Actionscript 3 返回md2';在actionscript 3中使用Papervision 3D制作动画频道?
我目前正在开发FlarToolkit/Papervision3D/Quake2模型解析,已成功加载、制作纹理和动画。也就是说,动画调用对我来说只是一个猜测,到目前为止,我所知道的只是“跳跃”和“奔跑”是可用的。当我使用MD2类的内置getAnimationChannels()时,它只返回和数组MorphChannel3D对象,如下所示 //md2是一个已经加载的模型,它正在利用给定的事件等待这样的事件Actionscript 3 返回md2';在actionscript 3中使用Papervision 3D制作动画频道?,actionscript-3,papervision3d,Actionscript 3,Papervision3d,我目前正在开发FlarToolkit/Papervision3D/Quake2模型解析,已成功加载、制作纹理和动画。也就是说,动画调用对我来说只是一个猜测,到目前为止,我所知道的只是“跳跃”和“奔跑”是可用的。当我使用MD2类的内置getAnimationChannels()时,它只返回和数组MorphChannel3D对象,如下所示 //md2是一个已经加载的模型,它正在利用给定的事件等待这样的事件 trace(_md2.getAnimationChannels()); //returns [
trace(_md2.getAnimationChannels()); //returns [object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D],[object MorphChannel3D]
从我在自己的搜索中看到的情况来看,这应该是以字符串形式返回一个通道名称数组。我试图从MorphChannel3D对象中提取属性,但没有成功地使用for each(var p:*in Object)
我哪里出错了?我如何获得动画频道的名称,以便可以随意调用它们
谢谢。有趣的项目
我玩了一点MD2,但我感到困惑。不知道使用什么类以及如何使用。我问了papervision邮件列表上的人,但没有明确的答案
这是我的测验
package
{
import flash.display.*;
import flash.events.*;
import flash.utils.*;
import org.papervision3d.core.animation.channel.AbstractChannel3D;
import org.papervision3d.core.animation.channel.MorphChannel3D;
import org.papervision3d.events.AnimationEvent;
import org.ascollada.utils.FPS;
import org.papervision3d.cameras.*;
import org.papervision3d.core.geom.*;
import org.papervision3d.core.geom.renderables.*;
import org.papervision3d.events.*;
import org.papervision3d.materials.*;
import org.papervision3d.materials.special.*;
import org.papervision3d.materials.utils.*;
import org.papervision3d.objects.*;
import org.papervision3d.objects.parsers.*;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.render.*;
import org.papervision3d.scenes.*;
import org.papervision3d.view.*;
import org.papervision3d.view.layer.*;
/**
* Basic MD2Test Class
* @author George Profenza
*/
public class MD2Test extends Sprite
{
private var viewport:BasicView;
private var timer:Timer;
private var fps:FPS;
private var container:DisplayObject3D;
private var box:MD2;
private var isPlaying:Boolean = true;
private var _channels:Array;
private var _numFrames:int;
private var _currentFrame:int;
private var frameCount:int = 1;
public function MD2Test()
{
init();
}
private function init():void {
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.SHOW_ALL;
viewport = new BasicView(0, 0, true, true, CameraType.FREE);
addChild(viewport);
container = new DisplayObject3D();
viewport.scene.addChild(container);
fps = new FPS();
addChild(fps);
var mat:WireframeMaterial = new WireframeMaterial(0x990000);
mat.doubleSided = true;
box = new MD2(false);
box.rotationX = -90;
box.load("animations/box_wrap_anim.md2", mat, 6, 10);
box.addEventListener(FileLoadEvent.LOAD_COMPLETE, boxLoaded);
box.addEventListener(AnimationEvent.ANIMATION_NEXT_FRAME, boxAnimationComplete);
container.addChild(box);
//var channel:AnimationCha = new MorphChannel3D(box);
var btnPlay:Sprite = new Sprite();
btnPlay.graphics.beginFill(0x990000);
btnPlay.graphics.drawRect(0, 0, 60, 20);
btnPlay.graphics.endFill();
addChild(btnPlay);
btnPlay.y = 100;
btnPlay.addEventListener(MouseEvent.CLICK, playMD2);
var btnNextFrame:Sprite = new Sprite();
btnNextFrame.graphics.beginFill(0x990000);
btnNextFrame.graphics.drawRect(0, 0, 60, 20);
btnNextFrame.graphics.endFill();
addChild(btnNextFrame);
btnNextFrame.y = 200;
btnNextFrame.addEventListener(MouseEvent.CLICK, playNextFrame);
addEventListener(Event.ENTER_FRAME, render);
}
private function boxAnimationComplete(e:AnimationEvent):void
{
trace('box animation complete');
}
private function playNextFrame(e:MouseEvent):void
{
if (frameCount < _numFrames) frameCount++;
else frameCount = frameCount;
gotoFrame(frameCount);
}
