创建一个3D场景少不了,比如在户外就是天空,大地还有远处的背景。这个通过SkyBox就可以很方便的实现。
1,SkyBox的使用
SkyBox其实就是一个立方体,只是对内部的每个面贴上不同的皮肤。然后摄像机摆在这个立方体里面,感觉像是一个室内环境中贴上蓝天白云,让人觉得是在外景中。
2,物体表面的反射
只需给物体设置与SkyBox同样的皮肤纹理,那么这个物体表面就感觉有镜面效果,反射出周围环境图像。(如本例中的小球)
3,效果图如下
package{
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Vector3D;
import away3d.containers.View3D;
import away3d.controllers.HoverController;
import away3d.entities.Mesh;
import away3d.materials.ColorMaterial;
import away3d.materials.TextureMaterial;
import away3d.materials.methods.EnvMapMethod;
import away3d.primitives.CubeGeometry;
import away3d.primitives.SkyBox;
import away3d.primitives.SphereGeometry;
import away3d.textures.BitmapCubeTexture;
import away3d.utils.Cast;
[SWF(frameRate="60", backgroundColor="#FFFFFF")]
public class S3 extends Sprite {
private var _view3D:View3D;
private var cameraController:HoverController;//360全景展示相机控制器
//地板图片(用作地板的纹理 )
[Embed(source="assets/road.jpg")]
private var floorClass:Class;
//地板材质
private var floorMaterial:TextureMaterial;
// 环境图片
[Embed(source="assets/skybox/snow_positive_x.jpg")]
private var EnvPosX:Class;
[Embed(source="assets/skybox/snow_positive_y.jpg")]
private var EnvPosY:Class;
[Embed(source="assets/skybox/snow_positive_z.jpg")]
private var EnvPosZ:Class;
[Embed(source="assets/skybox/snow_negative_x.jpg")]
private var EnvNegX:Class;
[Embed(source="assets/skybox/snow_negative_y.jpg")]
private var EnvNegY:Class;
[Embed(source="assets/skybox/snow_negative_z.jpg")]
private var EnvNegZ:Class;
//环境材质
private var environmentTexture:BitmapCubeTexture;
private var environmentMaterial:ColorMaterial;
//天空
private var _skyBox:SkyBox;
private var lastPanAngle:Number;
private var lastTiltAngle:Number;
private var lastMouseX:Number;
private var lastMouseY:Number;
private var move:Boolean;
public function S3() {
initEngine();
initMaterials();
initObjects();
initListeners();
}
/**
* 初始化引擎
*/
private function initEngine():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
// 创建一个视口
_view3D = new View3D();
_view3D.antiAlias = 4; //设置抗锯齿级别
//初始化摄像头
cameraController = new HoverController(_view3D.camera);
/*cameraController.distance = 1000;
cameraController.minTiltAngle = 0;
cameraController.maxTiltAngle = 90;
cameraController.panAngle = 45;*/
cameraController.tiltAngle = 15;
addChild(_view3D);
}
/**
* 初始化材质
*/
private function initMaterials():void
{
//地板的纹理
floorMaterial = new TextureMaterial(Cast.bitmapTexture(floorClass));
//环境纹理
environmentTexture = new BitmapCubeTexture(
Cast.bitmapData(EnvPosX), Cast.bitmapData(EnvNegX),
Cast.bitmapData(EnvPosY), Cast.bitmapData(EnvNegY),
Cast.bitmapData(EnvPosZ), Cast.bitmapData(EnvNegZ));
environmentMaterial = new ColorMaterial();
environmentMaterial.addMethod(new EnvMapMethod(environmentTexture, 1));
}
/**
* 初始化物体
*/
private function initObjects():void
{
// 在三维舞台中创建一个方块(地板 )
var cube1:Mesh = new Mesh(new CubeGeometry(700, 20, 500), floorMaterial);
_view3D.scene.addChild(cube1);
//添加天空盒子(环境)
_skyBox = new SkyBox(environmentTexture);
_view3D.scene.addChild(_skyBox);
//添加球体
var ball:Mesh = new Mesh(new SphereGeometry(150), environmentMaterial);
ball.position = new Vector3D(0,200,0);
_view3D.scene.addChild(ball);
}
/**
* 初始化监听
*/
private function initListeners():void
{
addEventListener(Event.ENTER_FRAME, _onEnterFrame);
//鼠标事件监听
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
stage.addEventListener(MouseEvent.MOUSE_WHEEL,onWheel);
stage.addEventListener(Event.RESIZE, onResize);
onResize();
}
/**
* 渲染视图
*/
private function _onEnterFrame(e:Event):void
{
//移动视角
if (move) {
cameraController.panAngle = 0.3 * (stage.mouseX - lastMouseX) + lastPanAngle;
cameraController.tiltAngle = 0.3 * (stage.mouseY - lastMouseY) + lastTiltAngle;
}
//渲染视图
_view3D.render();
}
/**
* 使用舞台大小一直全屏
*/
private function onResize(event:Event = null):void
{
_view3D.width = stage.stageWidth;
_view3D.height = stage.stageHeight;
}
/**
* 鼠标滚轮事件
*/
private function onWheel(e:MouseEvent):void
{
if(e.delta > 0){
if(cameraController.distance < 1000)
cameraController.distance += 100;
}else{
if(cameraController.distance > 600)
cameraController.distance -= 100;
}
}
/**
* 鼠标按下事件
*/
private function onMouseDown(event:MouseEvent):void
{
lastPanAngle = cameraController.panAngle;
lastTiltAngle = cameraController.tiltAngle;
lastMouseX = stage.mouseX;
lastMouseY = stage.mouseY;
move = true;
}
/**
* 鼠标弹起事件
*/
private function onMouseUp(event:MouseEvent):void
{
move = false;
}
}
}