【http://www.newflash3d.com---flash3D先锋队:北京贝武易科技公司】
有疑问请联系我QQ:363596350
在Papervision3d,新加入的QuadTree(四叉树)渲染方法,很好的解决了Papervision3d中交叉面的显示问题,面少的时候,效率还行。
“QuadrantRenderEngine确实解决了破面现象,但效率实在不敢恭维,特别是面多的时候(如人物)”
下面是一个实际的例子。
单击一下画面,我们就可以在Papervision3d BasicRenderEngine(默认的渲染驱动)与QuadrantRenderEngine(四叉树渲染驱动)之间切换。
代码如下,贴图您可以用自己的贴图。
package
{
import flash.display.*;
import flash.events.*;
import flash.utils.*;
import org.papervision3d.cameras.*;
import org.papervision3d.materials.*;
import org.papervision3d.materials.special.*;
import org.papervision3d.materials.utils.*;
import org.papervision3d.objects.*;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.render.*;
import org.papervision3d.view.*;
[SWF(width="640", height="480", backgroundColor = "0x000000", frameRate = "60")]
public class QuadTreeExe01 extends BasicView
{
private var plane :DisplayObject3D;
private var cube :DisplayObject3D;
[Embed(source = "assets/bvu.jpg")] private var BitmapClass:Class;
public function QuadTreeExe01()
{
super(0, 0, true, false, CameraType.TARGET);
cube = new Cube(new MaterialsList( { all:new BitmapMaterial(new BitmapClass().bitmapData, true) } ));
cube.x = 400;
var planeMaterial:CompositeMaterial = new CompositeMaterial();
planeMaterial.addMaterial(new ColorMaterial(0xFFFFFF, .5));
planeMaterial.addMaterial(new WireframeMaterial(0xFFFFFF));
plane = new Plane(planeMaterial, 1500, 1500);
plane.material.doubleSided = true;
plane.material.tiled = true;
plane.pitch(90);
scene.addChild(plane);
scene.addChild(cube);
renderer = new QuadrantRenderEngine(QuadrantRenderEngine.ALL_FILTERS);
startRendering()
stage.addEventListener(MouseEvent.CLICK, clickHandler);
}
private function clickHandler(e:MouseEvent):void
{
if(renderer is QuadrantRenderEngine)
renderer = new BasicRenderEngine();
else
renderer = new QuadrantRenderEngine(QuadrantRenderEngine.ALL_FILTERS);
}
protected override function onRenderTick(e:Event = null):void
{
cube.y = Math.sin(getTimer() / 400) * 400;
cube.x = Math.cos(getTimer() / 400) * 100;
cube.roll(1);
// rotate by mouse interactive
camera.x += (Math.sin(mouseX / stage.stageWidth * 3 * Math.PI) * 1200 - camera.x) * .1;
camera.z += (Math.cos(mouseX / stage.stageWidth * 3 * Math.PI) * 1200 - camera.z) * .1;
camera.y += (mouseY / stage.stageHeight * 2000 - 500 - camera.y) * .05;
super.onRenderTick(e)
}
}
}
【http://www.newflash3d.com---flash3D先锋队:北京贝武易科技公司】
有疑问请联系我QQ:363596350