Merge remote-tracking branch 'origin/master'

This commit is contained in:
Leonid Gaev
2012-08-31 17:52:24 +06:00
6 changed files with 94 additions and 80 deletions

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@@ -1,57 +1,52 @@
Changelog Alternativa3D
NEXT
8.32.0
----
Added:
+ Added:
+ Object3DUtils: setPosition, lookAt to Camera3D and converting between Radians and Degrees
+ Stage3D constrained profile support
+ BitmapTextureResource: auto resize for GPU option
+ MouseEvent3D: right and middle mouse buttons support (FP 11.2 and -swf-version=15 required)
+ Object3D: excludeLight()
+ OmniLightShadow: add omni radius in debug scale
+ Camera3D: light sorting
+ Basic Stage3D constrained profile support.
+ Object3D: added excludeLight() method for controlling light's influence on object.
+ BitmapTextureResource: added resizeForGPU option to turn on the automatic source bitmap resize.
+ Added support for right and middle mouse buttons in the mouse events system (work in FP 11.2 and swf-version >= 15).
Fixed:
= Object3D.toString()
= AnimationClip: animated and loop properties in AnimationClip.slice(), AnimationClip.clone()
= Bubbling in MouseEvent3D
= ExporterA3D: export meshes without geometry as Object3D
= Box: correct tangents and binormals
= WireFrame:fix createBinormals()
= Decal: Fixed incorrect drawing with extremaly low nearClipping.
= View: Fixed bug with mouse events and postprosessing
= Several minor fixes
= Mouse events system will be automatically disabled when there are no listeners in the scene.
= StandardMaterial: optimized drawing with many lights.
= Camera3D: optimized rendering with shadows.
= Parser3DS: greatly reduced models parsing time.
= Box: fixed incorrect vertices tangents and binormals data.
= Decal: fixed incorrect appearance in the scene with small Camera3D nearClipping setting.
= LOD: fixed operation of lights and occluders contained in it.
= ExporterA3D: meshes without geometry will export as Object3D now.
= AnimationClip: slice() and clone() methods will set animated and loop properties of new instance now.
Removed:
-Diagram: removed CPU time
- Diagram: removed CPU time.
8.31.0
---
= Rendering optimizations
= Increased materials performance
= AnimationController:fixed error when using notifiers cause animation goes in infinite loop
= Camera3D: fixed a bug with duplicating diagram
Fixed:
= Optimized scene rendering.
= Increased materials performance.
= AnimationController: fixed error when notifiers usage causes animation goes in infinite loop.
= Camera3D: fixed a bug with duplicating diagram.
8.30.0
---
Fixed:
= OmniLightShadow: fixed some errors and increased performance
= ParserCollada: loading Skin without normals and tangents
= ParserA3D: parsing scene with spot lights
= DirectionalLigthShadow, OmniLightShadow:default value of biasMultiplyer property was changed to 0.97
= StandardMaterial:removed traces
= OmniLightShadow: fixed some errors and increased performance.
= ParserCollada: Skin without normals and tangents will load fine now.
= ParserA3D: fixed a bug with spot lights parsing.
8.29.0
---
Added:
+ Possibility to use unlimited light sources and shadows count with StandardMaterial
+ A flag Object3D.useShadow which controls shadow visibility on object.
+ OmniLightShadow class
+ StandardMaterial: added possibility to use unlimited number of light sources and shadows.
+ Object3D: added flag useShadow which controls influence of shadows on object.
+ Added OmniLightShadow class.
Fixed:
= Fixed issue with Skin lighting
= StandardMaterial does not throw exception about limitation number of light sources and shadows anymore.
= Fixed issue with Skin lighting.
= StandardMaterial will not throw exception about the limitation on the number of lights and shadows anymore.
8.27.0
----
@@ -146,7 +141,7 @@ Removed:
- WireFrame class was added.
- New class SkyBox was added.
- StandardMaterial supports Object-space normal maps now.
- StandardMaterial supports glossiness maps now
- StandardMaterial supports glossiness maps now.
- Property alwaysOnTop was added in the Sprite.
- clone() method was added to Skin.
- concatenatedMatrix property was added in Object3D.
@@ -174,23 +169,23 @@ Removed:
8.5.0
-----
- GPU support
- Directional, omni, spot lights
- Hierarchical exclusion of light sources
- Material with normal, specular, opacity mapping
- Lightmap Material
- Vertex light Material
- Fill Material
- Skin
- Skin subdividing
- Semi-transparent Material
- Mesh with several materials
- Sprite
- Animated Sprite
- GPU-based MouseEvents
- ATF textures loading
- Collada loading
- Binary A3D loading
- Drawing to DisplayObject mode
- Animation engine
- Hierarchical Animated blending tree
- GPU support.
- Directional, omni, spot lights.
- Hierarchical exclusion of light sources.
- Material with normal, specular, opacity mapping.
- Lightmap Material.
- Vertex light Material.
- Fill Material.
- Skin.
- Skin subdividing.
- Semi-transparent Material.
- Mesh with several materials.
- Sprite.
- Animated Sprite.
- GPU-based MouseEvents.
- ATF textures loading.
- Collada loading.
- Binary A3D loading.
- Drawing to DisplayObject mode.
- Animation engine.
- Hierarchical Animated blending tree.

