私は As と Flash を初めて使用し、車の半分を Actionscript のコードでミラーリングする必要があります。誰かがコーディングを手伝ってくれませんか? 私はオンラインで見ましたが、私には何もはっきりしていないようです。
Flash Professional CS6 の main.as ファイルに多くの 'CarParts'.as ファイルがあり、そのうちのいくつかはデータを保存するためにミラーリングされます。たとえば、carPaintLeft.as、wheelLeft.as、rimsLeft.as、windowsLeft.as 、carLeft.as、... これはすべて、描画の中心 (x0、y0、z0) から X AXIS にミラーリングする必要があります。
たとえば、これは PaintInstance.as で、9 つの異なるメッシュを含むデータ ファイルです (この場合、すべて同じマテリアルを持ちます。たとえば、赤の車のペイントです)。これを Main.as ファイルにインポートし、そのすべて (9 つのメッシュ) をミラーリングする必要があります。これをどのようにコーディングすればよいですか?また、Main.as のどこにコーディングすればよいですか?それとも PaintInstance.as のどこにコーディングすればよいでしょうか? ここに私の PaintInstance.as があります:
package
{
import ASBase;
import away3d.containers.ObjectContainer3D;
import away3d.entities.Mesh;
import away3d.core.base.Geometry;
import away3d.materials.MaterialBase;
import away3d.core.base.Geometry;
import away3d.materials.ColorMaterial;
import data.Hood_coverData;
import flash.display.Bitmap;
import data.Sideclosures_mainbodytopData;
import data.Extmirror_bodypart_iData;
import data.Fender_bodypartData;
import data.Frontdoor_bodyData;
import data.Sidemoldingpart_iData;
import data.Sidemoldingpart_iiData;
import data.Frontdoor_doorhandlepart_iData;
import data.Frontdoor_doorhandlepart_iiData;
public class PaintInstance extends ASBase
{
function PaintInstance ():void
{
super();
buildMaterials();
generate();
}
private function generate():void
{
var cont_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var cont:ObjectContainer3D = buildContainer( cont_rd, "cont", null);
var hood_coverData:Hood_coverData = new Hood_coverData();
var geomhood_cover:Geometry = hood_coverData.geometryData;
var hood_cover_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var hood_cover:Mesh = buildMesh(geomhood_cover, hood_cover_rd, "hood_cover", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
hood_cover.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
var sideclosures_mainbodytopData:Sideclosures_mainbodytopData = new Sideclosures_mainbodytopData();
var geomsideclosures_mainbodytop:Geometry = sideclosures_mainbodytopData.geometryData;
var sideclosures_mainbodytop_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var sideclosures_mainbodytop:Mesh = buildMesh(geomsideclosures_mainbodytop, sideclosures_mainbodytop_rd, "sideclosures_mainbodytop", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
sideclosures_mainbodytop.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
var extmirror_bodypart_iData:Extmirror_bodypart_iData = new Extmirror_bodypart_iData();
var geomextmirror_bodypart_i:Geometry = extmirror_bodypart_iData.geometryData;
var extmirror_bodypart_i_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var extmirror_bodypart_i:Mesh = buildMesh(geomextmirror_bodypart_i, extmirror_bodypart_i_rd, "extmirror_bodypart_i", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
extmirror_bodypart_i.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
var fender_bodypartData:Fender_bodypartData = new Fender_bodypartData();
var geomfender_bodypart:Geometry = fender_bodypartData.geometryData;
var fender_bodypart_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var fender_bodypart:Mesh = buildMesh(geomfender_bodypart, fender_bodypart_rd, "fender_bodypart", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
fender_bodypart.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
var frontdoor_bodyData:Frontdoor_bodyData = new Frontdoor_bodyData();
var geomfrontdoor_body:Geometry = frontdoor_bodyData.geometryData;
var frontdoor_body_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var frontdoor_body:Mesh = buildMesh(geomfrontdoor_body, frontdoor_body_rd, "frontdoor_body", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
