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Away3D - 粒子移动动画(在一个路径轨迹上循环运动)

作者:hangge | 2015-11-26 09:08
最近在做一个电源系统的三维拓扑图,使用LineSegment来绘制设备间的连接线缆。为了让画面更生动些,需要在线路上添加粒子移动效果,来模拟电流的流动。

1,使用小方块来实现
每隔一定的时间创建一个小方块,其移动轨迹就是在线路上进行循环移动。即从起点开始移动到下一个拐点,再移动到下一个拐点,再移动到下一个拐点....如果移到路径尾部的时候就恢复到开始位置。

效果图如下:



--- 方块类 PowerParticles.as ---
package
{
	import flash.events.Event;
	import flash.geom.Vector3D;
	
	import away3d.containers.View3D;
	import away3d.entities.Mesh;
	import away3d.materials.ColorMaterial;
	import away3d.primitives.CubeGeometry;

	public class PowerParticles
	{
		private var _view3D:View3D;
		private var _points:Array;
		
		private var cube1:Mesh;
		
		//每次移动的步长
		private var step:Number = 5;
			
		private var nextIndex:int = 1;
		
		public function PowerParticles()
		{
		}
		
		public function init(view3D:View3D, points:Array):void{
			this._view3D = view3D;
			this._points = points;
			
			var material:ColorMaterial = new ColorMaterial(0xFFD800);	
			
			// 在三维舞台中创建一个方块
			cube1 = new Mesh(new CubeGeometry(5, 5, 5), material);
			cube1.position = points[0];
			_view3D.scene.addChild(cube1);
			
			_view3D.addEventListener(Event.ENTER_FRAME, _onEnterFrame);
		}
		
		private function _onEnterFrame(e:Event):void
		{
			var nextPoint:Vector3D = _points[nextIndex];
			var spanX:Number = nextPoint.x - cube1.x;
			var spanY:Number = nextPoint.y - cube1.y;
			var spanZ:Number = nextPoint.z - cube1.z;
			
			if(Math.abs(spanX)>=step){
				cube1.x += (spanX>0?1:-1)*step;
			}
			
			if(Math.abs(spanY)>=step){
				cube1.y += (spanY>0?1:-1)*step;
			}
			
			if(Math.abs(spanZ)>=step){
				cube1.z += (spanZ>0?1:-1)*step;
			}
			
			if(Math.abs(spanX)<step&&Math.abs(spanY)<step&&Math.abs(spanZ)<step){
				nextIndex++;
				if(nextIndex>=_points.length){
					nextIndex = 1;
					cube1.position = _points[0];
				}
			}
		}
	}
}

--- 主类 Main.as ---
package{
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.geom.Vector3D;
	import flash.utils.setTimeout;
	
	import away3d.containers.View3D;
	import away3d.controllers.HoverController;
	import away3d.entities.Mesh;
	import away3d.entities.SegmentSet;
	import away3d.materials.TextureMaterial;
	import away3d.primitives.LineSegment;
	import away3d.primitives.PlaneGeometry;
	import away3d.utils.Cast;
	
	[SWF(frameRate="60", backgroundColor="#FFFFFF")]
	public class Main extends Sprite {
		
		private  var _view3D:View3D;
		private var cameraController:HoverController;//360全景展示相机控制器
		
		[Embed(source="assets/floor_diffuse.jpg")]
		public static var FloorDiffuse:Class;
		
		//材质
		private var planeMaterial:TextureMaterial;
		
		//管道拐点
		private var linePoints:Array = [new Vector3D(450,40,200),
			new Vector3D(0,40,200),
			new Vector3D(0,240,200),
			new Vector3D(0,240,50),
			new Vector3D(-450,240,50)]
		
		private var _lastX:Number = 0;
		private var _lastY:Number = 0;
		
		public function Main() {
			initEngine();
			initMaterials();
			initObjects();
			initListeners();
		}
		
		/**
		 * 初始化引擎
		 */
		private function initEngine():void
		{
			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
			
			//初始化摄像头
			cameraController = new HoverController(_view3D.camera);
			/*cameraController.distance = 1000;
			cameraController.minTiltAngle = 0;
			cameraController.maxTiltAngle = 90;
			cameraController.panAngle = 45;*/
			cameraController.tiltAngle = 30;
			
			addChild(_view3D);
		}
		
		
		/**
		 * 初始化材质
		 */
		private function initMaterials():void
		{
			//地面材质
			planeMaterial = new TextureMaterial(Cast.bitmapTexture(FloorDiffuse));
			planeMaterial.repeat = true;
		}
		
