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PV3D是一个很著名的Flash 3D免费开源引擎,功能很强大,效率也可以。官方网站是http://www.papervision3d.org/,源代码下载地址是http://code.google.com/p/papervision3d/。目前最新版本是2.0a(Greate White)。下面对PV3D 1.5版进行简单的源代码分析,希望对学习PV3D的同志能有所帮助。

下图是PV3D 1.5的引擎类图(截自于一韩国网友的博客):


以下是我去年看PV3D 1.5引擎源代码时所做的简单的分析,由于是直接从WORD文件上拷贝到博客上,所以排版可能不是很美观,还请见谅 :)

---------------------------------------------------------------华丽的分割线--------------------------------------------------------

 

一、Papervision3D.as

一些全局设置,还有log函数

二、core

1.Number3D.as

Number3D类:3D坐标系中的一个值
1)属性:x,y,z:Number:浮点数

2)方法:clone()

                     modulo():长度

                     add()

                     sub()

                     dot()

                     cross()

                     normalize()

                     get ZERO():(0,0,0)

                     toString()

2. NumberUV.as

NumberUV类:UV坐标系中的一个值

1)属性:u,v:Number

2)方法:clone()

                     get ZERO()

                     toString()

3. Matrix3D.as

Matrix3D类:4×3矩阵
import flash.geom.Matrix;

1)属性:n11,n12,n13,n14,

                     n21,n22,n23,n24,

                     n31,n32,n33,n34

2)方法:IDENTITY()

                     toString()

                     calculateMultiply( a:Matrix3D, b:Matrix3D ) :void:矩阵a和矩阵b相乘

multiply( a:Matrix3D, b:Matrix3D ):Matrix3D:矩阵a和矩阵b相乘,返回值为结果

                     calculateMultiply3x3 ( a:Matrix3D, b:Matrix3D ):void3×3矩阵相乘

public static function multiply3x3( a:Matrix3D, b:Matrix3D ):Matrix3D3×3矩阵相乘,返回值为结果

calculateAdd( a:Matrix3D, b:Matrix3D ):void

public static function add( a:Matrix3D, b:Matrix3D ):Matrix3D

public function calculateInverse( m:Matrix3D ):void

public static function inverse( m:Matrix3D ):Matrix3D:逆

get det():行列式(3×3)

get trace()

copy( m:Matrix3D ):Matrix3D

copy3x3( m:Matrix3D ):Matrix3D

clone( m:Matrix3D ):Matrix3D

multiplyVector( m:Matrix3D, v:Number3D ):void

multiplyVector3x3( m:Matrix3D, v:Number3D ):void

rotateAxis( m:Matrix3D, v:Number3D ):void

rotationX( rad:Number ):Matrix3D

rotationY( rad:Number ):Matrix3D

rotationZ( rad:Number ):Matrix3D

rotationMatrix( x:Number, y:Number, z:Number, rad:Number ):Matrix3D

rotationMatrixWithReference( axis:Number3D, rad:Number, ref:Number3D ):Matrix3Dref-参考点

translationMatrix( x:Number, y:Number, z:Number ):Matrix3D

scaleMatrix( x:Number, y:Number, z:Number ):Matrix3D

static private var toDEGREES :Number = 180/Math.PI;

static private var toRADIANS :Number = Math.PI/180;

4.proto. DisplayObjectContainer3D

DisplayObjectContainer3D类:继承自EventDispatcher,可作为DisplayObject3D容器的所有对象的基类。每个DisplayObjectContainer3D对象有自己的child list

1)属性:

       protected var _children       :Dictionary; //children作为索引的名字列表

       protected var _childrenByName :Object; //以名字作为索引的children列表

       private   var _childrenTotal :int;    // children数目

5.objects.DisplayObject3D(不属于core,属于objects!!!)

