This commit is contained in:
Pyogenics
2024-09-28 17:35:38 +01:00
parent c58621fb99
commit c2b65211bd
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package alternativa {
/**
* Класс содержит информацию о версии библиотеки.
* Также используется для интеграции библиотеки в среду разработки Adobe Flash.
*/
public class Alternativa3D {
/**
* Версия библиотеки в формате: поколение.feature-версия.fix-версия
*/
public static const version:String = "7.0.0";
}
}

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package alternativa.engine3d {
public namespace alternativa3d = "http://alternativaplatform.com/en/alternativa3d";
}

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package alternativa.engine3d.containers {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.core.Object3DContainer;
use namespace alternativa3d;
/**
* Контейнер, дочерние объекты которого отрисовываются по удалённости от камеры
*/
public class AverageZContainer extends Object3DContainer {
static private const averageZ:Vector.<Number> = new Vector.<Number>();
static private const center:Vector.<Number> = Vector.<Number>([0, 0, 0]);
static private const cameraCenter:Vector.<Number> = new Vector.<Number>(3, true);
static private const sortingStack:Vector.<int> = new Vector.<int>();
override protected function drawVisibleChildren(camera:Camera3D, object:Object3D, canvas:Canvas):void {
var i:int;
var j:int;
var l:int = 0;
var r:int = numVisibleChildren - 1;
var child:Object3D;
var sortingStackIndex:int;
var sortingLeft:Number;
var sortingMedian:Number;
var sortingRight:Number;
var sortingChild:Object3D;
// Сортировка
for (i = 0; i < numVisibleChildren; i++) {
child = visibleChildren[i];
child.cameraMatrix.transformVectors(center, cameraCenter);
averageZ[i] = cameraCenter[0]*cameraCenter[0] + cameraCenter[1]*cameraCenter[1] + cameraCenter[2]*cameraCenter[2];
}
sortingStack[0] = l;
sortingStack[1] = r;
sortingStackIndex = 2;
while (sortingStackIndex > 0) {
j = r = sortingStack[--sortingStackIndex];
i = l = sortingStack[--sortingStackIndex];
sortingMedian = averageZ[(r + l) >> 1];
do {
while ((sortingLeft = averageZ[i]) > sortingMedian) i++;
while ((sortingRight = averageZ[j]) < sortingMedian) j--;
if (i <= j) {
sortingChild = visibleChildren[i];
visibleChildren[i] = visibleChildren[j];
visibleChildren[j] = sortingChild;
averageZ[i++] = sortingRight;
averageZ[j--] = sortingLeft;
}
} while (i <= j);
if (l < j) {
sortingStack[sortingStackIndex++] = l;
sortingStack[sortingStackIndex++] = j;
}
if (i < r) {
sortingStack[sortingStackIndex++] = i;
sortingStack[sortingStackIndex++] = r;
}
}
// Отрисовка
for (i = numVisibleChildren - 1; i >= 0; i--) {
child = visibleChildren[i];
if (camera.debugMode) child.debug(camera, child, canvas);
child.draw(camera, child, canvas);
visibleChildren[i] = null;
}
}
}
}

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package alternativa.engine3d.containers {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.core.Object3DContainer;
import flash.geom.Vector3D;
use namespace alternativa3d;
public class DirectionContainer extends Object3DContainer {
public var direction:Vector3D = new Vector3D(0, 0, -1);
override protected function drawVisibleChildren(camera:Camera3D, object:Object3D, canvas:Canvas):void {
var i:int;
var child:Object3D;
if (Vector3D.Z_AXIS.dotProduct(object.cameraMatrix.deltaTransformVector(direction)) < 0) {
for (i = 0; i < numVisibleChildren; i++) {
child = visibleChildren[i];
if (camera.debugMode) child.debug(camera, child, canvas);
child.draw(camera, child, canvas);
visibleChildren[i] = null;
}
} else {
for (i = numVisibleChildren - 1; i >= 0; i--) {
child = visibleChildren[i];
if (camera.debugMode) child.debug(camera, child, canvas);
child.draw(camera, child, canvas);
visibleChildren[i] = null;
}
}
}
}
}

