTrain();
            trainTriangles = indexData.length / 3 - courseTriangles;
 
            vertexBuffer = context3D.createVertexBuffer(numVertices, 6);
            vertexBuffer.uploadFromVector(vertexData, 0, numVertices);
 
            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);
 
            //
            context3D.setVertexBufferAt(0, vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
            context3D.setVertexBufferAt(1, vertexBuffer, 3, Context3DVertexBufferFormat.FLOAT_3);
            context3D.setProgram(program);
 
            //
            projection = new PerspectiveMatrix3D;
            projection.perspectiveFieldOfViewLH(
                radians(45), stage.stageWidth / stage.stageHeight, 1, 500);
 
            stage.addEventListener(Event.ENTER_FRAME, render);
        }
 
        private function generateStraight(x0:Number, z0:Number, x1:Number, z1:Number):void 
        {
            const vertices:Vector.<int> = Vector.<int>([
            //  x, y, z, x=start/end z=right/left
                0, 0, 0,
                0, 1, 0,
                0, 1, 1,
                0, 0, 1,
                1, 0, 0,
                1, 1, 0,
                1, 1, 1,
                1, 0, 1,
            ]);
            const indices:Vector.<uint> = Vector.<uint>([
                0, 1, 5, 5, 4, 0, // -z
                1, 2, 6, 6, 5, 1, // +y
                2, 3, 7, 7, 6, 2, // +z
                3, 0, 4, 4, 7, 3, // -y
            ]);
 
            var dx:Number = x1 - x0;
            var dz:Number = z1 - z0;
            var len:Number = Math.sqrt(dx * dx + dz * dz);
            var rad:Number = Math.atan2(dx, dz);
 
            for (var i:int = 0; i < 8; i++) 
            {
                var base:int = i * 3;
                var y:int = vertices[base + 1];
                var l:Number = len * vertices[base];
                var w:Number = (vertices[base + 2] - 0.5) * (8 - y * 3);
                var color:Number = (1 + y) / 2;
 
                vertexData.push(x0 + Math.sin(rad) * l - Math.cos(rad) * w);
                vertexData.push(y);
                vertexData.push(z0 + Math.cos(rad) * l + Math.sin(rad) * w);
                vertexData.push(color, color, color);
            }
            for (i = 0; i < indices.length; i++) 
            {
                indexData.push(numVertices + indices[i]);
            }
            numVertices += 8;
        }
 
        private function generateCorner(
            x0:Number, z0:Number, r0:Number, deg0:Number, deg1:Number, slice:Number):void 
        {
            const vertices:Vector.<int> = Vector.<int>([
            //  x, y, z, x=start/end z=in/out
                0, 0, 0,
                0, 1, 0,
                0, 1, 1,
                0, 0, 1,
                1, 0, 0,
                1, 1, 0,
                1, 1, 1,
                1, 0, 1,
            ]);
            const indices:Vector.<uint> = Vector.<uint>([
                0, 1, 5, 5, 4, 0, // in
                1, 2, 6, 6, 5, 1, // +y
                2, 3, 7, 7, 6, 2, // out
                3, 0, 4, 4, 7, 3, // -y
            ]);
 
            for (var s:int = 0; s < slice; s++) 
            {
                for (var i:int = 0; i < 8; i++) 
                {
                    var base:int = i * 3;
                    var y:int = vertices[base + 1];
                    var rad:Number = radians(deg0 + (deg1 - deg0) * (s + vertices[base]) / slice);
                    var r:Number = r0 + (vertices[base + 2] - 0.5) * (8 - y * 3);
                    var color:Number = (1 + y) / 2;
 
                    vertexData.push(x0 + Math.sin(rad) * r);
                    vertexData.push(y);
                    vertexData.push(z0 + Math.cos(rad) * r);
                    vertexData.push(color, color, color);
                }
                for (i = 0; i < indices.length; i++) 
                {
                    indexData.push(numVertices + indices[i]);
                }
                numVertices += 8;
            }
        }
 