DisplayObject3D类:继承自DisplayObjectContainer3D,表示场景中的3D对象(也包括摄像机和其目标)

提供x,y,z,rotationX,rotationY,rotationZ,scaleX,scaleY.scaleZ,visible,transform Matrix3D

(1)属性:visible:Boolean:是否可见
        name:String:对象名(可选)

              id:int:对象标识

              extra :Object:包含用户定义属性的对象

              container   :Sprite:绘制到的sprite

              material    :MaterialObject3D:材质

              materials   :MaterialsList:材质列表

              scene :SceneObject3D:对象所属的场景

              parent :DisplayObjectContainer3D:包含该对象的容器(只读)

              MESH_SORT_CENTER:String = "meshSortCenter":告诉Mesh3Drender()方法如何排序

              MESH_SORT_FAR:String = "meshSortFar"

              MESH_SORT_CLOSE:String = "meshSortClose"

              相对方向:
              static private var FORWARD :Number3D = new Number3D( 0, 0, 1 );

              static private var BACKWARD :Number3D = new Number3D( 0, 0, -1 );

              static private var LEFT     :Number3D = new Number3D( -1, 0, 0 );

              static private var RIGHT    :Number3D = new Number3D( 1, 0, 0 );

              static private var UP       :Number3D = new Number3D( 0, 1, 0 );

              static private var DOWN     :Number3D = new Number3D( 0, -1, 0 );
              由此可见,PV3D的坐标系是左手系(和D3D一样)

              transform :Matrix3D:变换矩阵(scaling,translation,rotation

              var view      :Matrix3D:摄像机变换矩阵

              projected :Dictionary

              faces     :Array = new Array():面

              geometry :GeometryObject3D:包含该对象的3D几何定义(instances:不同的对象共享相同的几何形体,也就是相同的对象显示多次,instance技术可以节省内存)

              screenZ :Number:变换后的物体中心的深度值(Z坐标),也就是到camera的距离。

2)方法:

       addGeometry( geometry:GeometryObject3D=null ):void:增加几何定义

       distanceTo( obj:DisplayObject3D ):Number:与obj的距离
       hitTestPoint( x:Number, y:Number, z:Number ):Boolean:是否与指定点相交(与物体的边界球的半径相比较)

       hitTestObject( obj:DisplayObject3D, multiplier:Number=1 ):Boolean:与obj是否相交(边界球),multiplier-边界球组(貌似还没实现)

       getMaterialByName( name:String ):MaterialObject3D:获得材质

       materialsList():String:材质列表中的材质名
       project( parent :DisplayObject3D, camera :CameraObject3D, sorted :Array=null ):Number:投影

       render( scene :SceneObject3D ):void:渲染

       moveForwarddistance:Number

       moveBackward()

       moveLeft()

       moveRight()

       moveUp()

       moveDown()

       translate( distance:Number, axis:Number3D ):void:沿给定方向移动物体

       pitch( angle:Number ):void:(绕X轴旋转)

       yaw( angle:Number ):void:偏航角(绕Y轴旋转)

       roll( angle:Number ):void:绕Z轴旋转

       lookAt( targetObject:DisplayObject3D, upAxis:Number3D=null ):void:让物体看着某一指定位置(upAxis:向上方向,一般是Y轴正向)

       copyPosition( reference:* ):void:拷贝位置(reference可以为DisplayObject3DMatrix3D

       copyTransform( reference:* ):void:拷贝变换矩阵

       updateTransform():void:更新变换矩阵

内部使用的属性:
protected var _transformDirty :Boolean = false; //Dirty技术。变换时就设为true

       private var _rotationX      :Number;

       private var _rotationY      :Number;

       private var _rotationZ      :Number;

       private var _rotationDirty :Boolean = false; //Dirty技术。旋转时就设为true

       private var _scaleX         :Number;

       private var _scaleY         :Number;

       private var _scaleZ         :Number;

       private var _scaleDirty     :Boolean = false; //Dirty技术。缩放时就设为true

       protected var _sorted       :Array;

       static private var _totalDisplayObjects :int = 0; // id

6.proto.CameraObject3D
CameraObject3D类:继承自DisplayObject3D,所有摄像机的基类

1)属性:

zoom :Number:要渲染的物体的缩放,值越大,则场景就放大,距离就缩小,将它与focus一起使用
focus :Number:正数,表示观察者到近平面的距离,这是任何物体与camera的最近距离,将它与zoom一起使用(高focus值可以放大物体之间的距离,这样就可以允许更大的深度域,模拟广角镜的效果,或鱼眼)

sort :Boolean:渲染时物体是否排序

var DEFAULT_POS :Number3D = new Number3D( 0, 0, -1000 ):新摄像机的默认位置

2)方法:

transformView( transform:Matrix3D=null ):voidworld space--->camera space

_flipY :Matrix3D = Matrix3D.scaleMatrix( 1, -1, 1 ); //y值倒转

tilt( angle:Number ):void:摄像机绕x轴转动
pan( angle:Number ):void:摄像机绕y轴转动

7.proto. SceneObject3D(场景管理)

