Away3D - 添加资源状态监控窗口(使用AwayStats)
作者:hangge | 2015-11-14 09:10
通过添加AwayStats,可以在页面上显示一个小小的监控窗口。实时显示出away3d的帧数,面数,内存使用,cpu占用等信息。
下面在页面右上角添加一个状态监控窗口:

package{
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import away3d.cameras.Camera3D;
import away3d.containers.View3D;
import away3d.controllers.HoverController;
import away3d.debug.AwayStats;
import away3d.entities.Mesh;
import away3d.materials.TextureMaterial;
import away3d.primitives.CubeGeometry;
import away3d.textures.BitmapTexture;
[SWF(frameRate="60", backgroundColor="#FFFFFF")]
public class S4 extends Sprite {
private var _view3D:View3D;
private var cameraController:HoverController;//360全景展示相机控制器
//状态监控
private var _awayStats:AwayStats;
//地板图片(用作地板的纹理 )
[Embed(source="assets/road.jpg")]
private var floorClass:Class;
private var _lastX:Number = 0;
private var _lastY:Number = 0;
public function S4() {
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
addChild(_view3D);
//添加 状态监控视图
addChild(_awayStats = new AwayStats(_view3D));
//地板的纹理
var bmpTexture1:BitmapTexture = new BitmapTexture(new floorClass().bitmapData);
var material1:TextureMaterial = new TextureMaterial(bmpTexture1);
// 在三维舞台中创建一个方块(地板 )
var cube1:Mesh = new Mesh(new CubeGeometry(700, 20, 500), material1);
_view3D.scene.addChild(cube1);
//初始化摄像头
initCamera(_view3D.camera);
addEventListener(Event.ENTER_FRAME, _onEnterFrame);
stage.addEventListener(Event.RESIZE, onResize);
onResize();
//鼠标事件监听
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
stage.addEventListener(MouseEvent.MOUSE_WHEEL,onWheel);
}
/**
* 摄像头初始化
*/
private function initCamera(camera:Camera3D):void
{
cameraController = new HoverController(_view3D.camera);
//cameraController.distance = 800;//摄像机和目标点距离
//cameraController.minTiltAngle = 0;//摄像机以Y轴旋转最小角度
//cameraController.maxTiltAngle = 90;//摄像机以Y轴旋转最大角度
//cameraController.panAngle = 45;//摄像机以Y轴旋转角度
cameraController.tiltAngle = 15;//摄像机以X轴旋转角度
}
/**
* 渲染视图
*/
private function _onEnterFrame(e:Event):void
{
//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;
//监控 视图一直处于右上角
_awayStats.x = stage.stageWidth - _awayStats.width;
}
/**
* 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
{
_view3D.stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
_lastX = _view3D.mouseX;
_lastY = _view3D.mouseY;
}
/**
* 鼠标弹起事件
*/
private function onMouseUp(event:MouseEvent):void
{
_view3D.stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
}
/**
* 鼠标移动事件
*/
private function mouseMoveHandler(event:MouseEvent):void
{
//移动摄像机
var dx:Number = _view3D.mouseX - _lastX;
var dy:Number = _view3D.mouseY - _lastY;
cameraController.panAngle += dx;
cameraController.tiltAngle += dy;
_lastX = _view3D.mouseX;
_lastY = _view3D.mouseY;
}
}
}
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