Papervision3D 1.5 の Cone オブジェクトを使った際に、円錐のオブジェクトが作られなくて円柱になってしまうという問題がある。これは単に Papervision3D 1.5 でのバグ。

バグの内容については throw Life - Papervision3Dのプリミティブ・オブジェクト - Cone, Cube, Cylinder, Sphere - に書いてある解説がわかりやすい。
今回は、これを参考に Cylinder.as を修正してみた。

修正箇所その1:
Cylinder のコンストラクタの引数部分「topRadius:Number=0」を「topRadius:Number=-1」に修正(デフォルト値を0から-1に変更している)。

修正箇所その2:
Cylinder のコンストラクタ内で 「if (topRadius==0) topRadius = radius;」となっている部分を「if (topRadius < 0) topRadius = radius;」へ変更。

Cylinder.as 修正版


// This file is based on org.papervision3d.objects.Cylinder in Papervision3D 1.5
//
// Fix for Cone object by NI-Lab. www.nilab.info
// You find out fix points when you search "fix by NI-Lab." in this file.
//
 
/*
 *  PAPER    ON   ERVIS  NPAPER ISION  PE  IS ON  PERVI IO  APER  SI  PA
 *  AP  VI  ONPA  RV  IO PA     SI  PA ER  SI NP PE     ON AP  VI ION AP
 *  PERVI  ON  PE VISIO  APER   IONPA  RV  IO PA  RVIS  NP PE  IS ONPAPE
 *  ER     NPAPER IS     PE     ON  PE  ISIO  AP     IO PA ER  SI NP PER
 *  RV     PA  RV SI     ERVISI NP  ER   IO   PE VISIO  AP  VISI  PA  RV3D
 *  ______________________________________________________________________
 *  papervision3d.org + blog.papervision3d.org + osflash.org/papervision3d
 */
 
/*
 * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com.
 *
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use,
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following
 * conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */
 
// ______________________________________________________________________
//                                                GeometryObject3D: Cylinder
package org.papervision3d.objects
{
import org.papervision3d.core.*;
import org.papervision3d.core.proto.*;
import org.papervision3d.core.geom.*;
 
import flash.display.BitmapData;
 
/**
* The Cylinder class lets you create and display Cylinders.
* <p/>
* The Cylinder is divided in vertical and horizontal segment, the smallest combination is two vertical and three horizontal segments.
*/
public class Cylinder extends Mesh3D
{
	/**
	* Number of segments horizontally. Defaults to 8.
	*/
	public var segmentsW :Number;
 
	/**
	* Number of segments vertically. Defaults to 6.
	*/
	public var segmentsH :Number;
 
	/**
	* Default radius of Cylinder if not defined.
	*/
	static public var DEFAULT_RADIUS :Number = 100;
 
	/**
	* Default height if not defined.
	*/
	static public var DEFAULT_HEIGHT :Number = 100;
 
	/**
	* Default scale of Cylinder texture if not defined.
	*/
	static public var DEFAULT_SCALE :Number = 1;
 
	/**
	* Default value of gridX if not defined.
	*/
	static public var DEFAULT_SEGMENTSW :Number = 8;
 
	/**
	* Default value of gridY if not defined.
	*/
	static public var DEFAULT_SEGMENTSH :Number = 6;
 
	/**
	* Minimum value of gridX.
	*/
	static public var MIN_SEGMENTSW :Number = 3;
 
	/**
	* Minimum value of gridY.
	*/
	static public var MIN_SEGMENTSH :Number = 2;
 
 
	// ___________________________________________________________________________________________________
	//                                                                                               N E W
	// NN  NN EEEEEE WW    WW
	// NNN NN EE     WW WW WW
	// NNNNNN EEEE   WWWWWWWW
	// NN NNN EE     WWW  WWW
	// NN  NN EEEEEE WW    WW
 
	/**
	* Create a new Cylinder object.
	* <p/>
	* @param	material	A MaterialObject3D object that contains the material properties of the object.
	* <p/>
	* @param	radius		[optional] - Desired radius.
	* <p/>
	* @param	segmentsW	[optional] - Number of segments horizontally. Defaults to 8.
	* <p/>
	* @param	segmentsH	[optional] - Number of segments vertically. Defaults to 6.
	* <p/>
	* @param	topRadius	[optional] - An optional parameter for con- or diverging cylinders
	* <p/>
	* @param	initObject	[optional] - An object that contains user defined properties with which to populate the newly created GeometryObject3D.
	* <p/>
	* It includes x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY scaleZ and a user defined extra object.
	* <p/>
	* If extra is not an object, it is ignored. All properties of the extra field are copied into the new instance. The properties specified with extra are publicly available.
	*/
	public function Cylinder( material:MaterialObject3D=null, radius:Number=100, height:Number=100, segmentsW:int=8, segmentsH:int=6, topRadius:Number=-1, initObject:Object=null )
	// fix by NI-Lab. (topRadius:Number=0 => topRadius:Number=-1)
	//public function Cylinder( material:MaterialObject3D=null, radius:Number=100, height:Number=100, segmentsW:int=8, segmentsH:int=6, topRadius:Number=0, initObject:Object=null )
	{
		super( material, new Array(), new Array(), null, initObject );
 