SceneObject3D类:继承自DisplayObjectContainer3D,是所有场景的基类

场景是放置物体的地方,它包含3D环境

场景管理所有渲染的物体,它扩展了DisplayObjectContainer3D类来分配显示物体

SceneObject3D是抽象基类,因此不能实例化

1)属性:
container :Sprite:你绘制到的地方

geometries :Dictionary:场景中的几何体列表

stats :Object:总体和当前统计信息(points,polys,triangles,performance,rendered

objects :Array:场景中的物体列表

materials :MaterialsList:场景中的材质列表

2)方法:

addChild( child:DisplayObject3D, name:String=null ):DisplayObject3D

removeChild( child:DisplayObject3D ):DisplayObject3D

renderCamera( camera :CameraObject3D ):void:渲染,流程如下:
       <1> Render performance stats;

       <2> Materials: MovieMaterial.updateAnimatedBitmaps();

       <3> 3D projection:
        1> Transform camera: camera.transformView();

              2> Project objects:

       <4> Z sort: this.objects.sortOn( 'screenZ', Array.NUMERIC );

       <5> Render objects: renderObjects( camera.sort );

8.proto. GeometryObject3D

GeometryObject3D类:继承自EventDispatcher,包含一对象的MESH定义

1)属性:
material: MaterialObject3D:材质

materials:材质列表

boundingSphere2:边界球半径的平方

faces    :ArrayMESH的面

vertices :Array:顶点

transformVerticestransformation:Matrix3D):貌似未实现

2)方法:
transformUV( material:MaterialObject3D ):void

getBoundingSphere2():Number

9.proto. MaterialObject3D

MaterialObject3D类:继承自EventDispatcher,所有材质的基类。是抽象基类,故不能实例化

1)属性:

bitmap :BitmapData:透明或不透明的BitmapData纹理

smooth :Boolean:绘制BitmapData纹理时是否要平滑

lineColor :Number:面的outlineRGB颜色

lineAlpha :Number:面的outline8位的alpha值(若为0,则不绘制outline

fillColor :Number:面的填充颜色(只有无纹理时才有效)

fillAlpha :Numberalpha值(8位)

get doubleSided():是否双面shade

oneSide :Boolean:是否单面shade

invisible :Boolean:是否不可见(不画)

opposite :Boolean:是否相反(只用于双面shade

scene :SceneObject3D:所属的scene

static public var DEFAULT_COLOR :int = 0x000000;:材质的默认颜色(黑色)

static public var DEBUG_COLOR :int = 0xFF00FF;DEBUG材质的颜色

name :String:材质名

id :Number:材质ID

maxU :Number

maxV :Number

geom目录

10. Vertex2D类:2D projected vertices

1)属性:

       x,y,z

       extra:Object

       visible :Boolean:设置该顶点在经过投影后是否可见。若为false,则表示该顶点在摄像机平面的后面

11. Vertex3D类:3D顶点

10

12. Vertices3D类:继承自DisplayObject3D类,顶点组

方法:
project( parent :DisplayObject3D, camera :CameraObject3D, sorted :Array=null ):Number:将3d坐标投影到2d平面

boundingBox():Object:计算包围盒,返回{minX, maxX, minY, maxY, minZ, maxZ}

transformVertices( transformation:Matrix3D ):void:变换顶点

13. Mesh3D类:继承自Vertices3D类,创建和显示由顶点和三角形组成的3D物体

方法:
project( parent :DisplayObject3D, camera :CameraObject3D, sorted :Array=null ):Number

projectTexture( u:String="x", v:String="y" ):void:从指定平面的平面投影(u-纹理水平轴,v-纹理垂直轴)

14. Face3D类:渲染线性采样的纹理贴图的三角形,也支持颜色填充和轮廓线(绘制代码就在这里!!!)

1)属性:

vertices :Array:一个三角形的3个顶点

materialName :String:材质名

uv :Array:每个三角形顶点的UV坐标

screenZ :Number:转换后的三角形的平均深度

visible :Boolean:面是否可见

id :Number:面ID

存储三角形顶点的引用:

private var v0:Vertex3D;

       private var v1:Vertex3D;

       private var v2:Vertex3D;