private function boxLoaded(e:FileLoadEvent):void
{
_channels = box.getAnimationChannels();
trace("channel count", _channels.length);
rewind();
_numFrames = 0;
_currentFrame = 1;
for each(var channel:AbstractChannel3D in _channels)
{
_numFrames = Math.max(_numFrames, channel.keyFrames.length);
channel.updateToFrame(_currentFrame);
}
}
public function rewind():void
{
trace("channels length: " + box.getAnimationChannels().length);
for each(var channel:AbstractChannel3D in _channels)
{
channel.updateToFrame(1);
}
}
public function gotoFrame(frame:Number):void
{
for each(var channel:AbstractChannel3D in _channels)
channel.updateToFrame(frame);
}
private function playMD2(e:MouseEvent):void
{
isPlaying = !isPlaying;
isPlaying ? box.stop() : box.play();
}
private function render(e:Event):void
{
viewport.camera.orbit(mouseY * .5, mouseX * .5);
viewport.singleRender();
}
}
}
包
{
导入flash.display.*;
导入flash.events.*;
导入flash.utils。*;
导入org.papervision3d.core.animation.channel.AbstractChannel3D;
导入org.papervision3d.core.animation.channel.MorphChannel3D;
导入org.papervision3d.events.AnimationEvent;
导入org.ascollada.utils.FPS;
导入org.papervision3d.cameras.*;
导入org.papervision3d.core.geom.*;
导入org.papervision3d.core.geom.renderables.*;
导入org.papervision3d.events.*;
导入org.papervision3d.materials.*;
导入org.papervision3d.materials.special.*;
导入org.papervision3d.materials.utils.*;
导入org.papervision3d.objects.*;
导入org.papervision3d.objects.parsers.*;
导入org.papervision3d.objects.primitives.*;
导入org.papervision3d.render.*;
导入org.papervision3d.scenes.*;
导入org.papervision3d.view.*;
导入org.papervision3d.view.layer.*;
/**
*基本MD2测试类
*@作者乔治·普洛芬扎
*/
公共类MD2Test扩展了Sprite
{
私有变量视口:基本视图;
专用变量定时器:定时器;
私人var fps:fps;
私有var容器:DisplayObject3D;
专用var箱:MD2;
私有变量显示:布尔值=true;
专用var_通道:阵列;
私有变量numFrames:int;
私有变量currentFrame:int;
私有变量frameCount:int=1;
公共函数MD2Test()
{
init();
}
私有函数init():void{
stage.align=StageAlign.TOP\u左;
stage.scaleMode=StageScaleMode.SHOW_ALL;
viewport=新的基本视图(0,0,true,true,CameraType.FREE);
addChild(视口);
容器=新的DisplayObject3D();
viewport.scene.addChild(容器);
fps=新的fps();
addChild(fps);
var mat:线框材质=新线框材质(0x990000);
mat.doubleside=true;
框=新MD2(假);
box.rotationX=-90;
加载(“动画/box\u wrap\u anim.md2”,mat,6,10);
box.addEventListener(FileLoadEvent.LOAD_COMPLETE,boxLoaded);
box.addEventListener(AnimationEvent.ANIMATION\u下一帧,boxAnimationComplete);
容器.addChild(box);
//变量通道:AnimationCha=新的变形通道3D(框);
var btnPlay:Sprite=新Sprite();
btnPlay.graphics.beginll(0x990000);
btnPlay.graphics.drawRect(0,0,60,20);
btnPlay.graphics.endFill();
addChild(btnPlay);
btnPlay.y=100;
btnPlay.addEventListener(MouseEvent.CLICK,playMD2);
var btnNextFrame:Sprite=新Sprite();
btnNextFrame.graphics.beginll(0x990000);
btnNextFrame.graphics.drawRect(0,0,60,20);
btnNextFrame.graphics.endFill();
addChild(btnNextFrame);
btnNextFrame.y=200;
btnNextFrame.addEventListener(MouseEvent.CLICK,playNextFrame);
addEventListener(Event.ENTER_FRAME,render);
}
专用函数框AnimationComplete(e:AnimationEvent):无效
{
跟踪(“框动画完成”);
}
专用函数playNextFrame(e:MouseeEvent):无效
{
如果(帧计数<_numFrames)帧计数++;
else frameCount=frameCount;
gotoFrame(帧计数);
}
私有函数boxLoaded(e:FileLoadEvent):无效
{
_channels=box.getAnimationChannels();
跟踪(“通道计数”、_通道长度);
倒带();
_numFrames=0;
_currentFrame=1;
对于每个(var通道:AbstractChannel3D in_通道)
{
_numFrames=Math.max(_numFrames,channel.keyFrames.length);
channel.updateToFrame(_currentFrame);
}
}
公共函数rewind():void
{
跟踪(“通道长度:+box.getAnimationChannels().length”);
对于每个(var通道:AbstractChannel3D in_通道)
{
信道更新帧(1);
}
}
公共函数gotofName(帧:编号):void
{
对于每个(var通道:AbstractChannel3D in_通道)
通道更新帧(帧);
}
私有函数playMD2(e:MouseEvent):无效
{
isPlaying=!isPlaying;
i播放?box.stop():box.play();
}
私有函数渲染(e:事件):无效
{
viewport.camera.orbit(mouseY*.5,mouseX*.5);
viewport.singleRender();
}
}
}
这是几个月前创建的,所以它可能值得chec使用