		/**
		 * 初始化物体
		 */
		private function initObjects():void
		{
			//地面
			var plane:Mesh = new Mesh(new PlaneGeometry(900, 600), planeMaterial);
			plane.geometry.scaleUV(3, 2);
			(plane.geometry as PlaneGeometry).doubleSided = true; //双面 贴图
			_view3D.scene.addChild(plane);
			
			//绘制管道
			createLine(linePoints);
			
			//添加粒子
			setTimeout(addSmallParticle,1000);
			setTimeout(addSmallParticle,2000);
			setTimeout(addSmallParticle,3000);
			setTimeout(addSmallParticle,4000);
		}
		
		private function createLine(points:Array,color:uint=0x00BC19):SegmentSet{
			var linesContainer:SegmentSet = new SegmentSet();
			
			for(var i:int = 1;i<points.length;i++){
				var line:LineSegment = new LineSegment(points[i-1],points[i],color,color);
				linesContainer.addSegment(line);
			}
			_view3D.scene.addChild(linesContainer);
			return linesContainer;
		}
		
		private function addSmallParticle():void{
			var p:PowerParticles = new PowerParticles();
			p.init(_view3D, linePoints);
		}
		
		/**
		 * 初始化监听
		 */
		private function initListeners():void
		{
			addEventListener(Event.ENTER_FRAME, _onEnterFrame);
			//鼠标事件监听
			stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
			stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
			stage.addEventListener(MouseEvent.MOUSE_WHEEL,onWheel);
			stage.addEventListener(Event.RESIZE, onResize);
			onResize();
		}
		
		/**
		 * 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;
		}
		
		/**
		 * 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;
		}
	}
}

2,使用透明图片来实现
直接使用实色方块可能会觉得有些生硬,那么可以使用半透明的放射发光图片来做粒子,素材图如下:

这时就要使用 Sprite3D 来制作粒子。Sprite3D 是一个始终正对着摄像机镜头的平面对象,其保证不管摄像头如何旋转,始终面向着用户。

效果图如下:


代码如下 PowerParticles2.as :
package
{
	import flash.display.BlendMode;
	import flash.events.Event;
	import flash.geom.Vector3D;
	
	import away3d.containers.View3D;
	import away3d.entities.Sprite3D;
	import away3d.materials.TextureMaterial;
	import away3d.utils.Cast;

	public class PowerParticles2
	{
		private var _view3D:View3D;
		private var _points:Array;
		
		[Embed(source="./assets/blue.png")]
		private var ParticleImg:Class;
		
		private var _particleMesh:Sprite3D;
		
		//每次移动的步长
		private var step:Number = 5;
			
		private var nextIndex:int = 1;
		
		public function PowerParticles2()
		{
		}
		
		public function init(view3D:View3D, points:Array):void{
			this._view3D = view3D;
			this._points = points;
			
			var material:TextureMaterial = new TextureMaterial(Cast.bitmapTexture(ParticleImg));
			material.blendMode = BlendMode.ADD;
			
			// 在三维舞台中创建一个粒子 
			_particleMesh = new Sprite3D(material,25,25);
			_particleMesh.position = points[0];
			_view3D.scene.addChild(_particleMesh);
			
			_view3D.addEventListener(Event.ENTER_FRAME, _onEnterFrame);
		}
		
		private function _onEnterFrame(e:Event):void
		{
			var nextPoint:Vector3D = _points[nextIndex];
			var spanX:Number = nextPoint.x - _particleMesh.x;
			var spanY:Number = nextPoint.y - _particleMesh.y;
			var spanZ:Number = nextPoint.z - _particleMesh.z;
			
			if(Math.abs(spanX)>=step){
				_particleMesh.x += (spanX>0?1:-1)*step;
			}
			
			if(Math.abs(spanY)>=step){
				_particleMesh.y += (spanY>0?1:-1)*step;
			}
			
			if(Math.abs(spanZ)>=step){
				_particleMesh.z += (spanZ>0?1:-1)*step;
			}
			
			if(Math.abs(spanX)<step&&Math.abs(spanY)<step&&Math.abs(spanZ)<step){
				nextIndex++;
				if(nextIndex>=_points.length){
					nextIndex = 1;
					_particleMesh.position = _points[0];
				}
			}
		}
	}
}
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