2)方法:

transformUV( instance:DisplayObject3D=null ):Matrix:应用更新后的UV纹理映射值到三角形上,这用来加速渲染

render( instance:DisplayObject3D, container:Sprite ): Number:渲染三角形

渲染流程:

<1>.内部

有纹理:

graphics.beginBitmapFill( texture, _localMatrix, true, material.smooth);

无纹理:

graphics.beginFill( material.fillColor, fillAlpha );

<2>.轮廓线

lineAlpha>0

graphics.lineStyle( 0, material.lineColor, lineAlpha );

lineAlpha=0

graphics.lineStyle();

<3>.画三角形

// Draw triangle

graphics.moveTo( x0, y0 );

graphics.lineTo( x1, y1 );

graphics.lineTo( x2, y2 );

<4>.显示出来

graphics.lineTo( x0, y0 ); //画轮廓线

graphics.endFill(); //显示三角形

三、cameras

1. Camera3D类:继承自CameraObject3D类,creates a camera that views the area around a target object

1)属性

       target :DisplayObject3D:目标

       goto :Number3D:指定camera要去的位置

2)方法

       transformView( transform:Matrix3D=null )world space--->camera space

       hover( type:Number, mouseX:Number, mouseY:Number ):void:用户移动鼠标时移动camera

2. FreeCamera3D类::继承自CameraObject3D类。creates a camera that views the area in the direction the camera is aimed

1)方法

       transformView( transform:Matrix3D=null ):void

四、scenes

1. Scene3D类:继承自SceneObject3D类。create a scene where all objects are rendered in the same container

1)方法:

       renderObjects( sort:Boolean ):void

2. FlexScene3D类:继承自Scene3D类。

private var containerList : Array;

              private var spriteList : Dictionary;

3. MovieScene3D类:继承自Scene3D类。create a scene where each object is rendered in its own container(注意与Scene3D类的不同)

1)方法:

addChild( child :DisplayObject3D, name :String=null ):DisplayObject3D

getSprite(child:DisplayObject3D):Sprite

renderObjects( sort:Boolean ):void

五、events

1. FileLoadEvent类:继承自event类。represents events that are dispatched when files are loaded

public class FileLoadEvent extends Event

       {

              public static var LOAD_COMPLETE :String = "loadComplete"; //加载完毕

              public static var LOAD_ERROR    :String = "loadError"; //加载错误

              public static var COLLADA_MATERIALS_DONE:String = "colladaMaterialsDone";

//collada材质加载完毕

              public var file:String;

              public function FileLoadEvent( type:String, p_file:String="", bubbles:Boolean=false, cancelable:Boolean=false )

              {

                     super( type, bubbles, cancelable );

                     file = p_file;

              }

       }

六、materials

1. BitmapMaterial类:继承自MaterialObject3D类。creates a texture from a BitmapData object

1)属性

       AUTO_MIP_MAPPING :Boolean = true;:是否mipmap

       MIP_MAP_DEPTH :Number = 8mipmap等级

       get texture():* //texture object

       set texture( asset:* ):void

2)方法

       createBitmap( asset:* ):BitmapData:创建位图

       correctBitmap( bitmap :BitmapData, dispose :Boolean ):BitmapDataCORRECT BITMAP FOR MIP MAPPING

       extendBitmapEdges( bmp:BitmapData, originalWidth:Number, originalHeight:Number )

2. ColorMaterial类:继承自MaterialObject3D类。creates a solid color material

public function ColorMaterial( color:Number=0xFF00FF, alpha:Number = 100, initObject:Object=null )

       {

              super( initObject );

              this.fillColor = color; //填充颜色

              this.fillAlpha = alpha; //

       }

3. WireframeMaterial类:继承自MaterialObject3D类。creates a wireframe material, where only the outlines of the faces are drawn.

public function WireframeMaterial( color:Number=0xFF00FF, alpha:Number=100, initObject:Object=null )

       {

              super( initObject );

              this.lineColor   = color; //线颜色

              this.lineAlpha   = alpha; //

              this.doubleSided = true;

