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			144 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| package alternativa.engine3d.primitives {
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| 	import alternativa.engine3d.*;
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| 	import alternativa.engine3d.core.Mesh;
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| 	import alternativa.engine3d.core.Object3D;
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| 	import alternativa.engine3d.core.Surface;
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| 	import alternativa.engine3d.core.Vertex;
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| 	import alternativa.utils.MathUtils;
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| 	import alternativa.engine3d.core.Face;
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| 	import flash.geom.Point;
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| 	
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| 	use namespace alternativa3d;
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| 	
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| 	/**
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| 	 * Сфера.
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| 	 */
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| 	public class Sphere extends Mesh {
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| 
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| 		/**
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| 		 * Создает сферу.
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| 		 * <p>После создания примитив содержит в себе одну поверхность с идентификатором по умолчанию.</p>
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| 		 * <p>По умолчанию параметр <code>triangulate</code> установлен в <code>false</code> и на сферу нельзя наложить текстуру. 
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| 		 * Только при установленном <code>triangulate</code> в <code>true</code> это возможно.</p>
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| 		 * 
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| 		 * @param radius Радиус сферы. Не может быть меньше нуля.
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| 		 * @param radialSegments количество сегментов по экватору сферы
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| 		 * @param heightSegments количество сегментов по высоте
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| 		 * @param reverse флаг инвертирования нормалей. При параметре установленном в <code>true</code> нормали направлены внутрь сферы.
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| 		 * @param triangulate флаг триангуляции. Если указано значение <code>true</code>, грани будут триангулированы,
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| 		 *  и будет возможно наложить на примитив текстуру.
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| 		 */
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| 		public function Sphere(radius:Number = 100, radialSegments:uint = 8, heightSegments:uint = 8, reverse:Boolean = false, triangulate:Boolean = false) {
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| 			if ((radialSegments < 3) || (heightSegments < 2)) {
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| 				return;
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| 			}
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| 			radius = (radius < 0)? 0 : radius;
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| 
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| 			var poleUp:Vertex = createVertex(0, 0, radius, "poleUp");
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| 			var poleDown:Vertex = createVertex(0, 0, -radius, "poleDown");
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| 
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| 			const radialAngle:Number = MathUtils.DEG360/radialSegments;
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| 			const heightAngle:Number = MathUtils.DEG360/(heightSegments << 1);
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| 
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| 			var radial:uint;
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| 			var segment:uint;
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| 
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| 			// Создание вершин 
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| 			for (segment = 1; segment < heightSegments; segment++) {
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| 				var currentHeightAngle:Number = heightAngle*segment;
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| 				var segmentRadius:Number = Math.sin(currentHeightAngle)*radius;
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| 				var segmentZ:Number = Math.cos(currentHeightAngle)*radius;
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| 				for (radial = 0; radial < radialSegments; radial++) {
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| 					var currentRadialAngle:Number = radialAngle*radial;
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| 					createVertex(-Math.sin(currentRadialAngle)*segmentRadius, Math.cos(currentRadialAngle)*segmentRadius, segmentZ, radial + "_" + segment);
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| 				}
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| 			}
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| 
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| 			// Создание граней и поверхности
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| 			var surface:Surface = createSurface();
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| 
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| 			var prevRadial:uint = radialSegments - 1; 
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| 			var lastSegmentString:String = "_" + (heightSegments - 1);
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| 			
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| 			var uStep:Number = 1/radialSegments;
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| 			var vStep:Number = 1/heightSegments;
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| 			
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| 			var face:Face;
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| 			
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| 			// Для триангуляции
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| 			var aUV:Point;
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| 			var cUV:Point;
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| 
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| 			var u:Number;
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| 
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| 			if (reverse) {
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| 				for (radial = 0; radial < radialSegments; radial++) {
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| 					// Грани верхнего полюса
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| 					surface.addFace(createFace([poleUp, radial + "_1", prevRadial + "_1"], prevRadial + "_0"));