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package alternativa.engine3d.containers {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Debug;
import alternativa.engine3d.core.Geometry;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.objects.Occluder;
import alternativa.engine3d.objects.Reference;
import flash.geom.Utils3D;
use namespace alternativa3d;
/**
* Контейнер, дочерние объекты которого помещены в бинарную древовидную структуру.
* Для построения дерева нужно добавить статические дочерние объекты
* с помощью addStaticChild(), затем вызвать createTree(). По баундам статических объектов
* построится ориентированная по осям бинарная древовидная структура (KD - частный случай BSP).
* Динамические объекты, можно в любое время добавлять addDynamicChild() и удалять removeDynamicChild().
* Объекты, добавленные с помощью addChild() будут отрисовываться поверх всего в порядке добавления.
*/
public class KDTree extends ConflictContainer {
public var debugAlphaFade:Number = 0.8;
private var root:KDNode;
override alternativa3d function get canDraw():Boolean {
return _numChildren > 0 || root != null;
}
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
// Если есть корневая нода
if (root != null) {
// Расчёт инверсной матрицы камеры и позицци камеры в контейнере
calculateInverseCameraMatrix(object.cameraMatrix);
// Расчёт плоскостей камеры в контейнере
calculateCameraPlanes(camera);
// Проверка на видимость рутовой ноды
var culling:int = cullingInContainer(camera, root.boundBox, object.culling);
if (culling >= 0) {
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(false, true, object.alpha, object.blendMode, object.colorTransform, object.filters);
canvas.numDraws = 0;
// Окклюдеры
numOccluders = 0;
if (camera.numOccluders > 0) {
updateOccluders(camera);
}
// Сбор видимой геометрии
var geometry:Geometry = getGeometry(camera, object);
var current:Geometry = geometry;
while (current != null) {
current.vertices.length = current.verticesLength;
inverseCameraMatrix.transformVectors(current.vertices, current.vertices);
current.calculateAABB();
current = current.next;
}
// Отрисовка дерева
drawNode(root, culling, camera, object, canvas, geometry);
// Если была отрисовка
if (canvas.numDraws > 0) {
canvas.removeChildren(canvas.numDraws);
} else {
parentCanvas.numDraws--;
}
} else {
super.draw(camera, object, parentCanvas);
}
} else {
super.draw(camera, object, parentCanvas);
}
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var debugResult:int = camera.checkInDebug(this);
if (debugResult == 0) return;
var canvas:Canvas = parentCanvas.getChildCanvas(true, false);
// Ноды
if (debugResult & Debug.NODES) {
if (root != null) {
var culling:int = cullingInContainer(camera, root.boundBox, object.culling);
if (culling >= 0) {
debugNode(root, culling, camera, object, canvas, 1);
}
}
}
// Оси, центры, имена, баунды
if (debugResult & Debug.AXES) object.drawAxes(camera, canvas);
if (debugResult & Debug.CENTERS) object.drawCenter(camera, canvas);
if (debugResult & Debug.NAMES) object.drawName(camera, canvas);
if (debugResult & Debug.BOUNDS) object.drawBoundBox(camera, canvas);
}
private function drawNode(node:KDNode, culling:int, camera:Camera3D, object:Object3D, canvas:Canvas, geometry:Geometry):void {
var i:int;
var next:Geometry;
var negative:Geometry;
var middle:Geometry;
var positive:Geometry;
var negativePart:Geometry;
var positivePart:Geometry;
if (camera.occludedAll) {
while (geometry != null) {
next = geometry.next;
geometry.destroy();
geometry = next;
}
return;
}
var nodeObjects:Vector.<Object3D> = node.objects;
var nodeNumObjects:int = node.numObjects;
var nodeNumNonOccluders:int = node.numNonOccluders;
var staticChild:Object3D;
// Узловая нода
if (node.negative != null) {
var negativeCulling:int = (culling > 0 || numOccluders > 0) ? cullingInContainer(camera, node.negative.boundBox, culling) : 0;
var positiveCulling:int = (culling > 0 || numOccluders > 0) ? cullingInContainer(camera, node.positive.boundBox, culling) : 0;
var axisX:Boolean = node.axis == 0;
var axisY:Boolean = node.axis == 1;
var min:Number;
var max:Number;
// Если видны обе дочерние ноды
if (negativeCulling >= 0 && positiveCulling >= 0) {
// Перебор динамиков
while (geometry != null) {
next = geometry.next;
// Проверка с окклюдерами
if (geometry.numOccluders < numOccluders && occludeGeometry(camera, geometry)) {
geometry.destroy();
} else {
min = axisX ? geometry.minX : (axisY ? geometry.minY : geometry.minZ);
max = axisX ? geometry.maxX : (axisY ? geometry.maxY : geometry.maxZ);
if (max <= node.maxCoord) {
if (min < node.minCoord) {
geometry.next = negative;
negative = geometry;
} else {
geometry.next = middle;
middle = geometry;
}
} else if (min >= node.minCoord) {
geometry.next = positive;
positive = geometry;
} else {
negativePart = geometry.create();
positivePart = geometry.create();
geometry.split(axisX, axisY, node.coord, threshold, negativePart, positivePart);
geometry.destroy();
// Если негативный не пустой
if (negativePart.fragment != null) {
negativePart.next = negative;
negative = negativePart;
} else {
negativePart.destroy();
}
// Если позитивный не пустой
if (positivePart.fragment != null) {
positivePart.next = positive;
positive = positivePart;
} else {
positivePart.destroy();
}
}
}
geometry = next;
}
// Отрисовка дочерних нод и объектов в плоскости
if (axisX && cameraX > node.coord || axisY && cameraY > node.coord || !axisX && !axisY && cameraZ > node.coord) {
// Отрисовка позитивной ноды
drawNode(node.positive, positiveCulling, camera, object, canvas, positive);
// Отрисовка динамических объектов в ноде
while (middle != null) {
next = middle.next;
// Проверка с окклюдерами и отрисовка
if (middle.numOccluders >= numOccluders || !occludeGeometry(camera, middle)) {
if (camera.debugMode) middle.debug(camera, object, canvas, threshold, 1, object.cameraMatrix);
middle.draw(camera, canvas, threshold, object.cameraMatrix);
}
middle.destroy();
middle = next;
}
// Отрисовка плоских статических объектов в ноде
for (i = 0; i < nodeNumObjects; i++) {
staticChild = nodeObjects[i];
if (staticChild.visible && staticChild.canDraw && ((staticChild.culling = culling) == 0 && numOccluders == 0 || (staticChild.culling = cullingInContainer(camera, node.bounds[i], culling)) >= 0)) {
staticChild.cameraMatrix.identity();
staticChild.cameraMatrix.prepend(object.cameraMatrix);
staticChild.cameraMatrix.prepend(staticChild.matrix);
if (camera.debugMode) staticChild.debug(camera, staticChild, canvas);
staticChild.draw(camera, staticChild, canvas);
}
}
// Обновление окклюдеров
if (nodeNumObjects > nodeNumNonOccluders) {
updateOccluders(camera);
}
// Отрисовка негативной ноды
drawNode(node.negative, negativeCulling, camera, object, canvas, negative);
} else {
// Отрисовка негативной ноды
drawNode(node.negative, negativeCulling, camera, object, canvas, negative);
// Отрисовка динамических объектов в ноде
while (middle != null) {
next = middle.next;
// Проверка с окклюдерами и отрисовка
if (middle.numOccluders >= numOccluders || !occludeGeometry(camera, middle)) {
if (camera.debugMode) middle.debug(camera, object, canvas, threshold, 1, object.cameraMatrix);
middle.draw(camera, canvas, threshold, object.cameraMatrix);
}
middle.destroy();
middle = next;
}
// Отрисовка статических объектов в ноде
for (i = 0; i < nodeNumObjects; i++) {
staticChild = nodeObjects[i];
if (staticChild.visible && staticChild.canDraw && ((staticChild.culling = culling) == 0 && numOccluders == 0 || (staticChild.culling = cullingInContainer(camera, node.bounds[i], culling)) >= 0)) {
staticChild.cameraMatrix.identity();
staticChild.cameraMatrix.prepend(object.cameraMatrix);
staticChild.cameraMatrix.prepend(staticChild.matrix);
if (camera.debugMode) staticChild.debug(camera, staticChild, canvas);
staticChild.draw(camera, staticChild, canvas);
}
}
// Обновление окклюдеров
if (nodeNumObjects > nodeNumNonOccluders) {
updateOccluders(camera);
}
// Отрисовка позитивной ноды
drawNode(node.positive, positiveCulling, camera, object, canvas, positive);
}
// Если видна только негативная
} else if (negativeCulling >= 0) {
// Перебор динамиков
while (geometry != null) {
next = geometry.next;
// Проверка с окклюдерами
if (geometry.numOccluders < numOccluders && occludeGeometry(camera, geometry)) {
geometry.destroy();
} else {
min = axisX ? geometry.minX : (axisY ? geometry.minY : geometry.minZ);
max = axisX ? geometry.maxX : (axisY ? geometry.maxY : geometry.maxZ);
if (max <= node.maxCoord) {
geometry.next = negative;
negative = geometry;
} else if (min >= node.minCoord) {
geometry.destroy();
} else {
negativePart = geometry.create();
geometry.split(axisX, axisY, node.coord, threshold, negativePart, null);
geometry.destroy();
// Если негативный не пустой
if (negativePart.fragment != null) {
negativePart.next = negative;
negative = negativePart;
} else {
negativePart.destroy();
}
}
}
geometry = next;
}
// Отрисовка негативной ноды
drawNode(node.negative, negativeCulling, camera, object, canvas, negative);
// Если видна только позитивная
} else if (positiveCulling >= 0) {
// Перебор динамиков
while (geometry != null) {
next = geometry.next;
// Проверка с окклюдерами
if (geometry.numOccluders < numOccluders && occludeGeometry(camera, geometry)) {
geometry.destroy();
} else {
min = axisX ? geometry.minX : (axisY ? geometry.minY : geometry.minZ);
max = axisX ? geometry.maxX : (axisY ? geometry.maxY : geometry.maxZ);
if (max <= node.maxCoord) {
geometry.destroy();
} else if (min >= node.minCoord) {
geometry.next = positive;
positive = geometry;
} else {
positivePart = geometry.create();
geometry.split(axisX, axisY, node.coord, threshold, null, positivePart);
geometry.destroy();
// Если позитивный не пустой
if (positivePart.fragment != null) {
positivePart.next = positive;
positive = positivePart;
} else {
positivePart.destroy();
}
}
}
geometry = next;
}
// Отрисовка позитивной ноды
drawNode(node.positive, positiveCulling, camera, object, canvas, positive);
// Если обе ноды не видны
} else {
// Уничтожение динамиков
while (geometry != null) {
next = geometry.next;
geometry.destroy();
geometry = next;
}
}
// Конечная нода
} else {
// Если есть статические объекты, не считая окклюдеры
if (nodeNumNonOccluders > 0) {
// Если есть конфликт
if (nodeNumNonOccluders > 1 || geometry != null) {
// Перебор динамиков
while (geometry != null) {
next = geometry.next;
// Проверка с окклюдерами
if (geometry.numOccluders < numOccluders && occludeGeometry(camera, geometry)) {
geometry.destroy();
} else {
geometry.vertices.length = geometry.verticesLength;
object.cameraMatrix.transformVectors(geometry.vertices, geometry.vertices);
geometry.next = middle;
middle = geometry;
}
geometry = next;
}
// Превращение статиков в геометрию
for (i = 0; i < nodeNumNonOccluders; i++) {
staticChild = nodeObjects[i];
if (staticChild.visible && staticChild.canDraw && ((staticChild.culling = culling) == 0 && numOccluders == 0 || (staticChild.culling = cullingInContainer(camera, node.bounds[i], culling)) >= 0)) {
staticChild.cameraMatrix.identity();
staticChild.cameraMatrix.prepend(object.cameraMatrix);
staticChild.cameraMatrix.prepend(staticChild.matrix);
geometry = staticChild.getGeometry(camera, staticChild);
while (geometry != null) {
next = geometry.next;
geometry.next = middle;
middle = geometry;
geometry = next;
}
}
}
// Разруливаем конфликт
if (middle != null) {
if (middle.next != null) {
drawConflictGeometry(camera, object, canvas, middle);
} else {
if (camera.debugMode) middle.debug(camera, object, canvas, threshold, 1);
middle.draw(camera, canvas, threshold);
middle.destroy();
}
}
} else {
// Если только один статик
staticChild = nodeObjects[i];
if (staticChild.visible && staticChild.canDraw) {
staticChild.cameraMatrix.identity();
staticChild.cameraMatrix.prepend(object.cameraMatrix);
staticChild.cameraMatrix.prepend(staticChild.matrix);
staticChild.culling = culling;
if (camera.debugMode) staticChild.debug(camera, staticChild, canvas);
staticChild.draw(camera, staticChild, canvas);
}
}
// Если нет статических объектов
} else {
// Если есть динамические объекты
if (geometry != null) {
// Если динамических объектов несколько
if (geometry.next != null) {
// Если есть окклюдеры
if (numOccluders > 0) {
// Перебор динамиков
while (geometry != null) {
next = geometry.next;
// Проверка с окклюдерами
if (geometry.numOccluders < numOccluders && occludeGeometry(camera, geometry)) {
geometry.destroy();
} else {
geometry.next = middle;
middle = geometry;
}
geometry = next;
}
// Если остались объекты
if (middle != null) {
if (middle.next != null) {
// Разруливание
if (resolveByAABB) {
drawAABBGeometry(camera, object, canvas, middle);
} else if (resolveByOOBB) {
geometry = middle;
while (geometry != null) {
geometry.vertices.length = geometry.verticesLength;
object.cameraMatrix.transformVectors(geometry.vertices, geometry.vertices);
if (!geometry.viewAligned) {
geometry.calculateOOBB();
}
geometry = geometry.next;
}
drawOOBBGeometry(camera, object, canvas, middle);
} else {
geometry = middle;
while (geometry != null) {
geometry.vertices.length = geometry.verticesLength;
object.cameraMatrix.transformVectors(geometry.vertices, geometry.vertices);
geometry = geometry.next;
}
drawConflictGeometry(camera, object, canvas, middle);
}
} else {
if (camera.debugMode) middle.debug(camera, object, canvas, threshold, 1, object.cameraMatrix);
middle.draw(camera, canvas, threshold, object.cameraMatrix);
middle.destroy();
}
}
} else {
// Разруливание
middle = geometry;
if (resolveByAABB) {
drawAABBGeometry(camera, object, canvas, middle);
} else if (resolveByOOBB) {
geometry = middle;
while (geometry != null) {
geometry.vertices.length = geometry.verticesLength;
object.cameraMatrix.transformVectors(geometry.vertices, geometry.vertices);
if (!geometry.viewAligned) {
geometry.calculateOOBB();
}
geometry = geometry.next;
}
drawOOBBGeometry(camera, object, canvas, middle);
} else {
geometry = middle;
while (geometry != null) {
geometry.vertices.length = geometry.verticesLength;
object.cameraMatrix.transformVectors(geometry.vertices, geometry.vertices);
geometry = geometry.next;
}
drawConflictGeometry(camera, object, canvas, middle);
}
}
} else {
// Проверка с окклюдерами и отрисовка
if (geometry.numOccluders >= numOccluders || !occludeGeometry(camera, geometry)) {
if (camera.debugMode) geometry.debug(camera, object, canvas, threshold, 1, object.cameraMatrix);
geometry.draw(camera, canvas, threshold, object.cameraMatrix);
}
geometry.destroy();
}
}
}
// Если в ноде есть окклюдеры
if (nodeNumObjects > nodeNumNonOccluders) {
for (i = nodeNumNonOccluders; i < nodeNumObjects; i++) {
staticChild = nodeObjects[i];
if (staticChild.visible && staticChild.canDraw && ((staticChild.culling = culling) == 0 && numOccluders == 0 || (staticChild.culling = cullingInContainer(camera, node.bounds[i], culling)) >= 0)) {
staticChild.cameraMatrix.identity();
staticChild.cameraMatrix.prepend(object.cameraMatrix);
staticChild.cameraMatrix.prepend(staticChild.matrix);
if (camera.debugMode) staticChild.debug(camera, staticChild, canvas);
staticChild.draw(camera, staticChild, canvas);
}
}
// Обновление окклюдеров
updateOccluders(camera);
}
}
}
static private const nodeVertices:Vector.<Number> = new Vector.<Number>(12, true);
static private const nodeProjectedVertices:Vector.<Number> = new Vector.<Number>(8, true);
static private const nodeUVTs:Vector.<Number> = new Vector.<Number>(12, true);
private function debugNode(node:KDNode, culling:int, camera:Camera3D, object:Object3D, canvas:Canvas, alpha:Number):void {
if (node.negative != null) {
var negativeCulling:int = (culling > 0) ? cullingInContainer(camera, node.negative.boundBox, culling) : 0;
var positiveCulling:int = (culling > 0) ? cullingInContainer(camera, node.positive.boundBox, culling) : 0;
if (negativeCulling >= 0) {
debugNode(node.negative, negativeCulling, camera, object, canvas, alpha*debugAlphaFade);
}
if (positiveCulling >= 0) {
debugNode(node.positive, positiveCulling, camera, object, canvas, alpha*debugAlphaFade);
}
if (node.axis == 0) {
nodeVertices[0] = node.coord;
nodeVertices[1] = node.boundBox.minY;
nodeVertices[2] = node.boundBox.maxZ;
nodeVertices[3] = node.coord;
nodeVertices[4] = node.boundBox.maxY;
nodeVertices[5] = node.boundBox.maxZ;
nodeVertices[6] = node.coord;
nodeVertices[7] = node.boundBox.maxY;
nodeVertices[8] = node.boundBox.minZ;
nodeVertices[9] = node.coord;
nodeVertices[10] = node.boundBox.minY;
nodeVertices[11] = node.boundBox.minZ;
} else if (node.axis == 1) {
nodeVertices[0] = node.boundBox.maxX;
nodeVertices[1] = node.coord;
nodeVertices[2] = node.boundBox.maxZ;
nodeVertices[3] = node.boundBox.minX;
nodeVertices[4] = node.coord;
nodeVertices[5] = node.boundBox.maxZ;
nodeVertices[6] = node.boundBox.minX;
nodeVertices[7] = node.coord;
nodeVertices[8] = node.boundBox.minZ;
nodeVertices[9] = node.boundBox.maxX;
nodeVertices[10] = node.coord;
nodeVertices[11] = node.boundBox.minZ;
} else {
nodeVertices[0] = node.boundBox.minX;
nodeVertices[1] = node.boundBox.minY;
nodeVertices[2] = node.coord;
nodeVertices[3] = node.boundBox.maxX;
nodeVertices[4] = node.boundBox.minY;
nodeVertices[5] = node.coord;
nodeVertices[6] = node.boundBox.maxX;
nodeVertices[7] = node.boundBox.maxY;
nodeVertices[8] = node.coord;
nodeVertices[9] = node.boundBox.minX;
nodeVertices[10] = node.boundBox.maxY;
nodeVertices[11] = node.coord;
}
object.cameraMatrix.transformVectors(nodeVertices, nodeVertices);
var i:int;
for (i = 0; i < 12; i += 3) {
if (nodeVertices[int(i + 2)] <= 0) break;
}
if (i == 12) {
Utils3D.projectVectors(camera.projectionMatrix, nodeVertices, nodeProjectedVertices, nodeUVTs);
canvas.gfx.lineStyle(0, (node.axis == 0) ? 0xFF0000 : ((node.axis == 1) ? 0x00FF00 : 0x0000FF));
canvas.gfx.moveTo(nodeProjectedVertices[0], nodeProjectedVertices[1]);
canvas.gfx.lineTo(nodeProjectedVertices[2], nodeProjectedVertices[3]);
canvas.gfx.lineTo(nodeProjectedVertices[4], nodeProjectedVertices[5]);
canvas.gfx.lineTo(nodeProjectedVertices[6], nodeProjectedVertices[7]);
canvas.gfx.lineTo(nodeProjectedVertices[0], nodeProjectedVertices[1]);
}
}
}
public function createTree(staticObjects:Vector.<Object3D>, boundBox:BoundBox = null):void {
var numStaticChildren:int = staticObjects.length;
if (numStaticChildren > 0) {
// Создаём корневую ноду
root = new KDNode();
root.objects = new Vector.<Object3D>();
root.bounds = new Vector.<BoundBox>();
root.numObjects = 0;
// Расчитываем баунды объектов и рутовой ноды
root.boundBox = (boundBox != null) ? boundBox : new BoundBox();
// Сначала добавляем не окклюдеры
var staticOccluders:Vector.<Object3D> = new Vector.<Object3D>();
var staticOccludersLength:int = 0;
var object:Object3D;
var objectBoundBox:BoundBox;
for (var i:int = 0; i < numStaticChildren; i++) {
object = staticObjects[i];
// Поиск оригинального объекта
var source:Object3D = object;
while (source is Reference) {
source = (source as Reference).referenceObject;
}
// Если окклюдер
if (source is Occluder) {
staticOccluders[staticOccludersLength++] = object;
} else {
objectBoundBox = object.calculateBoundBox(object.matrix);
root.objects[root.numObjects] = object;
root.bounds[root.numObjects++] = objectBoundBox;
root.boundBox.addBoundBox(objectBoundBox);
}
}
// Добавляем окклюдеры
for (i = 0; i < staticOccludersLength; i++) {
object = staticOccluders[i];
objectBoundBox = object.calculateBoundBox(object.matrix);
root.objects[root.numObjects] = object;
root.bounds[root.numObjects++] = objectBoundBox;
root.boundBox.addBoundBox(objectBoundBox);
}
// Разделяем рутовую ноду
splitNode(root);
}
}
private var splitAxis:int;
private var splitCoord:Number;
private var splitCost:Number;
static private const nodeBoundBoxThreshold:BoundBox = new BoundBox();
static private const splitCoordsX:Vector.<Number> = new Vector.<Number>();
static private const splitCoordsY:Vector.<Number> = new Vector.<Number>();
static private const splitCoordsZ:Vector.<Number> = new Vector.<Number>();
private function splitNode(node:KDNode):void {
var object:Object3D, boundBox:BoundBox, i:int, j:int, k:int, c1:Number, c2:Number, coordMin:Number, coordMax:Number, area:Number, areaNegative:Number, areaPositive:Number, numNegative:int, numPositive:int, conflict:Boolean, cost:Number;
var nodeBoundBox:BoundBox = node.boundBox;
// Подготовка баунда с погрешностями
nodeBoundBoxThreshold.minX = nodeBoundBox.minX + threshold;
nodeBoundBoxThreshold.minY = nodeBoundBox.minY + threshold;
nodeBoundBoxThreshold.minZ = nodeBoundBox.minZ + threshold;
nodeBoundBoxThreshold.maxX = nodeBoundBox.maxX - threshold;
nodeBoundBoxThreshold.maxY = nodeBoundBox.maxY - threshold;
nodeBoundBoxThreshold.maxZ = nodeBoundBox.maxZ - threshold;
var doubleThreshold:Number = threshold + threshold;
// Собираем опорные координаты
var numSplitCoordsX:int = 0, numSplitCoordsY:int = 0, numSplitCoordsZ:int = 0;
for (i = 0; i < node.numObjects; i++) {
boundBox = node.bounds[i];
if (boundBox.maxX - boundBox.minX <= doubleThreshold) {
if (boundBox.minX <= nodeBoundBoxThreshold.minX) splitCoordsX[numSplitCoordsX++] = nodeBoundBox.minX;
else if (boundBox.maxX >= nodeBoundBoxThreshold.maxX) splitCoordsX[numSplitCoordsX++] = nodeBoundBox.maxX;
else splitCoordsX[numSplitCoordsX++] = (boundBox.minX + boundBox.maxX)*0.5;
} else {
if (boundBox.minX > nodeBoundBoxThreshold.minX) splitCoordsX[numSplitCoordsX++] = boundBox.minX;
if (boundBox.maxX < nodeBoundBoxThreshold.maxX) splitCoordsX[numSplitCoordsX++] = boundBox.maxX;
}
if (boundBox.maxY - boundBox.minY <= doubleThreshold) {
if (boundBox.minY <= nodeBoundBoxThreshold.minY) splitCoordsY[numSplitCoordsY++] = nodeBoundBox.minY;
else if (boundBox.maxY >= nodeBoundBoxThreshold.maxY) splitCoordsY[numSplitCoordsY++] = nodeBoundBox.maxY;
else splitCoordsY[numSplitCoordsY++] = (boundBox.minY + boundBox.maxY)*0.5;
} else {
if (boundBox.minY > nodeBoundBoxThreshold.minY) splitCoordsY[numSplitCoordsY++] = boundBox.minY;
if (boundBox.maxY < nodeBoundBoxThreshold.maxY) splitCoordsY[numSplitCoordsY++] = boundBox.maxY;
}
if (boundBox.maxZ - boundBox.minZ <= doubleThreshold) {
if (boundBox.minZ <= nodeBoundBoxThreshold.minZ) splitCoordsZ[numSplitCoordsZ++] = nodeBoundBox.minZ;
else if (boundBox.maxZ >= nodeBoundBoxThreshold.maxZ) splitCoordsZ[numSplitCoordsZ++] = nodeBoundBox.maxZ;
else splitCoordsZ[numSplitCoordsZ++] = (boundBox.minZ + boundBox.maxZ)*0.5;
} else {
if (boundBox.minZ > nodeBoundBoxThreshold.minZ) splitCoordsZ[numSplitCoordsZ++] = boundBox.minZ;
if (boundBox.maxZ < nodeBoundBoxThreshold.maxZ) splitCoordsZ[numSplitCoordsZ++] = boundBox.maxZ;
}
}
// Убираем дубликаты координат, ищем наилучший сплит
splitAxis = -1; splitCost = Number.MAX_VALUE;
i = 0; area = (nodeBoundBox.maxY - nodeBoundBox.minY)*(nodeBoundBox.maxZ - nodeBoundBox.minZ);
while (i < numSplitCoordsX) {
if (!isNaN(c1 = splitCoordsX[i++])) {
coordMin = c1 - threshold;
coordMax = c1 + threshold;
areaNegative = area*(c1 - nodeBoundBox.minX);
areaPositive = area*(nodeBoundBox.maxX - c1);
numNegative = numPositive = 0;
conflict = false;
// Проверяем объекты
for (j = 0; j < node.numObjects; j++) {
boundBox = node.bounds[j];
if (boundBox.maxX <= coordMax) {
if (boundBox.minX < coordMin) numNegative++;
} else {
if (boundBox.minX >= coordMin) numPositive++; else {conflict = true; break;}
}
}
// Если хороший сплит, сохраняем
if (!conflict && (cost = areaNegative*numNegative + areaPositive*numPositive) < splitCost) {
splitCost = cost;
splitAxis = 0;
splitCoord = c1;
}
j = i;
while (++j < numSplitCoordsX) if ((c2 = splitCoordsX[j]) >= c1 - threshold && c2 <= c1 + threshold) splitCoordsX[j] = NaN;
}
}
i = 0; area = (nodeBoundBox.maxX - nodeBoundBox.minX)*(nodeBoundBox.maxZ - nodeBoundBox.minZ);
while (i < numSplitCoordsY) {
if (!isNaN(c1 = splitCoordsY[i++])) {
coordMin = c1 - threshold;
coordMax = c1 + threshold;
areaNegative = area*(c1 - nodeBoundBox.minY);
areaPositive = area*(nodeBoundBox.maxY - c1);
numNegative = numPositive = 0;
conflict = false;
// Проверяем объекты
for (j = 0; j < node.numObjects; j++) {
boundBox = node.bounds[j];
if (boundBox.maxY <= coordMax) {
if (boundBox.minY < coordMin) numNegative++;
} else {
if (boundBox.minY >= coordMin) numPositive++; else {conflict = true; break;}
}
}
// Если хороший сплит, сохраняем
if (!conflict && (cost = areaNegative*numNegative + areaPositive*numPositive) < splitCost) {
splitCost = cost;
splitAxis = 1;
splitCoord = c1;
}
j = i;
while (++j < numSplitCoordsY) if ((c2 = splitCoordsY[j]) >= c1 - threshold && c2 <= c1 + threshold) splitCoordsY[j] = NaN;
}
}
i = 0; area = (nodeBoundBox.maxX - nodeBoundBox.minX)*(nodeBoundBox.maxY - nodeBoundBox.minY);
while (i < numSplitCoordsZ) {
if (!isNaN(c1 = splitCoordsZ[i++])) {
coordMin = c1 - threshold;
coordMax = c1 + threshold;
areaNegative = area*(c1 - nodeBoundBox.minZ);
areaPositive = area*(nodeBoundBox.maxZ - c1);
numNegative = numPositive = 0;
conflict = false;
// Проверяем объекты
for (j = 0; j < node.numObjects; j++) {
boundBox = node.bounds[j];
if (boundBox.maxZ <= coordMax) {
if (boundBox.minZ < coordMin) numNegative++;
} else {
if (boundBox.minZ >= coordMin) numPositive++; else {conflict = true; break;}
}
}
// Если хороший сплит, сохраняем
if (!conflict && (cost = areaNegative*numNegative + areaPositive*numPositive) < splitCost) {
splitCost = cost;
splitAxis = 2;
splitCoord = c1;
}
j = i;
while (++j < numSplitCoordsZ) if ((c2 = splitCoordsZ[j]) >= c1 - threshold && c2 <= c1 + threshold) splitCoordsZ[j] = NaN;
}
}
// Если сплит не найден, выходим
if (splitAxis < 0) {
// Находим, откуда начинаются окклюдеры
for (i = 0; i < node.numObjects; i++) {
object = node.objects[i];
// Поиск оригинального объекта
while (object is Reference) object = (object as Reference).referenceObject;
if (object is Occluder) break;
}
node.numNonOccluders = i;
return;
}
// Разделяем ноду
var axisX:Boolean = splitAxis == 0, axisY:Boolean = splitAxis == 1;
node.axis = splitAxis;
node.coord = splitCoord;
node.minCoord = coordMin = splitCoord - threshold;
node.maxCoord = coordMax = splitCoord + threshold;
// Создаём дочерние ноды
node.negative = new KDNode();
node.positive = new KDNode();
node.negative.boundBox = nodeBoundBox.clone();
node.positive.boundBox = nodeBoundBox.clone();
node.negative.numObjects = 0;
node.positive.numObjects = 0;
if (axisX) node.negative.boundBox.maxX = node.positive.boundBox.minX = splitCoord;
else if (axisY) node.negative.boundBox.maxY = node.positive.boundBox.minY = splitCoord;
else node.negative.boundBox.maxZ = node.positive.boundBox.minZ = splitCoord;
// Распределяем объекты по дочерним нодам
for (i = 0; i < node.numObjects; i++) {
object = node.objects[i];
boundBox = node.bounds[i];
var min:Number = axisX ? boundBox.minX : (axisY ? boundBox.minY : boundBox.minZ);
var max:Number = axisX ? boundBox.maxX : (axisY ? boundBox.maxY : boundBox.maxZ);
if (max <= coordMax) {
if (min < coordMin) {
// Объект в негативной стороне
if (node.negative.objects == null) node.negative.objects = new Vector.<Object3D>(), node.negative.bounds = new Vector.<BoundBox>();
node.negative.objects[node.negative.numObjects] = object, node.negative.bounds[node.negative.numObjects++] = boundBox;
node.objects[i] = null, node.bounds[i] = null;
} else {
// Остаётся в ноде
}
} else {
if (min >= coordMin) {
// Объект в положительной стороне
if (node.positive.objects == null) node.positive.objects = new Vector.<Object3D>(), node.positive.bounds = new Vector.<BoundBox>();
node.positive.objects[node.positive.numObjects] = object, node.positive.bounds[node.positive.numObjects++] = boundBox;
node.objects[i] = null, node.bounds[i] = null;
} else {
// Распилился
}
}
}
// Очистка списка объектов
for (i = 0, j = 0; i < node.numObjects; i++) if (node.objects[i] != null) node.objects[j] = node.objects[i], node.bounds[j++] = node.bounds[i];
if (j > 0) {
node.numObjects = node.objects.length = node.bounds.length = j;
// Находим, откуда начинаются окклюдеры
for (i = 0; i < node.numObjects; i++) {
object = node.objects[i];
// Поиск оригинального объекта
while (object is Reference) object = (object as Reference).referenceObject;
if (object is Occluder) break;
}
node.numNonOccluders = i;
} else {
node.numObjects = node.numNonOccluders = 0, node.objects = null, node.bounds = null;
}
// Разделение дочерних нод
if (node.negative.objects != null) splitNode(node.negative);
if (node.positive.objects != null) splitNode(node.positive);
}
}
}
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Object3D;
class KDNode {
public var positive:KDNode;
public var negative:KDNode;
public var axis:int;
public var coord:Number;
public var minCoord:Number;
public var maxCoord:Number;
public var boundBox:BoundBox;
public var objects:Vector.<Object3D>;
public var bounds:Vector.<BoundBox>;
public var numObjects:int = 0;
public var numNonOccluders:int = 0;
}

