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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。

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 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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