资源介绍:
创建一个主类
public class Main extends Sprite
在构造函数中监听舞台的初始化
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
在init函数中创建Context3D
创建成功会有一个回调事件,在事件中创建dGame3DSystem,创建一个游戏类Game,最后再创建一个timer用于游戏类的主循环
- dGame3DSystem.CreateContext3D( stage , function( context3D:Object ):void
- {
- m_pdGame3D = new dGame3DSystem( context3D );
- m_pdGame3D.SetScreenSize( stage.stageWidth , stage.stageHeight );
- m_pGame = new Game( m_pdGame3D , stage );
- var pTimer:dTimer = new dTimer();
- pTimer.Create( 0 , 0 , function( p:dTimer , nRepeat:int ):void
- {
- if ( m_pdGame3D )
- {
- EnterFrameMove();
- }
- } );
- } );
- 在EnterFrameMove函数中调用Present函数
- public function EnterFrameMove():void
- {
- m_pGame.EnterFrameMove();
- m_pdGame3D.Present();
- }
复制代码
游戏类中可以初始化摄像机位置,创建场景,创建模型,创建人物。
关于摄像机的函数有
设置眼睛坐标
public function SetCameraEye( vEye:dVector3 ):void
设置目标点坐标
public function SetCameraLookat( vLookat:dVector3 ):void
设置上方向坐标
public function SetCameraUpVec( vUpVec:dVector3 ):void
获得眼睛坐标
public function GetCameraEye():dVector3
获得目标点坐标
public function GetCameraLookat():dVector3
获得上方向坐标
public function GetCameraUpVec():dVector3
获得摄像机方向
public function GetCameraDir():dVector3
获得摄像机方向与上方向的叉积
public function GetCameraCross():dVector3
设置最近裁剪面
public function SetCameraNearPlane( fNear:Number ):void
设置最远裁剪面
public function SetCameraFarPlane( fFar:Number ):void
获得最近裁剪面
public function GetCameraNearPlane():Number
获得最远裁剪面
public function GetCameraFarPlane():Number
设置摄像机眼睛绕目标点横向旋转角度
public function SetCameraRotationH( angle:Number ):void
设置摄像机眼睛绕目标点纵向旋转角度
public function SetCameraRotationV( angle:Number ):void
获得摄像机眼睛绕目标点横向旋转角度
public function GetCameraRotationH():Number
获得摄像机眼睛绕目标点纵向旋转角度
public function GetCameraRotationV():Number
设置摄像机眼睛与目标点的距离
public function SetCameraRotationRadio( length:Number ):void
获得摄像机眼睛与目标点的距离
public function GetCameraRotationRadio():Number
设置摄像机眼睛与目标点距离的最小,最大范围
public function SetCameraRotationRadioLimit( fNear:Number , fFar:Number ):void
设置摄像机向前移动(沿目标点方向)
public function SetCameraMoveForword( speed:Number ):void
设置摄像机向后移动
public function SetCameraMoveBack( speed:Number ):void
减少摄像机眼睛与目标点的距离
public function SetCameraMoveNear( speed:Number ):void
增加摄像机眼睛与目标点的距离
public function SetCameraMoveFar( speed:Number ):void
设置摄像机向左移动,(沿目标点方向与上方向的叉积方向)
public function SetCameraMoveLeft( speed:Number ):void
设置摄像机向右移动
public function SetCameraMoveRight( speed:Number ):void
设置摄像机目标点与眼睛的横向和纵向角度
public function SetCameraRotationLookat( angleH:Number , angleV:Number ):void
设置摄像机宽高比
public function SetCameraAspect( f:Number ):void
获得摄像机视矩阵
public function GetCameraView():dMatrix
获得摄像机投影矩阵
public function GetCameraProj():dMatrix
获得摄像机视投影相乘矩阵
public function GetCameraViewProj():dMatrix
设置摄像机正交投影宽高
public function SetCameraOrthoSize( width:Number , height:Number ):void
获得摄像机正交投影宽
public function GetCameraOrthoWidth():Number
获得摄像机正交投影高
public function GetCameraOrthoHeight():Number
设置摄像机透视类型,0为透视,1为正交
public function SetCameraPerspectiveType( nType:int ):void
获得摄像机透视类型