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package alternativa.engine3d.containers {
import alternativa.engine3d.core.Object3DContainer;
import alternativa.engine3d.objects.Mesh;
import flash.display.BitmapData;
public class SkyBox extends Object3DContainer {
private var backPlane:Mesh;
private var frontPlane:Mesh;
private var topPlane:Mesh;
private var bottomPlane:Mesh;
private var leftPlane:Mesh;
private var rightPlane:Mesh;
public function SkyBox(size:Number = 1000):void {
backPlane = new Mesh();
frontPlane = new Mesh();
topPlane = new Mesh();
bottomPlane = new Mesh();
leftPlane = new Mesh();
rightPlane = new Mesh();
backPlane.clipping = 2;
frontPlane.clipping = 2;
topPlane.clipping = 2;
bottomPlane.clipping = 2;
leftPlane.clipping = 2;
rightPlane.clipping = 2;
backPlane.vertices = Vector.<Number>([
-size, -size, -size,
-size, -size, size,
size, -size, size,
size, -size, -size,
]);
frontPlane.vertices = Vector.<Number>([
size, size, -size,
size, size, size,
-size, size, size,
-size, size, -size,
]);
topPlane.vertices = Vector.<Number>([
size, size, size,
size, -size, size,
-size, -size, size,
-size, size, size,
]);
bottomPlane.vertices = Vector.<Number>([
size, -size, -size,
size, size, -size,
-size, size, -size,
-size, -size, -size,
]);
leftPlane.vertices = Vector.<Number>([
-size, size, -size,
-size, size, size,
-size, -size, size,
-size, -size, -size,
]);
rightPlane.vertices = Vector.<Number>([
size, -size, -size,
size, -size, size,
size, size, size,
size, size, -size,
]);
var uvts:Vector.<Number> = Vector.<Number>([1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0]);
backPlane.uvts = uvts;
frontPlane.uvts = uvts;
topPlane.uvts = uvts;
bottomPlane.uvts = uvts;
leftPlane.uvts = uvts;
rightPlane.uvts = uvts;
var indices:Vector.<int> = Vector.<int>([4, 0, 1, 2, 3]);
backPlane.indices = indices;
frontPlane.indices = indices;
topPlane.indices = indices;
bottomPlane.indices = indices;
leftPlane.indices = indices;
rightPlane.indices = indices;
backPlane.numVertices = 4;
frontPlane.numVertices = 4;
topPlane.numVertices = 4;
bottomPlane.numVertices = 4;
leftPlane.numVertices = 4;
rightPlane.numVertices = 4;
backPlane.numFaces = 1;
frontPlane.numFaces = 1;
topPlane.numFaces = 1;
bottomPlane.numFaces = 1;
leftPlane.numFaces = 1;
rightPlane.numFaces = 1;
backPlane.poly = true;
frontPlane.poly = true;
topPlane.poly = true;
bottomPlane.poly = true;
leftPlane.poly = true;
rightPlane.poly = true;
addChild(backPlane);
addChild(frontPlane);
addChild(topPlane);
addChild(bottomPlane);
addChild(leftPlane);
addChild(rightPlane);
}
public function set backTexture(value:BitmapData):void {
backPlane.texture = value;
}
public function set frontTexture(value:BitmapData):void {
frontPlane.texture = value;
}
public function set topTexture(value:BitmapData):void {
topPlane.texture = value;
}
public function set bottomTexture(value:BitmapData):void {
bottomPlane.texture = value;
}
public function set leftTexture(value:BitmapData):void {
leftPlane.texture = value;
}
public function set rightTexture(value:BitmapData):void {
rightPlane.texture = value;
}
}
}