		this.segmentsW = Math.max( MIN_SEGMENTSW, segmentsW || DEFAULT_SEGMENTSW); // Defaults to 8
		this.segmentsH = Math.max( MIN_SEGMENTSH, segmentsH || DEFAULT_SEGMENTSH); // Defaults to 6
		if (radius==0) radius = DEFAULT_RADIUS; // Defaults to 100
		if (height==0) height = DEFAULT_HEIGHT; // Defaults to 100
		// if (typeOf(initObject)=="object") for each (prop in initObject) this[prop] = initObject[prop];
 
		if (topRadius < 0) topRadius = radius;
		// fix by NI-Lab.
		//if (topRadius==0) topRadius = radius;
 
		var scale :Number = DEFAULT_SCALE;
 
		buildCylinder( radius, height, topRadius );
	}
 
	private function buildCylinder( fRadius:Number, fHeight:Number,  fTopRadius:Number ):void
	{
		var i:Number, j:Number, k:Number;
 
		var iHor:Number = Math.max(3,this.segmentsW);
		var iVer:Number = Math.max(2,this.segmentsH);
		var aVertice:Array = this.geometry.vertices;
		var aFace:Array = this.geometry.faces;
		var aVtc:Array = new Array();
		for (j=0;j<(iVer+1);j++) { // vertical
			var fRad1:Number = Number(j/iVer);
			var fZ:Number = fHeight*(j/(iVer+0))-fHeight/2;//-fRadius*Math.cos(fRad1*Math.PI);
			var fRds:Number = fTopRadius+(fRadius-fTopRadius)*(1-j/(iVer));//*Math.sin(fRad1*Math.PI);
			var aRow:Array = new Array();
			var oVtx:Vertex3D;
			for (i=0;i<iHor;i++) { // horizontal
				var fRad2:Number = Number(2*i/iHor);
				var fX:Number = fRds*Math.sin(fRad2*Math.PI);
				var fY:Number = fRds*Math.cos(fRad2*Math.PI);
				//if (!((j==0||j==iVer)&&i>0)) { // top||bottom = 1 vertex
				oVtx = new Vertex3D(fY,fZ,fX);
				aVertice.push(oVtx);
				//}
				aRow.push(oVtx);
			}
			aVtc.push(aRow);
		}
		var iVerNum:int = aVtc.length;
 
		var aP4uv:NumberUV, aP1uv:NumberUV, aP2uv:NumberUV, aP3uv:NumberUV;
		var aP1:Vertex3D, aP2:Vertex3D, aP3:Vertex3D, aP4:Vertex3D;
 
		for (j=0;j<iVerNum;j++) {
			var iHorNum:int = aVtc[j].length;
			for (i=0;i<iHorNum;i++) {
				if (j>0&&i>=0) {
					// select vertices
					var bEnd:Boolean = i==(iHorNum-0);
					aP1 = aVtc[j][bEnd?0:i];
					aP2 = aVtc[j][(i==0?iHorNum:i)-1];
					aP3 = aVtc[j-1][(i==0?iHorNum:i)-1];
					aP4 = aVtc[j-1][bEnd?0:i];
					// uv
					var fJ0:Number = j		/ iVerNum;
					var fJ1:Number = (j-1)	/ iVerNum;
					var fI0:Number = (i+1)	/ iHorNum;
					var fI1:Number = i		/ iHorNum;
					aP4uv = new NumberUV(fI0,fJ1);
					aP1uv = new NumberUV(fI0,fJ0);
					aP2uv = new NumberUV(fI1,fJ0);
					aP3uv = new NumberUV(fI1,fJ1);
					// 2 faces
					aFace.push( new Face3D(new Array(aP1,aP2,aP3), null, new Array(aP1uv,aP2uv,aP3uv)) );
					aFace.push( new Face3D(new Array(aP1,aP3,aP4), null, new Array(aP1uv,aP3uv,aP4uv)) );
				}
			}
			if (j==0||j==(iVerNum-1)) {
				for (i=0;i<(iHorNum-2);i++) {
					// uv
					var iI:int = Math.floor(i/2);
					aP1 = aVtc[j][iI];
					aP2 = (i%2==0)? (aVtc[j][iHorNum-2-iI]) : (aVtc[j][iI+1]);
					aP3 = (i%2==0)? (aVtc[j][iHorNum-1-iI]) : (aVtc[j][iHorNum-2-iI]);
 
					var bTop:Boolean = j==0;
					aP1uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP1.x/fRadius/2+.5), aP1.z/fRadius/2+.5 );
					aP2uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP2.x/fRadius/2+.5), aP2.z/fRadius/2+.5 );
					aP3uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP3.x/fRadius/2+.5), aP3.z/fRadius/2+.5 );
 
					// face
					if (j==0)	aFace.push( new Face3D(new Array(aP1,aP3,aP2), null, new Array(aP1uv,aP3uv,aP2uv)) );
					else		aFace.push( new Face3D(new Array(aP1,aP2,aP3), null, new Array(aP1uv,aP2uv,aP3uv)) );
				}
			}
		}
		this.geometry.ready = true;
	}
}
}

⇒ Cylinder.as を修正したファイル: 20071124_Cylinder.as

tags: zlashdot Flash Flash Papervision3D

Posted by NI-Lab. (@nilab)