適用於 Adobe® Flash® Platform 的 ActionScript® 3.0 參考
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flash.display3D 

VertexBuffer3D  - AS3

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全域常數
全域函數
運算子
陳述式、關鍵字和指令
特殊類型

附錄

新增內容
編譯器錯誤
編譯器警告
執行階段錯誤
移轉至 ActionScript 3
支援的字元集
僅限 MXML 標籤
移動 XML 元素
Timed Text 標籤
不建議元素清單
AccessibilityImplementation 常數
如何使用 ActionScript 範例
法律聲明
套件flash.display3D
類別public class VertexBuffer3D
繼承VertexBuffer3D Inheritance Object

語言版本: ActionScript 3.0
執行階段版本: Flash Player 11, AIR 3

VertexBuffer3D 類別代表一組上傳到顯示內容的頂點資料。

使用 VertexBuffer3D 物件可以定義一組頂點中與每個點關聯的資料。您可以從向量陣列或 ByteArray 上傳頂點資料 (上傳之後,就不再參考原始陣列中的資料;變更或捨棄來源陣列並不會變更頂點資料)。

與每個頂點關聯的資料採用應用程式定義的格式,並且可當做頂點著色器程式的輸入使用。使用 Context3D setVertexBufferAt() 函數識別哪些值屬於哪些頂點程式輸入。頂點程式最多可以使用 8 個輸入 (又稱為頂點屬性暫存器)。每個輸入需要 1 到 4 個 32 位元值。例如,頂點的 [x,y,z] 位置座標可以傳遞至頂點程式,做為包含 3 個 32 位元值的向量。Context3DVertexBufferFormat 類別會針對著色器輸入的支援格式定義常數。您最多可以為每個點的值提供 64 個 32 位元值 (256 位元組) (在這個情況中,單一頂點著色器無法使用所有資料)。

setVertexBufferAt() 函數也會識別哪些頂點緩衝區可用來顯示任何後續 drawTriangles() 呼叫。若要從不同頂點緩衝區顯示資料,請搭配適當的引數再次呼叫 setVertexBufferAt() (您可以儲存多個頂點緩衝區中相同點的資料,例如,一個緩衝區中的位置資料及另一個緩衝區中的紋理座標,但是如果點的所有資料都來自同一個緩衝區,顯示會更有效率)。

傳遞至 Context3D drawTriangles() 方法的 Index3DBuffer 物件,會將頂點資料組織成三角形。索引緩衝區中的每個值都是頂點緩衝區中頂點的索引。一組連續的三個索引會定義三角形。

您無法直接建立 VertexBuffer3D 物件。請改用 Context3D createVertexBuffer() 方法。

若要釋放與頂點緩衝區關聯的顯示內容資源,請呼叫物件的 dispose() 方法。

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相關 API 元素



公用屬性
 屬性定義自
 Inheritedconstructor : Object
類別物件的參照或是特定物件實體的建構函數。
Object
公用方法
 方法定義自
  
釋放與這個物件關聯的所有資源。
VertexBuffer3D
 Inherited
指出物件是否有已定義的指定屬性。
Object
 Inherited
指出 Object 類別的實體是否位於指定為參數的物件原型鏈中。
Object
 Inherited
指出指定的屬性是否存在,以及是否可列舉。
Object
 Inherited
為迴圈作業設定動態屬性的可用性。
Object
 Inherited
傳回代表此物件的字串,根據地區特定慣例進行格式化。
Object
 Inherited
會傳回指定之物件的字串形式。
Object
  
uploadFromByteArray(data:ByteArray, byteArrayOffset:int, startVertex:int, numVertices:int):void
從位元組陣列上傳一組點的資料到顯示內容。
VertexBuffer3D
  
uploadFromVector(data:Vector.<Number>, startVertex:int, numVertices:int):void
從頂點陣列上傳一組點的資料到顯示內容。
VertexBuffer3D
 Inherited
會傳回指定之物件的基本值。
Object
方法詳細資訊

dispose

()方法
public function dispose():void

語言版本: ActionScript 3.0
執行階段版本: Flash Player 11, AIR 3

釋放與這個物件關聯的所有資源。處置頂點緩衝區後,透過這個物件呼叫 upload() 和顯示都會失敗。

uploadFromByteArray

()方法 
public function uploadFromByteArray(data:ByteArray, byteArrayOffset:int, startVertex:int, numVertices:int):void