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package alternativa.engine3d.containers {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.core.Object3DContainer;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
use namespace alternativa3d;
public class SplitContainer extends Object3DContainer {
public var splitPlane:Vector3D = new Vector3D(0, 0, 1, 0);
static private const invertCameraMatrix:Matrix3D = new Matrix3D();
static private const cameraPosition:Vector.<Number> = Vector.<Number>([0, 0, 0]);
static private const invertCameraPosition:Vector.<Number> = new Vector.<Number>(3, true);
override protected function drawVisibleChildren(camera:Camera3D, object:Object3D, canvas:Canvas):void {
var i:int;
var child:Object3D;
invertCameraMatrix.identity();
invertCameraMatrix.prepend(object.cameraMatrix);
invertCameraMatrix.invert();
invertCameraMatrix.transformVectors(cameraPosition, invertCameraPosition);
if (invertCameraPosition[0]*splitPlane.x + invertCameraPosition[1]*splitPlane.y + invertCameraPosition[2]*splitPlane.z < splitPlane.w) {
for (i = 0; i < numVisibleChildren; i++) {
child = visibleChildren[i];
if (camera.debugMode) child.debug(camera, child, canvas);
child.draw(camera, child, canvas);
visibleChildren[i] = null;
}
} else {
for (i = numVisibleChildren - 1; i >= 0; i--) {
child = visibleChildren[i];
if (camera.debugMode) child.debug(camera, child, canvas);
child.draw(camera, child, canvas);
visibleChildren[i] = null;
}
}
}
}
}

