Away3D - 鼠标到Mesh物体上,物体显示边框、高亮显示
作者:hangge | 2015-12-03 08:50
有时需要给Mesh元件添加鼠标交互效果,比如鼠标移到上面显示些信息,鼠标移出信息消失。在鼠标移入移出的时候,如果能同时改变下Mesh的样式会起到更好的显示效果。
2,鼠标移入时改变亮度
1,鼠标移入时显示边框
实现方式是监听鼠标的移入移出事件,动态地设置 Mesh 的 showBounds 属性。效果图如下:
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.events.MouseEvent3D; import away3d.materials.TextureMaterial; import away3d.primitives.CubeGeometry; import away3d.utils.Cast; [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 [Embed(source="assets/cubeTexture3.jpg")] private var cubeTextureClass : Class; private var cubeTextureMaterial:TextureMaterial; private var _lastX:Number = 0; private var _lastY:Number = 0; public function S4() { 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.tiltAngle = 15; addChild(_view3D); } /** * 初始化材质 */ private function initMaterials():void { cubeTextureMaterial = new TextureMaterial(Cast.bitmapTexture(cubeTextureClass)); } /** * 初始化物体 */ private function initObjects():void { // 在三维舞台中创建一个方块 var cube1:Mesh = new Mesh(new CubeGeometry(200, 200, 200, 1, 1, 1, false), cubeTextureMaterial); _view3D.scene.addChild(cube1); //开启鼠标事件支持 cube1.mouseEnabled = true; //添加 监听 cube1.addEventListener(MouseEvent3D.MOUSE_OVER, cubeMouseOver); cube1.addEventListener(MouseEvent3D.MOUSE_OUT, cubeMouseOut); } //鼠标移入 private function cubeMouseOver(event:MouseEvent3D):void{ var mesh:Mesh = event.object as Mesh; mesh.showBounds = true; } //鼠标移出 private function cubeMouseOut(event:MouseEvent3D):void{ var mesh:Mesh = event.object as Mesh; mesh.showBounds = false; } /** * 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,鼠标移入时改变亮度
同样是监听鼠标的移入移出事件。只不过我们这边除了原始的材质贴图外,还要准备一张高亮的贴图(把原始贴图调整下亮度即可)。鼠标移入移出时,动态改变 mesh.material
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.events.MouseEvent3D; import away3d.materials.TextureMaterial; import away3d.primitives.CubeGeometry; 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 //普通 贴图 [Embed(source="assets/cubeTexture3.jpg")] private var cubeTextureClass : Class; //高亮贴图 [Embed(source="assets/cubeTexture3_light.jpg")] private var cubeTextureLightClass : Class; private var cubeTextureMaterial:TextureMaterial; private var cubeTextureLightMaterial: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.tiltAngle = 15; addChild(_view3D); } /** * 初始化材质 */ private function initMaterials():void { cubeTextureMaterial = new TextureMaterial(Cast.bitmapTexture(cubeTextureClass)); //高亮皮肤 cubeTextureLightMaterial = new TextureMaterial(Cast.bitmapTexture(cubeTextureLightClass)); } /** * 初始化物体 */ private function initObjects():void { // 在三维舞台中创建一个方块 var cube1:Mesh = new Mesh(new CubeGeometry(200, 200, 200, 1, 1, 1, false), cubeTextureMaterial); _view3D.scene.addChild(cube1); //开启鼠标事件支持 cube1.mouseEnabled = true; //添加 监听 cube1.addEventListener(MouseEvent3D.MOUSE_OVER, cubeMouseOver); cube1.addEventListener(MouseEvent3D.MOUSE_OUT, cubeMouseOut); } //鼠标移入 private function cubeMouseOver(event:MouseEvent3D):void{ var mesh:Mesh = event.object as Mesh; mesh.material = cubeTextureLightMaterial; } //鼠标移出 private function cubeMouseOut(event:MouseEvent3D):void{ var mesh:Mesh = event.object as Mesh; mesh.material = cubeTextureMaterial; } /** * 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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