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@@ -3,7 +3,7 @@
<groupId>platform.clients.fp11.libraries</groupId>
<artifactId>Alternativa3D</artifactId>
<packaging>swc</packaging>
<version>8.32.0-SNAPSHOT</version>
<version>8.33.0-SNAPSHOT</version>
<parent>
<groupId>platform.clients.fp11.tools.maven</groupId>
<artifactId>BasePom</artifactId>

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@@ -17,6 +17,6 @@ package alternativa {
/**
* Library version in the format: generation.feature-version.fix-version.
*/
public static const version:String = "8.31.0";
public static const version:String = "8.32.0";
}
}

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@@ -51,7 +51,7 @@ package alternativa.engine3d.loaders {
private var data:ByteArray;
private var objectDatas:Object;
private var animationDatas:Array;
private var animationDatas:Vector.<AnimationData>;
private var materialDatas:Object;
/**
@@ -313,7 +313,7 @@ package alternativa.engine3d.loaders {
case 0xB006: // spot target
case 0xB007:
if (animationDatas == null) {
animationDatas = new Array();
animationDatas = new Vector.<AnimationData>();
}
var animation:AnimationData = new AnimationData();
animation.chunkId = chunkInfo.id;
@@ -803,7 +803,7 @@ package alternativa.engine3d.loaders {
}
var vertices:Vector.<Vertex> = new Vector.<Vertex>(objectData.vertices.length/3);
var faces:Array = new Array(objectData.faces.length/3); // Vector.<Face> can't .sortOn()
var faces:Vector.<Face> = new Vector.<Face>(objectData.faces.length/3);
buildInitialGeometry(vertices, faces, objectData, animationData, scale);
@@ -884,7 +884,7 @@ package alternativa.engine3d.loaders {
mesh.calculateBoundBox();
}
private function buildInitialGeometry(vertices:Vector.<Vertex>, faces:Array, objectData:ObjectData, animationData:AnimationData, scale:Number):void {
private function buildInitialGeometry(vertices:Vector.<Vertex>, faces:Vector.<Face>, objectData:ObjectData, animationData:AnimationData, scale:Number):void {
var correct:Boolean = false;
if (animationData != null) {
var a:Number = objectData.a;
@@ -964,7 +964,7 @@ package alternativa.engine3d.loaders {
}
}
private function cloneVerticesToRespectSmoothGroups(vertices:Vector.<Vertex>, faces:Array):void {
private function cloneVerticesToRespectSmoothGroups(vertices:Vector.<Vertex>, faces:Vector.<Face>):void {
// Actions with smoothing groups:
// - if vertex is in faces with groups 1+2 and 3, then it is duplicated
// - if vertex is in faces with groups 1+2, 3 and 1+3, then it is not duplicated
@@ -1040,7 +1040,7 @@ package alternativa.engine3d.loaders {
}
}
private function cloneAndTransformVerticesToRespectUVTransforms(vertices:Vector.<Vertex>, faces:Array):void {
private function cloneAndTransformVerticesToRespectUVTransforms(vertices:Vector.<Vertex>, faces:Vector.<Face>):void {
// Actions with UV transformation
// if vertex in faces with different transform materials, then it is duplicated
var n:int, m:int, p:int, q:int, len:int, numVertices:int = vertices.length, numFaces:int = faces.length;
@@ -1110,7 +1110,7 @@ package alternativa.engine3d.loaders {
}
}
private function calculateVertexNormals(vertices:Vector.<Vertex>, faces:Array):void {
private function calculateVertexNormals(vertices:Vector.<Vertex>, faces:Vector.<Face>):void {
var n:int, m:int, numFaces:int = faces.length;
for (n = 0; n < numFaces; n++) {
var face:Face = Face(faces [n]);
@@ -1157,7 +1157,7 @@ package alternativa.engine3d.loaders {
}
}
private function calculateVertexTangents(vertices:Vector.<Vertex>, faces:Array):void {
private function calculateVertexTangents(vertices:Vector.<Vertex>, faces:Vector.<Face>):void {
var n:int, m:int, numVertices:int = vertices.length, numFaces:int = faces.length;
for (n = 0; n < numFaces; n++) {
var face:Face = Face(faces [n]);
@@ -1319,7 +1319,7 @@ package alternativa.engine3d.loaders {
}
}
private function assignMaterialsToFaces(faces:Array, objectData:ObjectData):void {
private function assignMaterialsToFaces(faces:Vector.<Face>, objectData:ObjectData):void {
// Assign materials
if (objectData.surfaces != null) {
for (var key:String in objectData.surfaces) {
@@ -1338,12 +1338,32 @@ package alternativa.engine3d.loaders {
}
}
private function collectFacesIntoSurfaces(faces:Array, defaultMaterialData:MaterialData):Vector.<uint> {
private function sortFacesBySurface(a:Vector.<Face>, left:int, right:int):void {
var pivot:uint, tmp:Face;
var i:int = left;
var j:int = right;
pivot = a[int((left + right) >> 1)].surface;
while (i <= j) {
while (a[i].surface < pivot) i++;
while (a[j].surface > pivot) j--;
if (i <= j) {
tmp = a[i];
a[i] = a[j];
i++;
a[j] = tmp;
j--;
}
}
if (left < j) sortFacesBySurface(a, left, j);
if (i < right) sortFacesBySurface(a, i, right);
}
private function collectFacesIntoSurfaces(faces:Vector.<Face>, defaultMaterialData:MaterialData):Vector.<uint> {
var numFaces:int = faces.length;
// Sort faces on materials
faces.sortOn("surface");
if (numFaces) sortFacesBySurface(faces, 0, numFaces - 1);
// Create indices, calculate indexBegin and numTriangles
var numFaces:int = faces.length;
var indices:Vector.<uint> = new Vector.<uint>(numFaces*3, true);
var lastMaterialData:MaterialData;