       }

4. BitmapAssetMaterial类:继承自BitmapMaterial类。creates a texture from a Bitmap library symbol

createBitmap( asset:* ):BitmapData

5. BitmapFileMaterial类:继承自BitmapMaterial类。creates a texture by loading a bitmap from an external file.

1)属性

       var url :String = ""The URL that has been requested.

       loaded :Boolean:纹理是否已被加载

       callback :Function:上张图片被加载完的回调

       LOADING_COLOR :int = MaterialObject3D.DEFAULT_COLOR;:加载完成前材质的颜色

2)方法

public function BitmapFileMaterial( url :String, initObject :Object=null )

       {

              super( url, initObject );

              this.url = url;

              this.loaded = false;

              // Loading color

              this.fillAlpha = 1;

              this.fillColor = LOADING_COLOR;

       }

BitmapFileMaterial类就是将外部图片文件加载进flash Bitmap library

6. MaterialsList类:材质列表

1)属性

       materialsByName :Dictionary:以name索引的材质列表

       get numMaterials():int:孩子的数目

       【内部使用】

              _materials       :Dictionary

              _materialsTotal :int

2)方法:

       addMaterial( material:MaterialObject3D, name:String=null ):MaterialObject3D

       removeMaterial( material:MaterialObject3D ):MaterialObject3D

       getMaterialByName( name:String ):MaterialObject3D

       removeMaterialByName( name:String ):MaterialObject3D

       clone():MaterialsList

7. MovieMaterial类:继承自BitmapMaterial类。creates a texture from an existing MovieClip instance

该纹理可以是动画的和/或者透明的。MovieClip实例的当前的缩放和颜色值将会被使用,但旋转则会被舍弃。

MovieClip的内容需要放在注册点(the registration point)的左上角

1)属性

movie :MovieClip:用作纹理的MovieClip

movieTransparent :BooleanMovieClip是否透明,默认为false(这样很快)

get animated():Boolean:纹理是否是动画

set animated( status:Boolean ):void

2)方法
updateBitmap():void:更新动画的MovieClipbitmap

createBitmap( asset:* ):BitmapData

updateAnimatedBitmaps():void:更新所有的动画MovieMaterial实例的bitmap

8. VideoStreamMaterial类:继承自MovieMaterial类。creates a texture from an existing Video instance and is for use with a Video and NetStream objects with an RTMP stream. The texture can be animated and/or transparent.

1)属性

       stream:NetStream:用作纹理的NetStream

       video:Video:用做纹理的Video

2)方法

       initMaterial ( video:Video, stream:NetStream ):void

       createBitmap( asset:* ):BitmapData

       updateBitmap ():void

       onStreamStatus ( event:NetStatusEvent ):void:当NetStream对象状态改变时执行

9. MovieAssetMaterial类:继承自MovieMaterial类。creates a texture from a MovieClip library symbol

七、objects

1.Plane类:继承自Mesh3D类。create and display flat rectangle objects

长方形可以划分为更小的segment。这通常用来减少线性采样贴图的失真

在透视的方向上切分平面可以改善这个问题

1)属性

       segmentsW :Number:水平方向的segment

       segmentsH :Number:垂直方向的segment

       DEFAULT_SIZE :Number = 500:默认大小(若无纹理)

       DEFAULT_SCALE :Number = 1:默认缩放(若无纹理)

       DEFAULT_SEGMENTS :Number = 1gridX的默认值

2)方法

       Plane( material:MaterialObject3D=null, width:Number=0, height:Number=0, segmentsW:Number=0, segmentsH:Number=0, initObject:Object=null )

特别说明一下参数width

[optional] - Desired width or scaling factor if there's bitmap texture in material and no height is supplied.

参数width一般是宽度。但如果有纹理并且没指定height参数,则参数width是缩放因子

buildPlane( width:Number, height:Number ):void:构建平面(1个格子2个三角形)

2. PaperPlane类:继承自Mesh3D类。Paper planes are useful for testing, when you want to know the direction an object is facing.

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什么叫真?你怎样给真下定义,如果你说真就是你能感觉到的东西,你能闻到的气味,你能尝到的味道,那么这个真就是你大脑作出反应的电子信号。

posted on 2008-11-17 16:19 seal 阅读(1009) 评论(0)  编辑  收藏 所属分类: Flex+ActionScript

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