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package alternativa.engine3d.controllers {
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Object3D;
import flash.display.InteractiveObject;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.ui.Keyboard;
import flash.utils.getTimer;
/**
*
*/
public class SimpleObjectController {
/**
* Имя действия для привязки клавиш движения вперёд.
*/
public static const ACTION_FORWARD:String = "ACTION_FORWARD";
/**
* Имя действия для привязки клавиш движения назад.
*/
public static const ACTION_BACK:String = "ACTION_BACK";
/**
* Имя действия для привязки клавиш движения влево.
*/
public static const ACTION_LEFT:String = "ACTION_LEFT";
/**
* Имя действия для привязки клавиш движения вправо.
*/
public static const ACTION_RIGHT:String = "ACTION_RIGHT";
/**
* Имя действия для привязки клавиш движения вверх.
*/
public static const ACTION_UP:String = "ACTION_UP";
/**
* Имя действия для привязки клавиш движения вниз.
*/
public static const ACTION_DOWN:String = "ACTION_DOWN";
/**
* Имя действия для привязки клавиш поворота вверх.
*/
public static const ACTION_PITCH_UP:String = "ACTION_PITCH_UP";
/**
* Имя действия для привязки клавиш поворота вниз.
*/
public static const ACTION_PITCH_DOWN:String = "ACTION_PITCH_DOWN";
/**
* Имя действия для привязки клавиш поворота налево.
*/
public static const ACTION_YAW_LEFT:String = "ACTION_YAW_LEFT";
/**
* Имя действия для привязки клавиш поворота направо.
*/
public static const ACTION_YAW_RIGHT:String = "ACTION_YAW_RIGHT";
/**
* Имя действия для привязки клавиш увеличения скорости.
*/
public static const ACTION_ACCELERATE:String = "ACTION_ACCELERATE";
/**
* Имя действия для привязки клавиш активации обзора мышью.
*/
public static const ACTION_MOUSE_LOOK:String = "ACTION_MOUSE_LOOK";
public var speed:Number;
public var speedMultiplier:Number;
public var mouseSensitivity:Number;
public var maxPitch:Number = Number.MAX_VALUE;
public var minPitch:Number = -Number.MAX_VALUE;
private var eventSource:InteractiveObject;
private var _object:Object3D;
private var _up:Boolean;
private var _down:Boolean;
private var _forward:Boolean;
private var _back:Boolean;
private var _left:Boolean;
private var _right:Boolean;
private var _accelerate:Boolean;
private var displacement:Vector3D = new Vector3D();
private var mousePoint:Point = new Point();
private var mouseLook:Boolean;
private var objectTransform:Vector.<Vector3D>;
private var time:int;
/**
* Ассоциативный массив, связывающий имена команд с реализующими их функциями. Функции должны иметь вид
* function(value:Boolean):void. Значение параметра <code>value</code> указывает, нажата или отпущена соответсвующая команде
* клавиша.
*/
private var actionBindings:Object = {};
/**
* Ассоциативный массив, связывающий коды клавиатурных клавиш с именами команд.
*/
protected var keyBindings:Object = {};
/**
*
* @param eventSource источник событий для контроллера
* @param speed скорость поступательного перемещения объекта
* @param mouseSensitivity чувствительность мыши - количество градусов поворота на один пиксель перемещения мыши
*/
public function SimpleObjectController(eventSource:InteractiveObject, object:Object3D, speed:Number, speedMultiplier:Number = 3, mouseSensitivity:Number = 1) {
this.eventSource = eventSource;
this.object = object;
this.speed = speed;
this.speedMultiplier = speedMultiplier;
this.mouseSensitivity = mouseSensitivity;
actionBindings[ACTION_FORWARD] = moveForward;
actionBindings[ACTION_BACK] = moveBack;
actionBindings[ACTION_LEFT] = moveLeft;
actionBindings[ACTION_RIGHT] = moveRight;
actionBindings[ACTION_UP] = moveUp;
actionBindings[ACTION_DOWN] = moveDown;
actionBindings[ACTION_ACCELERATE] = accelerate;
setDefaultBindings();
enable();
}
/**
* Активирует контроллер.
*/
public function enable():void {
eventSource.addEventListener(KeyboardEvent.KEY_DOWN, onKey);
eventSource.addEventListener(KeyboardEvent.KEY_UP, onKey);
eventSource.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
eventSource.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
/**
* Дективирует контроллер.
*/
public function disable():void {
eventSource.removeEventListener(KeyboardEvent.KEY_DOWN, onKey);
eventSource.removeEventListener(KeyboardEvent.KEY_UP, onKey);
eventSource.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
eventSource.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
stopMouseLook();
}
/**
*
*/
private function onMouseDown(e:MouseEvent):void {
startMouseLook();
}
/**
*
*/
private function onMouseUp(e:MouseEvent):void {
stopMouseLook();
}
/**
* Включает режим взгляда мышью.
*/
public function startMouseLook():void {
mousePoint.x = eventSource.mouseX;
mousePoint.y = eventSource.mouseY;
mouseLook = true;
}
/**
* Отключает режим взгляда мышью.
*/
public function stopMouseLook():void {
mouseLook = false;
}
/**
*
*/
private function onKey(e:KeyboardEvent):void {
var method:Function = keyBindings[e.keyCode];
if (method != null) method.call(this, e.type == KeyboardEvent.KEY_DOWN);
}
/**
* Управляемый объект.
*/
public function set object(value:Object3D):void {
_object = value;
updateObjectTransform();
}
/**
*
*/
public function get object():Object3D {
return _object;
}
/**
* Обновляет инофрмацию о трансформации объекта. Метод следует вызывать после изменения матрицы объекта вне контролллера.
*/
public function updateObjectTransform():void {
if (_object != null) objectTransform = _object.matrix.decompose();
}
/**
* Вычисляет новое положение объекта, используя внутренний счётчик времени.
*/
public function update():void {
if (_object == null) return;
var frameTime:Number = time;
time = getTimer();
frameTime = 0.001*(time - frameTime);
if (frameTime > 0.1) frameTime = 0.1;
var moved:Boolean = false;
if (mouseLook) {
var dx:Number = eventSource.mouseX - mousePoint.x;
var dy:Number = eventSource.mouseY - mousePoint.y;
mousePoint.x = eventSource.mouseX;
mousePoint.y = eventSource.mouseY;
var v:Vector3D = objectTransform[1];
v.x -= dy*Math.PI/180*mouseSensitivity;
if (v.x > maxPitch) v.x = maxPitch;
if (v.x < minPitch) v.x = minPitch;
v.z -= dx*Math.PI/180*mouseSensitivity;
moved = true;
}
displacement.x = _right ? 1 : (_left ? -1 : 0);
displacement.y = _forward ? 1 : (_back ? -1 : 0);
displacement.z = _up ? 1 : (_down ? -1 : 0);
if (displacement.lengthSquared > 0) {
if (_object is Camera3D) {
var tmp:Number = displacement.z;
displacement.z = displacement.y;
displacement.y = -tmp;
}
deltaTransformVector(displacement);
if (_accelerate) displacement.scaleBy(speedMultiplier*speed*frameTime/displacement.length);
else displacement.scaleBy(speed*frameTime/displacement.length);
(objectTransform[0] as Vector3D).incrementBy(displacement);
moved = true;
}
if (moved) _object.matrix.recompose(objectTransform);
}
/**
*
* @param pos
*/
public function setObjectPos(pos:Vector3D):void {
if (_object != null) {
var v:Vector3D = objectTransform[0];
v.x = pos.x;
v.y = pos.y;
v.z = pos.z;
}
}
/**
*
* @param pos
*/
public function setObjectPosXYZ(x:Number, y:Number, z:Number):void {
if (_object != null) {
var v:Vector3D = objectTransform[0];
v.x = x;
v.y = y;
v.z = z;
}
}
/**
*
* @param point
*/
public function lookAt(point:Vector3D):void {
lookAtXYZ(point.x, point.y, point.z);
}
/**
*
* @param x
* @param y
* @param z
*/
public function lookAtXYZ(x:Number, y:Number, z:Number):void {
if (_object == null) return;
var v:Vector3D = objectTransform[0];
var dx:Number = x - v.x;
var dy:Number = y - v.y;
var dz:Number = z - v.z;
v = objectTransform[1];
v.x = Math.atan2(dz, Math.sqrt(dx*dx + dy*dy));
if (_object is Camera3D) v.x -= 0.5*Math.PI;
v.y = 0;
v.z = -Math.atan2(dx, dy);
_object.matrix.recompose(objectTransform);
}
private var _vin:Vector.<Number> = new Vector.<Number>(3);
private var _vout:Vector.<Number> = new Vector.<Number>(3);
private function deltaTransformVector(v:Vector3D):void {
_vin[0] = v.x;
_vin[1] = v.y;
_vin[2] = v.z;
_object.matrix.transformVectors(_vin, _vout);
var c:Vector3D = objectTransform[0];
v.x = _vout[0] - c.x;
v.y = _vout[1] - c.y;
v.z = _vout[2] - c.z;
}
/**
* Активация движения вперёд.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveForward(value:Boolean):void {
_forward = value;
}
/**
* Активация движения назад.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveBack(value:Boolean):void {
_back = value;
}
/**
* Активация движения влево.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveLeft(value:Boolean):void {
_left = value;
}
/**
* Активация движения вправо.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveRight(value:Boolean):void {
_right = value;
}
/**
* Активация движения вверх.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveUp(value:Boolean):void {
_up = value;
}
/**
* Активация движения вниз.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveDown(value:Boolean):void {
_down = value;
}
/**
* Активация режима увеличенной скорости.
*
* @param value <code>true</code> для включения ускорения, <code>false</code> для выключения
*/
public function accelerate(value:Boolean):void {
_accelerate = value;
}
/**
* Метод выполняет привязку клавиши к действию. Одной клавише может быть назначено только одно действие.
*
* @param keyCode код клавиши
* @param action наименование действия
*
* @see #unbindKey()
* @see #unbindAll()
*/
public function bindKey(keyCode:uint, action:String):void {
var method:Function = actionBindings[action];
if (method != null) keyBindings[keyCode] = method;
}
/**
*
*/
public function bindKeys(bindings:Array):void {
for (var i:int = 0; i < bindings.length; i += 2) bindKey(bindings[i], bindings[i + 1]);
}
/**
* Очистка привязки клавиши.
*
* @param keyCode код клавиши
*
* @see #bindKey()
* @see #unbindAll()
*/
public function unbindKey(keyCode:uint):void {
delete keyBindings[keyCode];
}
/**
* Очистка привязки всех клавиш.
*
* @see #bindKey()
* @see #unbindKey()
*/
public function unbindAll():void {
for (var key:* in keyBindings) delete keyBindings[key];
}
/**
* Метод устанавливает привязки клавиш по умолчанию. Реализация по умолчанию не делает ничего.
*
* @see #bindKey()
* @see #unbindKey()
* @see #unbindAll()
*/
public function setDefaultBindings():void {
bindKey(87, ACTION_FORWARD);
bindKey(83, ACTION_BACK);
bindKey(65, ACTION_LEFT);
bindKey(68, ACTION_RIGHT);
bindKey(69, ACTION_UP);
bindKey(67, ACTION_DOWN);
bindKey(Keyboard.SHIFT, ACTION_ACCELERATE);
bindKey(Keyboard.UP, ACTION_FORWARD);
bindKey(Keyboard.DOWN, ACTION_BACK);
bindKey(Keyboard.LEFT, ACTION_LEFT);
bindKey(Keyboard.RIGHT, ACTION_RIGHT);
}
}
}

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package alternativa.engine3d.core {
public class BackfaceCulling {
/**
* Отсечение по динамически расчитываемым нормалям.
*/
static public const DYNAMIC_NORMALS:int = 0;
/**
* Отсечение по предрасчитанным нормалям.
*/
static public const STATIC_NORMALS:int = 1;
}
}

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package alternativa.engine3d.core {
public class BoundBox {
public var minX:Number = Number.MAX_VALUE;
public var minY:Number = Number.MAX_VALUE;
public var minZ:Number = Number.MAX_VALUE;
public var maxX:Number = -Number.MAX_VALUE;
public var maxY:Number = -Number.MAX_VALUE;
public var maxZ:Number = -Number.MAX_VALUE;
public function setSize(minX:Number, minY:Number, minZ:Number, maxX:Number, maxY:Number, maxZ:Number):void {
this.minX = minX;
this.minY = minY;
this.minZ = minZ;
this.maxX = maxX;
this.maxY = maxY;
this.maxZ = maxZ;
}
public function addBoundBox(boundBox:BoundBox):void {
minX = (boundBox.minX < minX) ? boundBox.minX : minX;
minY = (boundBox.minY < minY) ? boundBox.minY : minY;
minZ = (boundBox.minZ < minZ) ? boundBox.minZ : minZ;
maxX = (boundBox.maxX > maxX) ? boundBox.maxX : maxX;
maxY = (boundBox.maxY > maxY) ? boundBox.maxY : maxY;
maxZ = (boundBox.maxZ > maxZ) ? boundBox.maxZ : maxZ;
}
public function addPoint(x:Number, y:Number, z:Number):void {
if (x < minX) minX = x;
if (x > maxX) maxX = x;
if (y < minY) minY = y;
if (y > maxY) maxY = y;
if (z < minZ) minZ = z;
if (z > maxZ) maxZ = z;
}
public function infinity():void {
minX = minY = minZ = Number.MAX_VALUE;
maxX = maxY = maxZ = -Number.MAX_VALUE;
}
public function copyFrom(boundBox:BoundBox):void {
minX = boundBox.minX;
minY = boundBox.minY;
minZ = boundBox.minZ;
maxX = boundBox.maxX;
maxY = boundBox.maxY;
maxZ = boundBox.maxZ;
}
public function clone():BoundBox {
var clone:BoundBox = new BoundBox();
clone.copyFrom(this);
return clone;
}
public function toString():String {
return "BoundBox [" + minX.toFixed(2) + ", " + minY.toFixed(2) + ", " + minZ.toFixed(2) + " - " + maxX.toFixed(2) + ", " + maxY.toFixed(2) + ", " + maxZ.toFixed(2) + "]";
}
}
}

