Cube with different sides – MaterialsList
package { import flash.display.Bitmap; import flash.events.Event; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.BitmapMaterial; import org.papervision3d.materials.shaders.PhongShader; import org.papervision3d.materials.shaders.ShadedMaterial; import org.papervision3d.materials.shaders.Shader; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; import org.papervision3d.view.BasicView; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class CubeWithDifferentSides extends BasicView { [Embed(source="assets/back.jpg")] private var backAsset:Class; [Embed(source="assets/bottom.jpg")] private var bottomAsset:Class; [Embed(source="assets/front.jpg")] private var frontAsset:Class; [Embed(source="assets/left.jpg")] private var leftAsset:Class; [Embed(source="assets/right.jpg")] private var rightAsset:Class; [Embed(source="assets/top.jpg")] private var topAsset:Class; private var light:PointLight3D; private var cube:Cube; public function CubeWithDifferentSides() { var materialsList:MaterialsList = new MaterialsList(); light = new PointLight3D(); materialsList.addMaterial(createShadedMaterial( new backAsset() ), "back"); materialsList.addMaterial(createShadedMaterial( new bottomAsset() ), "bottom"); materialsList.addMaterial(createShadedMaterial( new frontAsset() ), "front"); materialsList.addMaterial(createShadedMaterial( new leftAsset() ), "left"); materialsList.addMaterial(createShadedMaterial( new rightAsset() ), "right"); materialsList.addMaterial(createShadedMaterial( new topAsset() ), "top"); cube = new Cube(materialsList, 500, 500, 500, 5, 5, 5); scene.addChild(cube); startRendering(); } private function createShadedMaterial(bitmap:Bitmap):ShadedMaterial { var bitmapMaterial:BitmapMaterial = new BitmapMaterial(bitmap.bitmapData, true); var shader:Shader = new PhongShader(light, 0xffffff, 0x333333, 10, bitmap.bitmapData, bitmap.bitmapData); var shadedMaterial:ShadedMaterial = new ShadedMaterial(bitmapMaterial, shader); return shadedMaterial; } override protected function onRenderTick(event:Event=null):void { cube.rotationY += (viewport.containerSprite.mouseX - cube.rotationY) * .1; cube.rotationX += (viewport.containerSprite.mouseY - cube.rotationX) * .1; renderer.renderScene(scene, camera, viewport); } } }
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