Away3D - 使用背景透明的贴图
作者:hangge | 2015-12-01 09:01
有时需要在舞台中添加一些背景透明的图片贴图,比如一些标志什么的。
这个就需要设置纹理材质的透明度(alpha 和 alphaThreshold),最后再使用 PlaneGeometry 平面类型的 Mesh 即可。
比如,这里有一张背景透明的图片:
把它添加到视图中,效果图如下:
代码如下:
package{ import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.events.MouseEvent; import away3d.containers.View3D; import away3d.controllers.HoverController; import away3d.entities.Mesh; import away3d.materials.TextureMaterial; import away3d.primitives.CubeGeometry; import away3d.primitives.PlaneGeometry; import away3d.utils.Cast; [SWF(frameRate="60", backgroundColor="#FFFFFF")] public class S5 extends Sprite { private var _view3D:View3D; private var cameraController:HoverController;//360全景展示相机控制器 //物体 图片(用作方块 的纹理 ) [Embed(source="assets/logo_f10.png")] private var logoClass:Class; //地板图片(用作地板的纹理 ) [Embed(source="assets/road.jpg")] private var floorClass:Class; //logo材质 private var logoMaterial:TextureMaterial; //地板材质 private var floorMaterial:TextureMaterial; private var _lastX:Number = 0; private var _lastY:Number = 0; public function S5() { 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 = 15; addChild(_view3D); } /** * 初始化材质 */ private function initMaterials():void { //地板的纹理 floorMaterial = new TextureMaterial(Cast.bitmapTexture(floorClass)); //logo的纹理 logoMaterial = new TextureMaterial(Cast.bitmapTexture(logoClass)); logoMaterial.alpha = 1 logoMaterial.alphaThreshold=0.5 //图片背景透明 } /** * 初始化物体 */ private function initObjects():void { // 在三维舞台中创建一个方块(地板 ) var cube1:Mesh = new Mesh(new CubeGeometry(500, 20, 300), floorMaterial); _view3D.scene.addChild(cube1); // 在三维舞台中创建一个平面的logo var logo:Mesh = new Mesh(new PlaneGeometry(128, 128), logoMaterial); //(logo.geometry as PlaneGeometry).doubleSided = true; //双面 贴图 logo.y = 100; logo.rotationX = 90; logo.rotationZ = 180; _view3D.scene.addChild(logo); } /** * 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; } } }
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