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@@ -1076,9 +1076,6 @@ package alternativa.engine3d.materials {
// Iterate groups
var materialKey:int;
var program:StandardMaterialProgram;
var omniLightCount:int = 0;
var directionalLightCount:int = 0;
var spotLightCount:int = 0;
if (groupsCount == 0 && shadowGroupLength == 0) {
// There is only Ambient light on the scene
@@ -1121,9 +1118,14 @@ package alternativa.engine3d.materials {
// Form key
materialKey = (isFirstGroup) ? ((lightMap != null) ? LIGHT_MAP_BIT : 0) : 0;
materialKey |= (_normalMapSpace << NORMAL_MAP_SPACE_OFFSET) | ((glossinessMap != null) ? GLOSSINESS_MAP_BIT : 0) | ((specularMap != null) ? SPECULAR_MAP_BIT : 0);
var omniLightCount:int = 0;
var directionalLightCount:int = 0;
var spotLightCount:int = 0;
for (j = 0; j < lightGroupLength; j++) {
light = lightGroup[j];
if (light is OmniLight) omniLightCount++; else if (light is DirectionalLight) directionalLightCount++; else if (light is SpotLight) spotLightCount++;
if (light is OmniLight) omniLightCount++;
else if (light is DirectionalLight) directionalLightCount++;
else if (light is SpotLight) spotLightCount++;
}
materialKey |= omniLightCount << OMNI_LIGHT_OFFSET;
materialKey |= directionalLightCount << DIRECTIONAL_LIGHT_OFFSET;
@@ -1170,7 +1172,9 @@ package alternativa.engine3d.materials {
materialKey = (isFirstGroup) ? ((lightMap != null) ? LIGHT_MAP_BIT : 0) : 0;
materialKey |= (_normalMapSpace << NORMAL_MAP_SPACE_OFFSET) | ((glossinessMap != null) ? GLOSSINESS_MAP_BIT : 0) | ((specularMap != null) ? SPECULAR_MAP_BIT : 0);
materialKey |= light.shadow.type << SHADOW_OFFSET;
if (light is OmniLight) materialKey |= 1 << OMNI_LIGHT_OFFSET; else if (light is DirectionalLight) materialKey |= 1 << DIRECTIONAL_LIGHT_OFFSET; else if (light is SpotLight) materialKey |= 1 << SPOT_LIGHT_OFFSET;
if (light is OmniLight) materialKey |= 1 << OMNI_LIGHT_OFFSET;
else if (light is DirectionalLight) materialKey |= 1 << DIRECTIONAL_LIGHT_OFFSET;
else if (light is SpotLight) materialKey |= 1 << SPOT_LIGHT_OFFSET;
// Для группы создаем программу и дроуюнит
// Opaque pass

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@@ -42,13 +42,8 @@ package alternativa.engine3d.utils {
}
/**
* Calculates a BoundBox of hierarchy of objects.
*
* @param object Container which contains the hierarchy.
* @param boundBoxSpace <code>Object3D</code> in coordinates of which the BoundBox will be calculated.
* @param result Instance of <code>BoundBox</code> to which calculated properties will be set.
*
* @return Instance given as <code>result</code> property with properties updated according to calculations. If <code>result</code> property was not set, new instance of <code>BoundBox</code> will be created.
* @private
* Performs calculation of bound box of objects hierarchy branch.
*/
public static function calculateHierarchyBoundBox(object:Object3D, boundBoxSpace:Object3D = null, result:BoundBox = null):BoundBox {
if (result == null) result = new BoundBox();