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package alternativa.engine3d.core {
import alternativa.engine3d.alternativa3d;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.events.Event;
import flash.geom.Matrix3D;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.geom.Vector3D;
import flash.system.System;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
import flash.utils.Dictionary;
import flash.utils.getDefinitionByName;
import flash.utils.getQualifiedClassName;
import flash.utils.getQualifiedSuperclassName;
import flash.utils.getTimer;
use namespace alternativa3d;
public class Camera3D extends Object3D {
/**
* Вьюпорт камеры.
*/
public var canvas:Canvas;
public var fov:Number = Math.PI/2;
/**
* Ширина вьюпорта.
*/
public var width:Number = 500;
/**
* Высота вьюпорта.
*/
public var height:Number = 500;
public var nearClipping:Number = 0;
public var farClipping:Number = 5000;
public var farFalloff:Number = 4000;
// Матрица проецирования
alternativa3d var projectionMatrix:Matrix3D;
alternativa3d var projectionMatrixData:Vector.<Number> = new Vector.<Number>(16, true);
// Параметры перспективы
alternativa3d var viewSize:Number;
alternativa3d var viewSizeX:Number;
alternativa3d var viewSizeY:Number;
alternativa3d var perspectiveScaleX:Number;
alternativa3d var perspectiveScaleY:Number;
alternativa3d var focalLength:Number;
// Перекрытия
alternativa3d var occlusionPlanes:Vector.<Vector.<Number>> = new Vector.<Vector.<Number>>();
alternativa3d var occlusionEdges:Vector.<Vector.<Number>> = new Vector.<Vector.<Number>>();
alternativa3d var numOccluders:int;
alternativa3d var occludedAll:Boolean;
public function Camera3D() {
updateProjection();
}
override alternativa3d function get canDraw():Boolean {
return false;
}
/**
* Отрисовка иерархии объектов, в которой находится камера.
* Перед render(), если менялись параметры камеры, нужно вызвать updateProjection().
*/
public function render():void {
// Расчёт матрицы перевода из рута в камеру
cameraMatrix.identity();
var object:Object3D = this;
while (object._parent != null) {
cameraMatrix.append(object.matrix);
object = object._parent;
}
cameraMatrix.invert();
cameraMatrix.appendScale(perspectiveScaleX, perspectiveScaleY, 1);
numOccluders = 0;
occludedAll = false;
numTriangles = 0;
// Отрисовка
if (object.visible && object.canDraw) {
object.cameraMatrix.identity();
object.cameraMatrix.prepend(cameraMatrix);
object.cameraMatrix.prepend(object.matrix);
if (object.cullingInCamera(this, 63) >= 0) {
// Отрисовка объекта
canvas.numDraws = 0;
if (debugMode) object.debug(this, object, canvas);
object.draw(this, object, canvas);
// Зачистка ненужных канвасов
canvas.removeChildren(canvas.numDraws);
} else {
// Если отсеклось, зачищаем рутовый канвас
canvas.removeChildren(0);
}
}
}
/**
* После изменения параметров fov, width, height нужно вызвать этот метод.
*/
public function updateProjection():void {
// Расчёт параметров перспективы
viewSize = Math.sqrt(width*width + height*height)*0.5;
focalLength = viewSize/Math.tan(fov*0.5);
viewSizeX = width*0.5;
viewSizeY = height*0.5;
perspectiveScaleX = focalLength/viewSizeX;
perspectiveScaleY = focalLength/viewSizeY;
// Подготовка матрицы проецирования
projectionMatrixData[0] = viewSizeX;
projectionMatrixData[5] = viewSizeY;
projectionMatrixData[10] = 1;
projectionMatrixData[11] = 1;
projectionMatrix = new Matrix3D(projectionMatrixData);
}
private static var _tmpv:Vector.<Number> = new Vector.<Number>(3);
/**
* @param v
* @param result
*/
public function projectGlobal(v:Vector3D, result:Vector3D):void {
_tmpv[0] = v.x; _tmpv[1] = v.y; _tmpv[2] = v.z;
cameraMatrix.transformVectors(_tmpv, _tmpv);
projectionMatrix.transformVectors(_tmpv, _tmpv);
result.z = _tmpv[2];
result.x = _tmpv[0]/result.z;
result.y = _tmpv[1]/result.z;
}
// DEBUG
// Режим отладки
public var debugMode:Boolean = false;
// Список объектов дебага
private var debugSet:Object = new Object();
// Добавить в дебаг
public function addToDebug(debug:int, ... rest):void {
if (!debugSet[debug]) debugSet[debug] = new Dictionary();
for (var i:int = 0; i < rest.length;) debugSet[debug][rest[i++]] = true;
}
// Убрать из дебага
public function removeFromDebug(debug:int, ... rest):void {
if (debugSet[debug]) {
for (var i:int = 0; i < rest.length;) delete debugSet[debug][rest[i++]];
for (var key:* in debugSet[debug]);
if (!key) delete debugSet[debug];
}
}
// Проверка, находится ли объект или один из классов, от которых он нследован, в дебаге
alternativa3d function checkInDebug(object:Object3D):int {
var res:int = 0;
for (var debug:int = 1; debug <= 256; debug = debug << 1) {
if (debugSet[debug]) {
if (debugSet[debug][Object3D] || debugSet[debug][object]) {
res |= debug;
} else {
var objectClass:Class = getDefinitionByName(getQualifiedClassName(object)) as Class;
while (objectClass != Object3D) {
if (debugSet[debug][objectClass]) {
res |= debug;
break;
}
objectClass = Class(getDefinitionByName(getQualifiedSuperclassName(objectClass)));
}
}
}
}
return res;
}
public var diagram:Sprite = createDiagram();
private var fpsTextField:TextField;
private var memoryTextField:TextField;
private var trianglesTextField:TextField;
private var timerTextField:TextField;
private var graph:Bitmap;
private var rect:Rectangle;
private var _diagramAlign:String = "TR";
private var _diagramHorizontalMargin:Number = 2;
private var _diagramVerticalMargin:Number = 2;
public var fpsUpdatePeriod:int = 10;
private var fpsUpdateCounter:int;
private var previousFrameTime:int;
private var previousPeriodTime:int;
private var maxMemory:int;
alternativa3d var numTriangles:int;
public var timerUpdatePeriod:int = 10;
private var timerUpdateCounter:int;
private var timeSum:int;
private var timeCount:int;
private var timer:int;
private function createDiagram():Sprite {
var diagram:Sprite = new Sprite();
diagram.mouseEnabled = false;
diagram.mouseChildren = false;
// Инициализация диаграммы
diagram.addEventListener(Event.ADDED_TO_STAGE, function():void {
// FPS
fpsTextField = new TextField();
fpsTextField.defaultTextFormat = new TextFormat("Tahoma", 10, 0xCCCCCC);
fpsTextField.autoSize = TextFieldAutoSize.LEFT;
fpsTextField.text = "FPS: " + Number(diagram.stage.frameRate).toFixed(2);
fpsTextField.selectable = false;
fpsTextField.x = -3;
fpsTextField.y = -5;
diagram.addChild(fpsTextField);
// Память
memoryTextField = new TextField();
memoryTextField.defaultTextFormat = new TextFormat("Tahoma", 10, 0xCCCC00);
memoryTextField.autoSize = TextFieldAutoSize.LEFT;
memoryTextField.text = "MEM: " + bytesToString(System.totalMemory);
memoryTextField.selectable = false;
memoryTextField.x = -3;
memoryTextField.y = 4;
diagram.addChild(memoryTextField);
// Треугольники
trianglesTextField = new TextField();
trianglesTextField.defaultTextFormat = new TextFormat("Tahoma", 10, 0xFF6600);
trianglesTextField.autoSize = TextFieldAutoSize.LEFT;
trianglesTextField.text = "TRI: " + 0;
trianglesTextField.selectable = false;
trianglesTextField.x = -2;
trianglesTextField.y = 13;
diagram.addChild(trianglesTextField);
// Время выполнения метода
timerTextField = new TextField();
timerTextField.defaultTextFormat = new TextFormat("Tahoma", 10, 0x0066FF);
timerTextField.autoSize = TextFieldAutoSize.LEFT;
timerTextField.text = "TMR:";
timerTextField.selectable = false;
timerTextField.x = -2;
timerTextField.y = 13 + 9;
diagram.addChild(timerTextField);
// График
graph = new Bitmap(new BitmapData(60, 40, true, 0x20FFFFFF));
rect = new Rectangle(0, 0, 1, 40)
graph.x = 0;
graph.y = 27 + 9;
diagram.addChild(graph);
// Сброс параметров
previousFrameTime = previousPeriodTime = getTimer();
fpsUpdateCounter = 0;
maxMemory = 0;
timerUpdateCounter = 0;
timeSum = 0;
timeCount = 0;
// Подписка
diagram.stage.addEventListener(Event.ENTER_FRAME, updateDiagram, false, -1000);
diagram.stage.addEventListener(Event.RESIZE, resizeDiagram, false, -1000);
resizeDiagram();
});
// Деинициализация диаграммы
diagram.addEventListener(Event.REMOVED_FROM_STAGE, function():void {
// Обнуление
diagram.removeChild(fpsTextField);
diagram.removeChild(memoryTextField);
diagram.removeChild(trianglesTextField);
diagram.removeChild(graph);
fpsTextField = null;
memoryTextField = null;
trianglesTextField = null;
timerTextField = null;
graph.bitmapData.dispose();
graph = null;
rect = null;
// Отписка
diagram.stage.removeEventListener(Event.ENTER_FRAME, updateDiagram);
diagram.stage.removeEventListener(Event.RESIZE, resizeDiagram);
});
return diagram;
}
private function resizeDiagram(e:Event = null):void {
if (diagram.stage != null) {
var coord:Point = diagram.parent.globalToLocal(new Point());
if (_diagramAlign == StageAlign.TOP_LEFT || _diagramAlign == StageAlign.LEFT || _diagramAlign == StageAlign.BOTTOM_LEFT) {
diagram.x = Math.round(coord.x + _diagramHorizontalMargin);
}
if (_diagramAlign == StageAlign.TOP || _diagramAlign == StageAlign.BOTTOM) {
diagram.x = Math.round(coord.x + diagram.stage.stageWidth/2 - graph.width/2);
}
if (_diagramAlign == StageAlign.TOP_RIGHT || _diagramAlign == StageAlign.RIGHT || _diagramAlign == StageAlign.BOTTOM_RIGHT) {
diagram.x = Math.round(coord.x + diagram.stage.stageWidth - _diagramHorizontalMargin - graph.width);
}
if (_diagramAlign == StageAlign.TOP_LEFT || _diagramAlign == StageAlign.TOP || _diagramAlign == StageAlign.TOP_RIGHT) {
diagram.y = Math.round(coord.y + _diagramVerticalMargin);
}
if (_diagramAlign == StageAlign.LEFT || _diagramAlign == StageAlign.RIGHT) {
diagram.y = Math.round(coord.y + diagram.stage.stageHeight/2 - (graph.y + graph.height)/2);
}
if (_diagramAlign == StageAlign.BOTTOM_LEFT || _diagramAlign == StageAlign.BOTTOM || _diagramAlign == StageAlign.BOTTOM_RIGHT) {
diagram.y = Math.round(coord.y + diagram.stage.stageHeight - _diagramVerticalMargin - graph.y - graph.height);
}
}
}
private function updateDiagram(e:Event):void {
var fps:Number;
var mod:int;
var time:int = getTimer();
var stageFrameRate:int = diagram.stage.frameRate;
// FPS текст
if (++fpsUpdateCounter == fpsUpdatePeriod) {
fps = 1000*fpsUpdatePeriod/(time - previousPeriodTime);
if (fps > stageFrameRate) fps = stageFrameRate;
mod = fps*100 % 100;
fpsTextField.text = "FPS: " + int(fps) + "." + ((mod >= 10) ? mod : ((mod > 0) ? ("0" + mod) : "00"));
previousPeriodTime = time;
fpsUpdateCounter = 0;
}
// FPS график
fps = 1000/(time - previousFrameTime);
if (fps > stageFrameRate) fps = stageFrameRate;
graph.bitmapData.scroll(1, 0);
graph.bitmapData.fillRect(rect, 0x20FFFFFF);
graph.bitmapData.setPixel32(0, 40*(1 - fps/stageFrameRate), 0xFFCCCCCC);
previousFrameTime = time;
// Память текст
var memory:int = System.totalMemory;
memoryTextField.text = "MEM: " + bytesToString(memory);
// Память график
if (memory > maxMemory) maxMemory = memory;
graph.bitmapData.setPixel32(0, 40*(1 - memory/maxMemory), 0xFFCCCC00);
// Треугольники текст
trianglesTextField.text = "TRI: " + numTriangles;
// Время текст
if (++timerUpdateCounter == timerUpdatePeriod) {
if (timeCount > 0) {
fps = timeSum/timeCount;
mod = fps*100 % 100;
timerTextField.text = "TMR: " + int(fps) + "." + ((mod >= 10) ? mod : ((mod > 0) ? ("0" + mod) : "00"));
} else {
timerTextField.text = "TMR:";
}
timerUpdateCounter = 0;
timeSum = 0;
timeCount = 0;
}
}
public function startTimer():void {
timer = getTimer();
}
public function stopTimer():void {
timeSum += getTimer() - timer;
timeCount++;
}
public function get diagramAlign():String {
return _diagramAlign;
}
public function set diagramAlign(value:String):void {
_diagramAlign = value;
resizeDiagram();
}
public function get diagramHorizontalMargin():Number {
return _diagramHorizontalMargin;
}
public function set diagramHorizontalMargin(value:Number):void {
_diagramHorizontalMargin = value;
resizeDiagram();
}
public function get diagramVerticalMargin():Number {
return _diagramVerticalMargin;
}
public function set diagramVerticalMargin(value:Number):void {
_diagramVerticalMargin = value;
resizeDiagram();
}
private function bytesToString(bytes:int):String {
if (bytes < 1024) return bytes + "b";
else if (bytes < 10240) return (bytes/1024).toFixed(2) + "kb";
else if (bytes < 102400) return (bytes/1024).toFixed(1) + "kb";
else if (bytes < 1048576) return (bytes >> 10) + "kb";
else if (bytes < 10485760) return (bytes/1048576).toFixed(2) + "mb";
else if (bytes < 104857600) return (bytes/1048576).toFixed(1) + "mb";
else return (bytes >> 20) + "mb";
}
}
}