frontdoor_body.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
var sidemoldingpart_iData:Sidemoldingpart_iData = new Sidemoldingpart_iData();
var geomsidemoldingpart_i:Geometry = sidemoldingpart_iData.geometryData;
var sidemoldingpart_i_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var sidemoldingpart_i:Mesh = buildMesh(geomsidemoldingpart_i, sidemoldingpart_i_rd, "sidemoldingpart_i", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
sidemoldingpart_i.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
var sidemoldingpart_iiData:Sidemoldingpart_iiData = new Sidemoldingpart_iiData();
var geomsidemoldingpart_ii:Geometry = sidemoldingpart_iiData.geometryData;
var sidemoldingpart_ii_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var sidemoldingpart_ii:Mesh = buildMesh(geomsidemoldingpart_ii, sidemoldingpart_ii_rd, "sidemoldingpart_ii", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
sidemoldingpart_ii.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
var frontdoor_doorhandlepart_iData:Frontdoor_doorhandlepart_iData = new Frontdoor_doorhandlepart_iData();
var geomfrontdoor_doorhandlepart_i:Geometry = frontdoor_doorhandlepart_iData.geometryData;
var frontdoor_doorhandlepart_i_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var frontdoor_doorhandlepart_i:Mesh = buildMesh(geomfrontdoor_doorhandlepart_i, frontdoor_doorhandlepart_i_rd, "frontdoor_doorhandlepart_i", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
frontdoor_doorhandlepart_i.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
var frontdoor_doorhandlepart_iiData:Frontdoor_doorhandlepart_iiData = new Frontdoor_doorhandlepart_iiData();
var geomfrontdoor_doorhandlepart_ii:Geometry = frontdoor_doorhandlepart_iiData.geometryData;
var frontdoor_doorhandlepart_ii_rd:Vector.<Number> = Vector.<Number>([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);
var frontdoor_doorhandlepart_ii:Mesh = buildMesh(geomfrontdoor_doorhandlepart_ii, frontdoor_doorhandlepart_ii_rd, "frontdoor_doorhandlepart_ii", getMaterialFromID("FrontDoor_DoorHandlePart_II0"), cont);
frontdoor_doorhandlepart_ii.subMeshes[0].material = getMaterialFromID("FrontDoor_DoorHandlePart_II0");
}
private function buildMaterials():void
{
var material:MaterialBase;
material = generateMaterial("FrontDoor_DoorHandlePart_II0", 0xFF0000);
ColorMaterial(material).alpha = 1;
ColorMaterial(material).ambientColor = 0x0;
ColorMaterial(material).specularColor = 0x0;
ColorMaterial(material).specular = 0;
}
}
}
これしかないのですが、よくわかりません どなたか教えていただけないでしょうか?yourPrefabClass.mesh if (yourPrefabClass.mesh[indexloop].name == “theNameOfTheWheelMeshThaTIWantToMirror”) に対する擬似コードループ
var myWheel:Mesh = yourPrefabClass.meshes[indexloop];
var mirror:Mirror = new Mirror();
mirror.apply(myWheel, Mirror.X_AXIS, Mirror.CENTER, 0);
たとえば、私にとっては次のようになりますか?:
private function Mirror(): void
{
for (PaintInstance.meshes)
{
if (PaintInstance.meshes["Hood_Cover","sideclosures_mainbodytop","extmirror_bodypart_i","fender_bodypart","frontdoor_body","sidemoldingpart_i","sidemoldingpart_ii","frontdoor_doorhandlepart_i","frontdoor_doorhandlepart_ii"].name == “Hood_Cover”)
{
var Hood_Cover:Mesh = PaintInstance.meshes["Hood_Cover","sideclosures_mainbodytop","extmirror_bodypart_i","fender_bodypart","frontdoor_body","sidemoldingpart_i","sidemoldingpart_ii","frontdoor_doorhandlepart_i","frontdoor_doorhandlepart_ii"];
var mirror:Mirror = new Mirror ();
mirror.apply(Hood_Cover, Mirror.X_AXIS, Mirror.CENTER, 0);
}
}
}
多くのメッシュでは、class.mesh ループに switch ステートメントを挿入する必要があり、switch ケースに専用のミラー機能が必要であり、たとえば、ミラー コマンドのスタックをプッシュできます。
お気に入り
switch(mesh.name){ case “myWheel”: doMirror(mesh, [ xmax, zmin ] );
一部の人にとっては明らかかもしれませんが、私は基本的にアクションスクリプトについて何も知らず、ほんの少しのプログラミングしか知りません。
事前にどうもありがとう