Libs3D Mesh
From GiderosMobile
I am 3D
First and foremost, for 3D, we set our application as such. There are many ways to tell our application be 3D:
- application configureFrustum
- Matrix orthographicProjection
- Matrix perspectiveProjection
- Viewport setProjection
Let's see some of those making our first steps in Gideros 3D.
A Triangle
As seen above, first we set our application 3D.
Then, the Mesh class is used to create and display custom constructed set of triangles (triangle meshes).
A triangle is:
- an array of 3 vertices with an x and y position: setVertexArray
- those 3 vertices connect to make a face (ClockWise): setIndexArray
- optionally coloring each vertex (color and alpha): setColorArray
The code:
application:setBackgroundColor(0x323232)
-- Configures the field of view (fov) and far clipping plane for 3D projection
application:configureFrustum(45, -100) -- (fov, farplane)
local mesh = Mesh.new()
stage:addChild(mesh)
mesh:setVertexArray(
50, 0, -- 1. vertex position
100, 100, -- 2. vertex position
0, 100 -- 3. vertex position
)
mesh:setIndexArray(
1,2,3 -- 1. triangle from 1, 2 and 3 vertex
)
mesh:setColorArray(
0xff0000,0.5, -- 1. vertex color and alpha
0x00ff00,0.7, -- 2. vertex color and alpha
0x0000ff,1.0 -- 3. vertex color and alpha
)
mesh:setPosition(12*16, 8*16, -1*16)
mesh:addEventListener(Event.ENTER_FRAME, function(e)
mesh:setRotationX(mesh:getRotationX()+1)
mesh:setRotationY(mesh:getRotationY()+1)
mesh:setRotation(mesh:getRotation()+1)
end)
A Rectangle
Take the triangle code above, add one vertex and you have two triangles that make a rectangle.
application:setBackgroundColor(0x323232)
-- Configures the field of view (fov) and far clipping plane for 3D projection
application:configureFrustum(45, -100) -- (fov, farplane)
local mesh = Mesh.new()
stage:addChild(mesh)
mesh:setVertexArray(
0, 0, -- 1. vertex position
100, 0, -- 2. vertex position
100, 150, -- 3. vertex position
0, 150 -- -- 4. vertex position
)
mesh:setIndexArray(
1,2,3, -- 1. triangle from 1, 2 and 3 vertex
1,3,4 -- 2. triangle from 1, 3 and 4 vertex
)
mesh:setColorArray(
0xff0000,0.5, -- 1. vertex color and alpha
0x00ff00,0.7, -- 2. vertex color and alpha
0x0000ff,1.0, -- 3. vertex color and alpha
0xffff00,0 -- 4. vertex color and alpha
)
mesh:setPosition(12*16, 8*16, -1*16)
mesh:addEventListener(Event.ENTER_FRAME, function(e)
mesh:setRotationX(mesh:getRotationX()+1)
mesh:setRotationY(mesh:getRotationY()+1)
mesh:setRotation(mesh:getRotation()+1)
end)
A Cube
In Gideros, a simple Sprite can be cube:
- we set the application 3D
- we create a local function to make the faces for our cube using Shape
- we add six faces (with appropriate rotation) to a Sprite
- we are cube ;-)
application:setBackgroundColor(0x323232)
-- configure the field of view for 3D projection
application:configureFrustum(45) -- (fov, farplane)
-- create faces for a cube
local function face(color, rx, ry)
local s = Shape.new()
s:setFillStyle(Shape.SOLID, color, 0.7) -- translucent color
s:beginPath()
s:moveTo(-1,-1)
s:lineTo(-1,1)
s:lineTo(1,1)
s:lineTo(1,-1)
s:lineTo(-1,-1)
s:endPath()
-- orientation
s:setRotationX(rx)
s:setRotationY(ry)
-- offset position -1 along its local Z axis
s:setPosition(s:getMatrix():transformPoint(0, 0, -1))
return s
end
-- a cube with 6 faces
cube = Sprite.new()
cube:addChild(face(0xFF8080, 0,0)) -- color, rx, ry
cube:addChild(face(0xFFFF00, 90,0)) -- color, rx, ry
cube:addChild(face(0xFF00FF, -90,0)) -- color, rx, ry
cube:addChild(face(0x80FF80, 180,0)) -- color, rx, ry
cube:addChild(face(0x00FFFF, 0,90)) -- color, rx, ry
cube:addChild(face(0x8080FF, 0,-90)) -- color, rx, ry
-- enable depth sorting for translucency
cube:setAutoSort(true)
cube:setScale(2*16, 2*16, 2*16)
cube:setPosition(12*16, 8*16, 1*16)
stage:addChild(cube)
-- Rotate our cube
cube:addEventListener(Event.ENTER_FRAME,function(e)
cube:setRotationX(cube:getRotationX()+1)
cube:setRotation(cube:getRotation()+1.3)
end)