public function GetCameraPespectiveType():int
设置摄像机是否与地面碰撞
public function SetCameraCollection( bColl:Boolean ):void
获得摄像机是否与地面碰撞
public function GetCameraCollection():Boolean
场景相关函数有:
创建场景
public function CreateScene( width:int , height:int ):void
保存场景
public function SaveScene():ByteArray
读取场景
public function LoadSceneFromBin( data:ByteArray , onLoadComplate:Function , nFlag:int = 0 ):void
从文件中读取场景
public function LoadSceneFromFile( strFileName:String , onLoadComplate:Function , nFlag:int = 0 , onLoadProgress:Function = null ):void
获得场景文件名
public function GetSceneFileName():String
设置天空盒贴图文件
public function SetSkyboxTextureFileName( strFileName:String ):void
更新场景
public function UpdateScene( nFlag:int = 0 ):void
设置场景是否有碰撞
public function SetShowCanReach( bShow:Boolean ):void
创建模型
public function CreateMeshObj( strFileName:String ):int
创建特效
public function CreateEffectObj( strFileName:String , bPlayEndAutoDelete:Boolean = false ):int
创建人物
public function CreateCharacter( strFileName:String = null , pColorTransform:dColorTransform = null ):int
创建水面
public function CreateOcean( vPos:dVector3 ):int
考贝创建
public function CreateObjCopy( id:int ):int
删除物体
public function DeleteRenderObj( id:int ):void
设置物体是否显示
public function SetObjShow( id:int , bShow:int ):void
获得物体是否显示
public function GetObjShow( id:int ):int
设置物体坐标
public function SetObjPos( id:int , vPos:dVector3 ):void
获得物体坐标
public function GetObjPos( id:int ):dVector3
设置物体高度偏移
public function SetObjYOffset( id:int , fY:Number ):void
获得物体高度偏移
public function GetObjYOffset( id:int ):Number
设置物体缩放
public function SetObjSca( id:int , vSca:dVector3 ):void
获得物体缩放
public function GetObjSca( id:int ):dVector3
设置物体旋转
public function SetObjRot( id:int , vRot:dVector4 ):void
设置物体Y轴旋转
public function SetObjRotY( id:int , angle:Number ):void
获得物体旋转
public function GetObjRot( id:int ):dVector4
获得物体Y轴旋转
public function GetObjRotY( id:int ):Number
设置物体2维方向
public function SetObjDir2( id:int , x:Number , z:Number ):void
获得物体2维方向
public function GetObjDir2( id:int ):dVector2
获得物体类型
public function GetObjType( id:int ):int
获得物体文件名
public function GetObjFileName( id:int ):String
获得物体列表
public function GetObjList( nObjType:int ):Vector.
获得物体绑定盒
public function GetObjBoundingBox( id:int ):dBoundingBox
获得物体AABB
public function GetObjAABB( id:int ):dBoundingBox
获得物体世界矩阵
public function GetObjWorldMatrix( id:int ):dMatrix
设置物体是否接收鼠标
public function SetObjHandleMouse( id:int , bHandle:Boolean ):void
获得物体是否接收鼠标
public function GetObjHandleMouse( id:int ):Boolean
给定点获得场景地形高度
public function GetSceneHeight( x:Number , z:Number ):Number
获得场景地形大小
public function GetSceneSizeX():int
获得场景地形大小
public function GetSceneSizeZ():int
重设场景大小
public function ResizeScene( newWidth:int , newHeight:int , onComplateFun:Function ):void
获得全局光照
public function GetGlobalLightDir():dVector3
设置全局光照
public function SetGlobalLightDir( vDir:dVector3 ):void
获得场景文件列表
public function GetSceneObjFileNameList():Vector.
获得场景文件中物体列表
public function GetSceneStaticCharacter():Vector.
