/* * PAPER ON ERVIS NPAPER ISION PE IS ON PERVI IO APER SI PA * AP VI ONPA RV IO PA SI PA ER SI NP PE ON AP VI ION AP * PERVI ON PE VISIO APER IONPA RV IO PA RVIS NP PE IS ONPAPE * ER NPAPER IS PE ON PE ISIO AP IO PA ER SI NP PER * RV PA RV SI ERVISI NP ER IO PE VISIO AP VISI PA RV3D * ______________________________________________________________________ * papervision3d.org + blog.papervision3d.org + osflash.org/papervision3d */ /* * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ // ______________________________________________________________________ // GeometryObject3D: Cylinder package org.papervision3d.objects { import org.papervision3d.core.*; import org.papervision3d.core.proto.*; import org.papervision3d.core.geom.*; import flash.display.BitmapData; /** * The Cylinder class lets you create and display Cylinders. *

* The Cylinder is divided in vertical and horizontal segment, the smallest combination is two vertical and three horizontal segments. */ public class Cylinder extends Mesh3D { /** * Number of segments horizontally. Defaults to 8. */ public var segmentsW :Number; /** * Number of segments vertically. Defaults to 6. */ public var segmentsH :Number; /** * Default radius of Cylinder if not defined. */ static public var DEFAULT_RADIUS :Number = 100; /** * Default height if not defined. */ static public var DEFAULT_HEIGHT :Number = 100; /** * Default scale of Cylinder texture if not defined. */ static public var DEFAULT_SCALE :Number = 1; /** * Default value of gridX if not defined. */ static public var DEFAULT_SEGMENTSW :Number = 8; /** * Default value of gridY if not defined. */ static public var DEFAULT_SEGMENTSH :Number = 6; /** * Minimum value of gridX. */ static public var MIN_SEGMENTSW :Number = 3; /** * Minimum value of gridY. */ static public var MIN_SEGMENTSH :Number = 2; // ___________________________________________________________________________________________________ // N E W // NN NN EEEEEE WW WW // NNN NN EE WW WW WW // NNNNNN EEEE WWWWWWWW // NN NNN EE WWW WWW // NN NN EEEEEE WW WW /** * Create a new Cylinder object. *

* @param material A MaterialObject3D object that contains the material properties of the object. *

* @param radius [optional] - Desired radius. *

* @param segmentsW [optional] - Number of segments horizontally. Defaults to 8. *

* @param segmentsH [optional] - Number of segments vertically. Defaults to 6. *

* @param topRadius [optional] - An optional parameter for con- or diverging cylinders *

* @param initObject [optional] - An object that contains user defined properties with which to populate the newly created GeometryObject3D. *

* It includes x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY scaleZ and a user defined extra object. *

* If extra is not an object, it is ignored. All properties of the extra field are copied into the new instance. The properties specified with extra are publicly available. */ public function Cylinder( material:MaterialObject3D=null, radius:Number=100, height:Number=100, segmentsW:int=8, segmentsH:int=6, topRadius:Number=0, initObject:Object=null ) { super( material, new Array(), new Array(), null, initObject ); this.segmentsW = Math.max( MIN_SEGMENTSW, segmentsW || DEFAULT_SEGMENTSW); // Defaults to 8 this.segmentsH = Math.max( MIN_SEGMENTSH, segmentsH || DEFAULT_SEGMENTSH); // Defaults to 6 if (radius==0) radius = DEFAULT_RADIUS; // Defaults to 100 if (height==0) height = DEFAULT_HEIGHT; // Defaults to 100 // if (typeOf(initObject)=="object") for each (prop in initObject) this[prop] = initObject[prop]; if (topRadius==0) topRadius = radius; var scale :Number = DEFAULT_SCALE; buildCylinder( radius, height, topRadius ); } private function buildCylinder( fRadius:Number, fHeight:Number, fTopRadius:Number ):void { var i:Number, j:Number, k:Number; var iHor:Number = Math.max(3,this.segmentsW); var iVer:Number = Math.max(2,this.segmentsH); var aVertice:Array = this.geometry.vertices; var aFace:Array = this.geometry.faces; var aVtc:Array = new Array(); for (j=0;j<(iVer+1);j++) { // vertical var fRad1:Number = Number(j/iVer); var fZ:Number = fHeight*(j/(iVer+0))-fHeight/2;//-fRadius*Math.cos(fRad1*Math.PI); var fRds:Number = fTopRadius+(fRadius-fTopRadius)*(1-j/(iVer));//*Math.sin(fRad1*Math.PI); var aRow:Array = new Array(); var oVtx:Vertex3D; for (i=0;i0)) { // top||bottom = 1 vertex oVtx = new Vertex3D(fY,fZ,fX); aVertice.push(oVtx); //} aRow.push(oVtx); } aVtc.push(aRow); } var iVerNum:int = aVtc.length; var aP4uv:NumberUV, aP1uv:NumberUV, aP2uv:NumberUV, aP3uv:NumberUV; var aP1:Vertex3D, aP2:Vertex3D, aP3:Vertex3D, aP4:Vertex3D; for (j=0;j0&&i>=0) { // select vertices var bEnd:Boolean = i==(iHorNum-0); aP1 = aVtc[j][bEnd?0:i]; aP2 = aVtc[j][(i==0?iHorNum:i)-1]; aP3 = aVtc[j-1][(i==0?iHorNum:i)-1]; aP4 = aVtc[j-1][bEnd?0:i]; // uv var fJ0:Number = j / iVerNum; var fJ1:Number = (j-1) / iVerNum; var fI0:Number = (i+1) / iHorNum; var fI1:Number = i / iHorNum; aP4uv = new NumberUV(fI0,fJ1); aP1uv = new NumberUV(fI0,fJ0); aP2uv = new NumberUV(fI1,fJ0); aP3uv = new NumberUV(fI1,fJ1); // 2 faces aFace.push( new Face3D(new Array(aP1,aP2,aP3), null, new Array(aP1uv,aP2uv,aP3uv)) ); aFace.push( new Face3D(new Array(aP1,aP3,aP4), null, new Array(aP1uv,aP3uv,aP4uv)) ); } } if (j==0||j==(iVerNum-1)) { for (i=0;i<(iHorNum-2);i++) { // uv var iI:int = Math.floor(i/2); aP1 = aVtc[j][iI]; aP2 = (i%2==0)? (aVtc[j][iHorNum-2-iI]) : (aVtc[j][iI+1]); aP3 = (i%2==0)? (aVtc[j][iHorNum-1-iI]) : (aVtc[j][iHorNum-2-iI]); var bTop:Boolean = j==0; aP1uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP1.x/fRadius/2+.5), aP1.z/fRadius/2+.5 ); aP2uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP2.x/fRadius/2+.5), aP2.z/fRadius/2+.5 ); aP3uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP3.x/fRadius/2+.5), aP3.z/fRadius/2+.5 ); // face if (j==0) aFace.push( new Face3D(new Array(aP1,aP3,aP2), null, new Array(aP1uv,aP3uv,aP2uv)) ); else aFace.push( new Face3D(new Array(aP1,aP2,aP3), null, new Array(aP1uv,aP2uv,aP3uv)) ); } } } this.geometry.ready = true; } } }