        private function generateTrain():void 
        {
            const vertices:Vector.<Number> = Vector.<Number>([
            //  x, y, z, r, g, b,
                1, 0, 0, 1, 0.5, 0.5,
                1, 1, 0, 1, 1, 1,
                0, 1, 0, 1, 1, 1,
                0, 0, 0, 1, 0.5, 0.5,
                1, 0, -1, 0.5, 0.5, 0.5,
                1, 1, -1, 1, 1, 1,
                0, 1, -1, 1, 1, 1,
                0, 0, -1, 0.5, 0.5, 0.5,
            ]);
            const indices:Vector.<uint> = Vector.<uint>([
                0, 4, 5, 5, 1, 0, // +x
                1, 5, 6, 6, 2, 1, // +y
                2, 6, 7, 7, 3, 2, // -x
                3, 7, 4, 4, 0, 3, // -y
                0, 1, 2, 2, 3, 0, // +z
                4, 7, 6, 6, 5, 4, // -z
            ]);
 
            for (var i:int = 0; i < 8; i++) 
            {
                var base:int = i * 6;
                vertexData.push((vertices[base + 0] - 0.5) * 3);
                vertexData.push(vertices[base + 1] * 3 + 1);
                vertexData.push(vertices[base + 2] * 20);
                vertexData.push(vertices[base + 3]);
                vertexData.push(vertices[base + 4]);
                vertexData.push(vertices[base + 5]);
            }
            for (i = 0; i < indices.length; i++) 
            {
                indexData.push(numVertices + indices[i]);
            }
            numVertices += 8;
        }
 
        private function render(e:Event):void 
        {
            updateView();
            updateTrain();
            displayParams();
 
            context3D.clear(0.39, 0.58, 0.93);
 
            // course
            var m:Matrix3D = new Matrix3D;
            m.append(view);
            m.append(projection);
            context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m , true);
            context3D.drawTriangles(indexBuffer, 0, courseTriangles);
 
            // train
            for (var i:int = 0; i < 3; i++) 
            {
                m.identity();
                m.append(calcWorld(i));
                m.append(view);
                m.append(projection);
                context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m , true);
                context3D.drawTriangles(indexBuffer, trainIndex, trainTriangles);
            }
 
            // train2
            var world:Matrix3D = new Matrix3D;
            world.appendRotation(270, Vector3D.Y_AXIS);
            world.appendTranslation(0, 1, 92);
 
            m.identity();
            m.append(world);
            m.append(view);
            m.append(projection);
            context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m , true);
            context3D.drawTriangles(indexBuffer, trainIndex, trainTriangles);
 
            context3D.present();
        }
 
        private function updateView():void 
        {
            var front:int = 0;
            var cross:int = 0;
            var up:int = 0;
 
            if (keyDown[Keyboard.W]) { camPitch += 1; if (89 < camPitch) camPitch = 89; }
            if (keyDown[Keyboard.S]) { camPitch -= 1; if (camPitch < -89) camPitch = -89; }
            if (keyDown[Keyboard.A]) { camYaw -= 1; if (camYaw < 0) camYaw += 360; }
            if (keyDown[Keyboard.D]) { camYaw += 1; if (360 <= camYaw) camYaw -= 360; }
            if (keyDown[Keyboard.UP]) front += 1;
            if (keyDown[Keyboard.DOWN]) front += -1;
            if (keyDown[Keyboard.LEFT]) cross += 1;
            if (keyDown[Keyboard.RIGHT]) cross += -1;
            if (keyDown[Keyboard.PAGE_UP]) up += 1;
            if (keyDown[Keyboard.PAGE_DOWN]) up += -1;
            if (keyDown[Keyboard.NUMPAD_1]) mode = 1;
            if (keyDown[Keyboard.NUMPAD_2]) mode = 2;
 
            switch (mode) 
            {
            case 1:
                var pitch:Number = radians(camPitch);
                var y:Number = Math.sin(pitch);
                var r:Number = Math.cos(pitch);
                var yaw:Number = radians(camYaw);
                var z:Number = Math.cos(yaw) * r;
                var x:Number = Math.sin(yaw) * r;
 