场景与直线碰撞
public function CheckCollectionRay( vPos:dVector3 , vDir:dVector3 , vPosOut:dVector3 = null , nObjType:int = RENDEROBJ_TYPE_ALL ):int
场景与鼠标碰撞
public function CheckCollectionMousePt( x:int , y:int , nWindowWidth:int , nWindowHeight:int , vPosOut:dVector3 = null , nObjType:int = RENDEROBJ_TYPE_ALL ):int
设置是否显示地形
public function SetShowTerrain( bShow:Boolean ):void
获得是否显示地形
public function isShowTerrain():Boolean
角色相关函数有:
获得当前鼠标选中的角色
public function GetMousePassCharacterID():int
角色添加装备模型
public function CharacterAddPartMesh( id:int , strPartName:String , strFileName:String ,
strBoundingBonePartName:String = null , strBoundingBoneCharactorName:String = null , pColorTransform:dColorTransform = null ):void
角色添加动作
public function CharacterAddAnimationKey( id:int , strKeyName:String , strFileName:String , bCanMove:int = 1 , bAddToHorse:Boolean = false , onLoadComplate:Function = null ):void
设置角色动作属性
public function CharacterSetAnimationKeyDeclare( id:int , strKeyName:String , nStartTime:int , nLoopStartTime:int , nLoopEndTime:int ):void
设置物体在场景切换时不被删除
public function SetObjNoDelete( id:int , bNoDelete:Boolean ):void
设置人物坐骑
public function CharacterSetHorse( id:int , strHorseFileName:String , strHorseBoneName:String = "EQ-Horse" , strChatarctorBoneName:String = "EQ-Ride" ):void
播放人物动作
public function CharacterSetCurrentKey( id:int , strKeyName:String ):void
获得当前人物播放动作
public function CharacterGetCurrentKey( id:int ):String
获得人物动作最大播放时间
public function CharacterGetKeyMaxTime( id:int , strAniName:String ):int
设置人物移动和站立里的默认动作
public function CharacterSetRunAniName( id:int , strRunAniName:String , strStandAniName:String ):void
人物向给定方向移动
public function CharacterMoveDir( id:int , vDir:dVector3 ):void
人物向给定目标点移动
public function CharacterMoveTarget( id:int , vTarget:dVector3 , bSearchPath:Boolean = false , bCheckCollection:Boolean = false , moveEndFun:Function = null , fIgnoreLength:Number = 0.0 ):int
人物停止移动
public function CharacterStopMove( id:int ):void
设置人物移动速度
public function CharacterSetMoveSpeed( id:int , fSpeed:Number ):void
获得人物移动速度
public function CharacterGetMoveSpeed( id:int ):Number
获得人物是否正在移动中
public function CharacterIsRunning( id:int ):Boolean
设置人物名称
public function CharacterSetName( id:int , strName:String ):void
获得人物名称
public function CharacterGetName( id:int ):String
添加人物头上的数字
public function CharacterAddBNumber( id:int , list:Vector. , nPlayType:int = BNUNBER_PLAY_JUMP ):void
添加特效
public function CharacterAddEffect( id:int , strEffectName:String , strHitEffectName:String , vStartPos:dVector3 , nBoneHero:int , strStartBoneName:String , nStartTime:int = 0 , fFlySpeed:Number = 10.0 ):void
设置人物2维方向
public function CharacterSetObjDir2( id:int , nTargetID:int ):void
获得人物骨骼坐标
public function CharacterGetBonePos( id:int , strBoneName:String ):dVector3
效果图:
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<ignore_js_op style=‘color: rgb(85, 85, 85); line-height: 21px; font-family: "Segoe UI", Segoe, "Segoe WP", Tahoma, "Microsoft YaHei", sans-serif; font-size: 14px; word-wrap: break-word;‘>
<ignore_js_op style=‘color: rgb(85, 85, 85); line-height: 21px; font-family: "Segoe UI", Segoe, "Segoe WP", Tahoma, "Microsoft YaHei", sans-serif; font-size: 14px; word-wrap: break-word;‘>
<ignore_js_op style=‘color: rgb(85, 85, 85); line-height: 21px; font-family: "Segoe UI", Segoe, "Segoe WP", Tahoma, "Microsoft YaHei", sans-serif; font-size: 14px; word-wrap: break-word;‘>
<ignore_js_op style=‘color: rgb(85, 85, 85); line-height: 21px; font-family: "Segoe UI", Segoe, "Segoe WP", Tahoma, "Microsoft YaHei", sans-serif; font-size: 14px; word-wrap: break-word;‘>
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