語言版本: ActionScript 3.0
執行階段版本: Flash Player 11, AIR 3

從位元組陣列上傳一組點的資料到顯示內容。

參數

data:ByteArray — 包含頂點資料的位元組陣。每個資料值的長度為 4 個位元組。頂點中的值數目是在緩衝區建立時,使用 Context3D createVertexBuffer3D() 方法的 data32PerVertex 參數所指定。資料長度 (以位元組為單位) 必須為 byteArrayOffset 加上每個頂點之值數目的 4 倍乘以頂點數目。ByteArray 物件必須使用 little endian 格式。
 
byteArrayOffset:int — 從資料開頭略過的位元組數目
 
startVertex:int — 要載入的第一個頂點的索引。不等於零的 startVertex 值可用來載入頂點資料的子區域。
 
numVertices:int — 從 data 載入的頂點數目。


擲回值
TypeError — Null 指標錯誤:data 為 null。
 
RangeError — 輸入大小錯誤:byteArrayOffset 小於 0,或 byteArrayOffset 大於或等於 data 的長度,或者 data 中的元素數目 - byteArrayOffset 小於 Context3D::createVertexBuffer() 中指定的 numVertices*data32pervertex*4。
 
Error — 3768:在背景執行期間不會使用 Stage3D API。

uploadFromVector

()方法 
public function uploadFromVector(data:Vector.<Number>, startVertex:int, numVertices:int):void

語言版本: ActionScript 3.0
執行階段版本: Flash Player 11, AIR 3

從頂點陣列上傳一組點的資料到顯示內容。

參數

data:Vector.<Number> — 32 位元值的向量。單一向量包含向量中循序儲存的值數目。頂點中的值數目是在緩衝區建立時,使用 Context3D createVertexBuffer3D() 方法的 data32PerVertex 參數所指定。向量的長度必須是每頂點的值數目乘以頂點數目。
 
startVertex:int — 要載入的第一個頂點的索引。不等於零的 startVertex 值可用來載入頂點資料的子區域。
 
numVertices:int — 以 data 表示的頂點數目。


擲回值
TypeError — Null 指標錯誤:data 為 null。
 
RangeError — 輸入大小錯誤:data 中的元素數目小於 Context3D::createVertexBuffer() 中指定的 numVertices * data32PerVertex,或者 startVertex + numVertices 大於 Context3D::createVertexBuffer() 中指定的 numVertices
Context3D_createVertex.as

下列範例說明如何建立和載入頂點資料緩衝區。在此範例中,緩衝區的每個頂點都包含兩種資料類型:位置 (例如 x、y、z) 與顏色 (例如 RGB 組件)。建立頂點緩衝區之後,此範例會呼叫 setVertexBufferAt() 方法,指定將前三個資料點傳遞給頂點程式,做為 va0 的 3 個浮點值,並傳遞次三個資料點做為 va1。頂點程式 (也稱為頂點屬性暫存器) 最多可有 8 個輸入,定義如下。
const dataPerVertex:int = 6;
var vertexData:Vector.<Number> = Vector.<Number>(
    [
      // x, y, z    r, g, b format
         0, 0, 0,   1, 1, 1,
        -1, 1, 0,   0, 0,.5,
         1, 1, 0,   0, 0, 1,
         1,-1, 0,  .5, 0, 0,
        -1,-1, 0,   1, 0, 0
    ]
);
var vertexes:VertexBuffer3D = renderContext.createVertexBuffer( vertexData.length/dataPerVertex, dataPerVertex );
vertexes.uploadFromVector( vertexData, 0, vertexData.length/dataPerVertex );
            
//Identify vertex data inputs for vertex program
renderContext.setVertexBufferAt( 0, vertexes, 0, Context3DVertexBufferFormat.FLOAT_3 ); //Defines shader input va0 as the position data
renderContext.setVertexBufferAt( 1, vertexes, 3, Context3DVertexBufferFormat.FLOAT_3 ); //Defines shader input va1 as the color data




[ X ]為什麼顯示英文?
「ActionScript 3.0 參考」的內容是以英文顯示

並非所有「ActionScript 3.0 參考」的內容都翻譯為所有語言。當語言元素未翻譯時,就會以英文顯示。例如,ga.controls.HelpBox 類別並沒有翻譯為任何語言。因此在參考的繁體中文版本中,ga.controls.HelpBox 類別就會以英文顯示。