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| 					// Грани нижнего полюса
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| 					surface.addFace(createFace([radial + lastSegmentString, poleDown, prevRadial + lastSegmentString], prevRadial + lastSegmentString));
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| 	
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| 					// Если включена триангуляция 
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| 					if (triangulate) {
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| 						// Триангулируем середину и просчитываем маппинг
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| 						u = uStep*prevRadial;
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| 						setUVsToFace(new Point(1 - u, 1), new Point(1 - u - uStep, 1 - vStep), new Point(1 - u, 1 - vStep), prevRadial + "_0");
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| 						// Грани середки
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| 						for (segment = 1; segment < (heightSegments - 1); segment++) {
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| 							aUV = new Point(1 - u - uStep, 1 - (vStep*(segment + 1)));
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| 							cUV = new Point(1 - u, 1 - vStep*segment);
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| 							surface.addFace(createFace([radial + "_" + (segment + 1), prevRadial + "_" + (segment + 1), prevRadial + "_" + segment], prevRadial + "_" + segment + ":0"));
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| 							surface.addFace(createFace([prevRadial + "_" + segment, radial + "_" + segment, radial + "_" + (segment + 1)], prevRadial + "_" + segment + ":1"));
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| 							setUVsToFace(aUV, new Point(1 - u, 1 - (vStep*(segment + 1))), cUV, prevRadial + "_" + segment + ":0");
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| 							setUVsToFace(cUV, new Point(1 - u - uStep, 1 - (vStep*segment)), aUV, prevRadial + "_" + segment + ":1"); 
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| 						}
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| 						setUVsToFace(new Point(1 - u - uStep, vStep), new Point(1 - u, 0), new Point(1 - u, vStep), prevRadial + lastSegmentString); 
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| 
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| 					} else {
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| 						// Просто создаем середину
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| 						// Грани середки
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| 						for (segment = 1; segment < (heightSegments - 1); segment++) {
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| 							surface.addFace(createFace([radial + "_" + (segment + 1), prevRadial + "_" + (segment + 1), prevRadial + "_" + segment, radial + "_" + segment], prevRadial + "_" + segment));
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| 						}
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| 					}
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| 					prevRadial = (radial == 0) ? 0 : prevRadial + 1;
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| 				}
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| 			} else {
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| 				for (radial = 0; radial < radialSegments; radial++) {
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| 					// Грани верхнего полюса
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| 					surface.addFace(createFace([poleUp, prevRadial + "_1", radial + "_1"], prevRadial + "_0"));
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| 					// Грани нижнего полюса
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| 					surface.addFace(createFace([prevRadial + lastSegmentString, poleDown, radial + lastSegmentString], prevRadial + lastSegmentString));
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| 
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| 					if (triangulate) {
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| 						u = uStep*prevRadial;
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| 						setUVsToFace(new Point(u, 1), new Point(u, 1 - vStep), new Point(u + uStep, 1 - vStep), prevRadial + "_0");
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| 						// Грани середки
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| 						for (segment = 1; segment < (heightSegments - 1); segment++) {
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| 							aUV = new Point(u, 1 - (vStep*segment));
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| 							cUV = new Point(u + uStep, 1 - vStep * (segment + 1));
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| 							surface.addFace(createFace([prevRadial + "_" + segment, prevRadial + "_" + (segment + 1), radial + "_" + (segment + 1)], prevRadial + "_" + segment + ":0"));
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| 							surface.addFace(createFace([radial + "_" + (segment + 1), radial + "_" + segment, prevRadial + "_" + segment], prevRadial + "_" + segment + ":1"));
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| 							setUVsToFace(aUV, new Point(u, 1 - (vStep*(segment + 1))), cUV, prevRadial + "_" + segment + ":0");
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| 							setUVsToFace(cUV, new Point(u + uStep, 1 - (vStep*segment)), aUV, prevRadial + "_" + segment + ":1"); 
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| 						}
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| 						setUVsToFace(new Point(u, vStep), new Point(u, 0), new Point(u + uStep, vStep), prevRadial + lastSegmentString); 
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| 					} else {
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| 						// Грани середки
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| 						for (segment = 1; segment < (heightSegments - 1); segment++) {
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| 							surface.addFace(createFace([prevRadial + "_" + segment, prevRadial + "_" + (segment + 1), radial + "_" + (segment + 1), radial + "_" + segment], prevRadial + "_" + segment));
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| 						}
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| 					}
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| 					prevRadial = (radial == 0) ? 0 : prevRadial + 1;
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| 				}
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| 			}
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| 		}
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| 		
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| 		/**
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| 		 * @inheritDoc
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| 		 */
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| 		protected override function createEmptyObject():Object3D {
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| 			return new Sphere(0, 0);
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| 		}
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| 	}
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| } | 