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package alternativa.engine3d.core {
import alternativa.engine3d.alternativa3d;
import flash.display.DisplayObject;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.geom.ColorTransform;
use namespace alternativa3d;
public class Canvas extends Sprite {
static private const defaultColorTransform:ColorTransform = new ColorTransform();
static private const collector:Vector.<Canvas> = new Vector.<Canvas>();
static private var collectorLength:int = 0;
alternativa3d var gfx:Graphics = graphics;
private var modifiedGraphics:Boolean;
private var modifiedAlpha:Boolean;
private var modifiedBlendMode:Boolean;
private var modifiedColorTransform:Boolean;
private var modifiedFilters:Boolean;
alternativa3d var _numChildren:int = 0;
alternativa3d var numDraws:int = 0;
public function Canvas() {
mouseEnabled = false;
mouseChildren = false;
}
alternativa3d function getChildCanvas(useGraphics:Boolean, useChildren:Boolean, alpha:Number = 1, blendMode:String = "normal", colorTransform:ColorTransform = null, filters:Array = null):Canvas {
var canvas:Canvas;
var displayObject:DisplayObject;
// Зачистка не канвасов
while (_numChildren > numDraws && !((displayObject = getChildAt(_numChildren - 1 - numDraws)) is Canvas)) {
removeChild(displayObject);
_numChildren--;
}
// Получение канваса
if (_numChildren > numDraws++) {
canvas = displayObject as Canvas;
// Зачистка
canvas.gfx.clear();
if (canvas._numChildren > 0 && !useChildren) {
canvas.removeChildren(0);
}
} else {
canvas = (collectorLength > 0) ? collector[--collectorLength] : new Canvas();
addChildAt(canvas, 0);
_numChildren++;
}
// Пометка о том, что в graphics будет что-то нарисовано
canvas.modifiedGraphics = useGraphics;
// Установка свойств
if (alpha != 1) {
canvas.alpha = alpha;
canvas.modifiedAlpha = true;
} else if (canvas.modifiedAlpha) {
canvas.alpha = 1;
canvas.modifiedAlpha = false;
}
if (blendMode != "normal") {
canvas.blendMode = blendMode;
canvas.modifiedBlendMode = true;
} else if (canvas.modifiedBlendMode) {
canvas.blendMode = "normal";
canvas.modifiedBlendMode = false;
}
if (colorTransform != null) {
colorTransform.alphaMultiplier = alpha;
canvas.transform.colorTransform = colorTransform;
canvas.modifiedColorTransform = true;
} else if (canvas.modifiedColorTransform) {
defaultColorTransform.alphaMultiplier = alpha;
canvas.transform.colorTransform = defaultColorTransform;
canvas.modifiedColorTransform = false;
}
if (filters != null) {
canvas.filters = filters;
canvas.modifiedFilters = true;
} else if (canvas.modifiedFilters) {
canvas.filters = null;
canvas.modifiedFilters = false;
}
return canvas;
}
alternativa3d function removeChildren(keep:int):void {
for (var canvas:Canvas; _numChildren > keep; _numChildren--) {
if ((canvas = removeChildAt(0) as Canvas) != null) {
if (canvas.modifiedGraphics) canvas.gfx.clear();
if (canvas._numChildren > 0) canvas.removeChildren(0);
collector[collectorLength++] = canvas;
}
}
}
}
}

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package alternativa.engine3d.core {
public class Clipping {
/**
* Объект отсекается целиком, если он полностью вне пирамиды видимости или пересекает nearClipping камеры.
*/
static public const BOUND_CULLING:int = 0;
/**
* Грань отсекается целиком, если она полностью вне пирамиды видимости или пересекает nearClipping камеры.
*/
static public const FACE_CULLING:int = 1;
/**
* Грань подрезается пирамидой видимости камеры.
*/
static public const FACE_CLIPPING:int = 2;
}
}

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package alternativa.engine3d.core {
public class Debug {
static public const NAMES:int = 1;
static public const AXES:int = 2;
static public const CENTERS:int = 4;
static public const BOUNDS:int = 8;
static public const EDGES:int = 16;
static public const VERTICES:int = 32;
static public const NORMALS:int = 64;
static public const NODES:int = 128;
static public const SPLITS:int = 256;
}
}

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package alternativa.engine3d.core {
public class Fragment {
static public var collector:Fragment;
public var next:Fragment;
public var negative:Fragment;
public var positive:Fragment;
public var geometry:Geometry;
public var indices:Vector.<int> = new Vector.<int>();
public var num:int = 0;
public var normalX:Number;
public var normalY:Number;
public var normalZ:Number;
public var offset:Number;
static public function create():Fragment {
if (collector != null) {
var res:Fragment = collector;
collector = collector.next;
res.next = null;
res.num = 0;
return res;
} else {
return new Fragment();
}
}
public function create():Fragment {
if (collector != null) {
var res:Fragment = collector;
collector = collector.next;
res.next = null;
res.num = 0;
return res;
} else {
return new Fragment();
}
}
}
}

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package alternativa.engine3d.core {
import alternativa.engine3d.alternativa3d;
import flash.display.BitmapData;
import flash.filters.ConvolutionFilter;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
use namespace alternativa3d;
/**
* Объект, представляющий текстуру в виде последовательности её уменьшенных копий.
* Каждая следующая в два раза меньше предыдущей. Последняя имеет размер 1х1 пиксел.
* Чем дальше от камеры отрисовываемый объект, тем меньшая текстура выбирается.
* Это позволяет получить лучший визуальный результат и большую производительность.
*/
public class MipMap {
/**
* Мип-текстуры
*/
public var textures:Vector.<BitmapData> = new Vector.<BitmapData>();
/**
* Количество мип-текстур
*/
public var num:int;
/**
* Отношение размера пиксела текстуры к единице измерения трёхмерного пространства
*/
public var resolution:Number;
static private const filter:ConvolutionFilter = new ConvolutionFilter(2, 2, [1, 1, 1, 1], 4, 0, false, true);
static private const point:Point = new Point();
static private const matrix:Matrix = new Matrix();
static private const rect:Rectangle = new Rectangle();
public function MipMap(texture:BitmapData, resolution:Number = 1) {
var bmp:BitmapData = new BitmapData(texture.width, texture.height, texture.transparent);
var current:BitmapData = textures[num++] = texture;
filter.preserveAlpha = !texture.transparent;
var w:Number = rect.width = texture.width, h:Number = rect.height = texture.height;
while (w > 1 && h > 1 && rect.width > 1 && rect.height > 1) {
bmp.applyFilter(current, rect, point, filter);
rect.width = w >> 1;
rect.height = h >> 1;
matrix.a = rect.width/w;
matrix.d = rect.height/h;
w *= 0.5;
h *= 0.5;
current = new BitmapData(rect.width, rect.height, texture.transparent, 0);
current.draw(bmp, matrix, null, null, null, false);
textures[num++] = current;
}
bmp.dispose();
this.resolution = resolution;
}
/**
* Получение мип-уровня в зависимости от удалённости объекта от камеры
* @param distance Z-координата объекта в пространстве камеры
* @param camera Камера
* @return Индекс в списке мип-текстур textures
*/
public function getLevel(distance:Number, camera:Camera3D):int {
var level:int = Math.log(distance/(camera.focalLength*resolution))*1.442695040888963387;
if (level < 0) return 0; else if (level >= num) return num - 1;
return level;
}
}
}

