[Papervision3D] Partial cylinder mapping
Dan Carter
dan at monobyte.co.uk
Mon Sep 1 07:10:23 PDT 2008
Hey Olee,
No, and I am guessing it would slow it down drastically, especially as my texture is already 1000x3000px
I would ideally like to be able to map several images around the cylinder.
I actually found a workaround which involves creating a partial cylinder instead of a full cylinder, it works for what I need it for.
Here's the modified Cylinder.as class which now accepts an angle between 0 and 1 to create a cylinder segment:
package org.papervision3d.objects.primitives {
import org.papervision3d.Papervision3D;
import org.papervision3d.core.geom.*;
import org.papervision3d.core.geom.renderables.Triangle3D;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.math.NumberUV;
import org.papervision3d.core.proto.*;
/**
* The Cylinder class lets you create and display Cylinders.
* <p/>
* The Cylinder is divided in vertical and horizontal segment, the smallest combination is two vertical and three horizontal segments.
*/
public class Cylinder extends TriangleMesh3D
{
/**
* 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 const DEFAULT_RADIUS :Number = 100;
/**
* Default height if not defined.
*/
static public const DEFAULT_HEIGHT :Number = 100;
/**
* Default scale of Cylinder texture if not defined.
*/
static public const DEFAULT_SCALE :Number = 1;
/**
* Default value of gridX if not defined.
*/
static public const DEFAULT_SEGMENTSW :Number = 8;
/**
* Default value of gridY if not defined.
*/
static public const DEFAULT_SEGMENTSH :Number = 6;
/**
* Minimum value of gridX.
*/
static public const MIN_SEGMENTSW :Number = 3;
/**
* Minimum value of gridY.
*/
static public const MIN_SEGMENTSH :Number = 1;
// ___________________________________________________________________________________________________
// 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.
* <p/>
* @param material A MaterialObject3D object that contains the material properties of the object.
* <p/>
* @param radius [optional] - Desired radius.
* <p/>
* @param segmentsW [optional] - Number of segments horizontally. Defaults to 8.
* <p/>
* @param segmentsH [optional] - Number of segments vertically. Defaults to 6.
* <p/>
* @param topRadius [optional] - An optional parameter for con- or diverging cylinders.
* <p/>
* @param topFace [optional] - An optional parameter specifying if the top face of the cylinder should be drawn.
* <p/>
* @param bottomFace [optional] - An optional parameter specifying if the bottom face of the cylinder should be drawn.
* <p/>
*/
public function Cylinder( material:MaterialObject3D=null, angle : Number = 0.25, radius:Number=100, height:Number=100, segmentsW:int=8, segmentsH:int=6, topRadius:Number=-1, topFace:Boolean=true, bottomFace:Boolean=true )
{
super( material, new Array(), new Array(), null );
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 (topRadius==-1) topRadius = radius;
var scale :Number = DEFAULT_SCALE;
angle = angle > 1 ? 1 : angle < 0 ? 0 : angle;
buildCylinder(angle, radius, height, topRadius, topFace, bottomFace );
}
private function buildCylinder( fAngle : Number, fRadius:Number, fHeight:Number, fTopRadius:Number, fTopFace:Boolean, fBottomFace:Boolean ):void
{
var matInstance:MaterialObject3D = material;
var i:Number, j:Number, k:Number;
var iHor:Number = Math.max(MIN_SEGMENTSW, this.segmentsW);
var iVer:Number = Math.max(MIN_SEGMENTSH, 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;i<iHor;i++) { // horizontal
var fRad2:Number = Number(2*i/iHor);
var fX:Number = fRds*Math.sin(fRad2*Math.PI * fAngle);
var fY:Number = fRds*Math.cos(fRad2*Math.PI * fAngle);
//if (!((j==0||j==iVer)&&i>0)) { // top||bottom = 1 vertex
oVtx = new Vertex3D(fY,fZ,fX);
aVertice.push(oVtx);
//}
aRow.push(oVtx);
}
oVtx = new Vertex3D(0, fZ, 0);
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;j<iVerNum;j++) {
var iHorNum:int = aVtc[j].length;
for (i=0;i<iHorNum;i++) {
if (j>0&&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 Triangle3D(this, [aP1,aP2,aP3], matInstance, [aP1uv,aP2uv,aP3uv]) );
aFace.push( new Triangle3D(this, [aP1,aP3,aP4], matInstance, [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) {
if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
}
else {
if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv]) );
}
}
}
}
this.geometry.ready = true;
if(Papervision3D.useRIGHTHANDED)
this.geometry.flipFaces();
}
}
}
Regards,
Dan Carter
MonoByte Web Development
------------------------------
t: 07792 635287
e: dan at monobyte.co.uk
----- Original Message -----
From: o renken
To: papervision3d at osflash.org
Sent: Monday, September 01, 2008 2:52 PM
Subject: Re: [Papervision3D] Partial cylinder mapping
Hey Dan,
did you try to work with a transparent PNG?
olee
2008/9/1 Dan Carter <dan at monobyte.co.uk>
Hi all,
Can anyone help me, I am a bit stuck on this one.
I have a panoramic image that I am trying to map to part a Cylinder primitive, but I can only work out how to have it wrap around the whole cylinder.
Does anyone know how to make the image mapping go from say 30% to say 70% of the cylinder?
Any help very greatly appreciated!!
Regards,
Dan Carter
MonoByte Web Development
------------------------------
t: 07792 635287
e: dan at monobyte.co.uk
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