                var camFront:Vector3D = new Vector3D(x, y, z);
                updatePos(camFront, front);
                var camCross:Vector3D = camFront.crossProduct(Vector3D.Y_AXIS);
                updatePos(camCross, cross);
                var camUp:Vector3D = camCross.crossProduct(camFront);
                updatePos(camUp, up);
 
                view = lookAt(camPos, camPos.add(camFront), Vector3D.Y_AXIS);
                break;
 
            case 2:
                var v0:Vector3D = calcPos(trainDist);
                var v1:Vector3D = calcPos(trainDist - 20);
                v0.y = v1.y = 4;
                view = lookAt(v1, v0, Vector3D.Y_AXIS);
                break;
            }
        }
 
        private function updatePos(vector:Vector3D, scale:int):void 
        {
            vector.normalize();
            if (scale == 0) return;
 
            var v:Vector3D = vector.clone();
            v.scaleBy(scale * 0.5);
            camPos = camPos.add(v);
        }
 
        private function updateTrain():void 
        {
            trainDist += 0.5; // 0.5 = 54km/h
            if (courseDist <= trainDist) trainDist -= courseDist;
        }
 
        private function calcWorld(i:int):Matrix3D
        {
            var dist:Number = trainDist - 21 * i;
            var v0:Vector3D = calcPos(dist);
            var v1:Vector3D = calcPos(dist - 20);
            var rad:Number = Math.atan2(v0.x - v1.x, v0.z - v1.z);
 
            var world:Matrix3D = new Matrix3D;
            world.appendRotation(degrees(rad), Vector3D.Y_AXIS);
            world.appendTranslation(v0.x, v0.y, v0.z);
            return world;
        }
 
        private function calcPos(dist:Number):Vector3D
        {
            if (dist < 0) dist += courseDist;
 
            if (dist <= 200)
            {
                return new Vector3D( -100 + dist, 1, 100);
            }
            dist -= 200;
 
            var rad:Number;
            if (dist <= cornerDist)
            {
                rad = Math.PI * dist / cornerDist;
                return new Vector3D(100 + Math.sin(rad) * 100, 1, Math.cos(rad) * 100);
            }
            dist -= cornerDist;
 
            if (dist <= 200)
            {
                return new Vector3D(100 - dist, 1, -100);
            }
            dist -= 200;
 
            rad = Math.PI * (1 + dist / cornerDist);
            return new Vector3D( -100 + Math.sin(rad) * 100, 1, Math.cos(rad) * 100);
        }
 
        private function displayParams():void 
        {
            tfParams.text = StringUtil.substitute(
                "Pos:{0} {1} {2}\nPitch:{3} Yaw:{4}\nDist:{5}",
                camPos.x.toFixed(0), camPos.y.toFixed(0), camPos.z.toFixed(0),
                camPitch, camYaw, trainDist.toFixed(0));
        }
 
        private function lookAt(
            cameraPosition:Vector3D, cameraTarget:Vector3D, cameraUpVector:Vector3D):Matrix3D
        {
            var zaxis:Vector3D = cameraTarget.subtract(cameraPosition);
            zaxis.normalize();
            var xaxis:Vector3D = cameraUpVector.crossProduct(zaxis);
            xaxis.normalize();
            var yaxis:Vector3D = zaxis.crossProduct(xaxis);
 
            return new Matrix3D(Vector.<Number>([
                xaxis.x, yaxis.x, zaxis.x, 0,
                xaxis.y, yaxis.y, zaxis.y, 0,
                xaxis.z, yaxis.z, zaxis.z, 0,
                -xaxis.dotProduct(cameraPosition), -yaxis.dotProduct(cameraPosition),
                -zaxis.dotProduct(cameraPosition), 1
            ]));
        }
 
        private function radians(x:Number):Number
        {
            return x * Math.PI / 180;
        }
 
        private function degrees(x:Number):Number
        {
            return x * 180 / Math.PI;
        }
 
    }
 
}
 
最終更新:2014年08月04日 21:38