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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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