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package alternativa.engine3d.core {
public class MipMapping {
/**
* Нет мипмаппинга.
*/
static public const NONE:int = 0;
/**
* Мипмаппинг по удалённости объекта от камеры.
*/
static public const PER_OBJECT:int = 1;
//static public const PER_POLYGON:int = 2;
//static public const PER_PIXEL:int = 3;
}
}

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package alternativa.engine3d.core {
import alternativa.engine3d.alternativa3d;
import flash.geom.ColorTransform;
import flash.geom.Matrix3D;
import flash.geom.Utils3D;
import flash.utils.getQualifiedClassName;
use namespace alternativa3d;
/**
* Базовый трёхмерный объект
*/
public class Object3D {
public var name:String;
/**
* Матрица трансформации. Управлять трансформацией объекта можно только через это свойство
* путём назначения новой матрицы или с помощью методов матрицы.
*/
public var matrix:Matrix3D = new Matrix3D();
public var visible:Boolean = true;
public var alpha:Number = 1;
public var blendMode:String = "normal";
public var colorTransform:ColorTransform = null;
public var filters:Array = null;
alternativa3d var _parent:Object3DContainer;
alternativa3d var _boundBox:BoundBox;
alternativa3d var culling:int = 0;
alternativa3d var cameraMatrix:Matrix3D = new Matrix3D();
static private const boundBoxVertices:Vector.<Number> = new Vector.<Number>(24, true);
public function removeFromParent():void {
if (_parent != null)
_parent.removeChild(this);
}
alternativa3d function get canDraw():Boolean {
return true;
}
alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {}
alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var debugResult:int = camera.checkInDebug(this);
if (debugResult == 0) return;
var canvas:Canvas = parentCanvas.getChildCanvas(true, false);
if (debugResult & Debug.AXES) object.drawAxes(camera, canvas);
if (debugResult & Debug.CENTERS) object.drawCenter(camera, canvas);
if (debugResult & Debug.NAMES) object.drawName(camera, canvas);
if (debugResult & Debug.BOUNDS) object.drawBoundBox(camera, canvas);
}
alternativa3d function getGeometry(camera:Camera3D, object:Object3D):Geometry {
return null;
}
alternativa3d function split(normalX:Number, normalY:Number, normalZ:Number, offset:Number, threshold:Number):Vector.<Object3D> {
return new Vector.<Object3D>(2);
}
public function get boundBox():BoundBox {
return _boundBox;
}
public function set boundBox(value:BoundBox):void {
_boundBox = value;
}
/**
* Расчёт баунда
* @param matrix Трансформация пространства, в системе которого расчитывается баунд.
* Если этот параметр не указан, баунд расчитается в локальных координатах объекта.
* @param boundBox Баунд, в который записывается результат.
* Если этот параметр не указан, создаётся новый экземпляр.
* @return Расчитанный баунд.
*/
public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
return null;
}
public function get parent():Object3DContainer {
return _parent;
}
/**
* @private
*/
alternativa3d function cullingInCamera(camera:Camera3D, parentCulling:int):int {
if (camera.occludedAll) return -1;
culling = parentCulling;
var i:int, infront:Boolean, behind:Boolean, boundBox:BoundBox = this.boundBox, numOccluders:int = camera.numOccluders, cull:Boolean = culling > 0 && boundBox != null, occlude:Boolean = numOccluders > 0 && boundBox != null;
// Расчёт точек баунда в координатах камеры
if (cull || occlude) boundBoxVertices[0] = boundBoxVertices[3] = boundBoxVertices[6] = boundBoxVertices[9] = boundBox.minX, boundBoxVertices[1] = boundBoxVertices[4] = boundBoxVertices[13] = boundBoxVertices[16] = boundBox.minY, boundBoxVertices[2] = boundBoxVertices[8] = boundBoxVertices[14] = boundBoxVertices[20] = boundBox.minZ, boundBoxVertices[12] = boundBoxVertices[15] = boundBoxVertices[18] = boundBoxVertices[21] = boundBox.maxX, boundBoxVertices[7] = boundBoxVertices[10] = boundBoxVertices[19] = boundBoxVertices[22] = boundBox.maxY, boundBoxVertices[5] = boundBoxVertices[11] = boundBoxVertices[17] = boundBoxVertices[23] = boundBox.maxZ, cameraMatrix.transformVectors(boundBoxVertices, boundBoxVertices);
// Куллинг
if (cull) {
if (culling & 1) {
for (i = 2, infront = false, behind = false; i <= 23; i += 3) {
if (boundBoxVertices[i] > camera.nearClipping) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
// TODO: проверка не нужна
if (infront) culling &= 62;
}
}
if (culling & 2) {
for (i = 2, infront = false, behind = false; i <= 23; i += 3) {
if (boundBoxVertices[i] < camera.farClipping) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 61;
}
}
if (culling & 4) {
for (i = 0, infront = false, behind = false; i <= 21; i += 3) {
if (-boundBoxVertices[i] < boundBoxVertices[int(i + 2)]) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 59;
}
}
if (culling & 8) {
for (i = 0, infront = false, behind = false; i <= 21; i += 3) {
if (boundBoxVertices[i] < boundBoxVertices[int(i + 2)]) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 55;
}
}
if (culling & 16) {
for (i = 1, infront = false, behind = false; i <= 22; i += 3) {
if (-boundBoxVertices[i] < boundBoxVertices[int(i + 1)]) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 47;
}
}
if (culling & 32) {
for (i = 1, infront = false, behind = false; i <= 22; i += 3) {
if (boundBoxVertices[i] < boundBoxVertices[int(i + 1)]) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 31;
}
}
}
// Окклюдинг
if (occlude) {
for (var o:int = 0; o < numOccluders; o++) {
var planeOccluder:Vector.<Number> = camera.occlusionPlanes[o], planeOccluderLength:int = planeOccluder.length;
for (var ni:int = 0; ni < planeOccluderLength; ni += 3) {
var nx:Number = planeOccluder[ni], ny:Number = planeOccluder[int(ni + 1)], nz:Number = planeOccluder[int(ni + 2)];
for (i = 0; i < 24; i += 3) if (nx*boundBoxVertices[i] + ny*boundBoxVertices[int(i + 1)] + nz*boundBoxVertices[int(i + 2)] >= 0) break;
if (i < 24) break;
}
if (ni == planeOccluderLength) return -1;
}
}
return culling;
}
alternativa3d function drawAxes(camera:Camera3D, canvas:Canvas):void {
}
alternativa3d function drawCenter(camera:Camera3D, canvas:Canvas):void {
}
alternativa3d function drawName(camera:Camera3D, canvas:Canvas):void {
}
static private const boundBoxProjectedVertices:Vector.<Number> = new Vector.<Number>(16, true);
static private const boundBoxUVTs:Vector.<Number> = new Vector.<Number>(24, true);
alternativa3d function drawBoundBox(camera:Camera3D, canvas:Canvas, color:int = -1):void {
var boundBox:BoundBox = this.boundBox;
if (boundBox == null) return;
boundBoxVertices[0] = boundBoxVertices[3] = boundBoxVertices[6] = boundBoxVertices[9] = boundBox.minX;
boundBoxVertices[1] = boundBoxVertices[4] = boundBoxVertices[13] = boundBoxVertices[16] = boundBox.minY;
boundBoxVertices[2] = boundBoxVertices[8] = boundBoxVertices[14] = boundBoxVertices[20] = boundBox.minZ;
boundBoxVertices[12] = boundBoxVertices[15] = boundBoxVertices[18] = boundBoxVertices[21] = boundBox.maxX;
boundBoxVertices[7] = boundBoxVertices[10] = boundBoxVertices[19] = boundBoxVertices[22] = boundBox.maxY;
boundBoxVertices[5] = boundBoxVertices[11] = boundBoxVertices[17] = boundBoxVertices[23] = boundBox.maxZ;
cameraMatrix.transformVectors(boundBoxVertices, boundBoxVertices);
for (var i:int = 0; i < 8; i++) {
if (boundBoxVertices[int(i*3 +2)] <= 0) return;
}
Utils3D.projectVectors(camera.projectionMatrix, boundBoxVertices, boundBoxProjectedVertices, boundBoxUVTs);
canvas.gfx.endFill();
canvas.gfx.lineStyle(0, (color < 0) ? ((culling > 0) ? 0xFFFF00 : 0x00FF00) : color);
canvas.gfx.moveTo(boundBoxProjectedVertices[0], boundBoxProjectedVertices[1]);
canvas.gfx.lineTo(boundBoxProjectedVertices[2], boundBoxProjectedVertices[3]);
canvas.gfx.lineTo(boundBoxProjectedVertices[6], boundBoxProjectedVertices[7]);
canvas.gfx.lineTo(boundBoxProjectedVertices[4], boundBoxProjectedVertices[5]);
canvas.gfx.lineTo(boundBoxProjectedVertices[0], boundBoxProjectedVertices[1]);
canvas.gfx.moveTo(boundBoxProjectedVertices[8], boundBoxProjectedVertices[9]);
canvas.gfx.lineTo(boundBoxProjectedVertices[10], boundBoxProjectedVertices[11]);
canvas.gfx.lineTo(boundBoxProjectedVertices[14], boundBoxProjectedVertices[15]);
canvas.gfx.lineTo(boundBoxProjectedVertices[12], boundBoxProjectedVertices[13]);
canvas.gfx.lineTo(boundBoxProjectedVertices[8], boundBoxProjectedVertices[9]);
canvas.gfx.moveTo(boundBoxProjectedVertices[0], boundBoxProjectedVertices[1]);
canvas.gfx.lineTo(boundBoxProjectedVertices[8], boundBoxProjectedVertices[9]);
canvas.gfx.moveTo(boundBoxProjectedVertices[2], boundBoxProjectedVertices[3]);
canvas.gfx.lineTo(boundBoxProjectedVertices[10], boundBoxProjectedVertices[11]);
canvas.gfx.moveTo(boundBoxProjectedVertices[4], boundBoxProjectedVertices[5]);
canvas.gfx.lineTo(boundBoxProjectedVertices[12], boundBoxProjectedVertices[13]);
canvas.gfx.moveTo(boundBoxProjectedVertices[6], boundBoxProjectedVertices[7]);
canvas.gfx.lineTo(boundBoxProjectedVertices[14], boundBoxProjectedVertices[15]);
}
public function toString():String {
var className:String = getQualifiedClassName(this);
return "[" + className.substr(className.indexOf("::") + 2) + " " + name + "]";
}
}
}

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package alternativa.engine3d.core {
import alternativa.engine3d.alternativa3d;
import flash.geom.ColorTransform;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Базовый контейнер трёхмерных объектов.
* Логика контейнеров и child-parent-отношений идентична логике
* displayObject'ов во Flash.
*/
public class Object3DContainer extends Object3D {
protected var children:Vector.<Object3D> = new Vector.<Object3D>();
protected var _numChildren:int = 0;
protected var visibleChildren:Vector.<Object3D> = new Vector.<Object3D>();
protected var numVisibleChildren:int = 0;
override alternativa3d function get canDraw():Boolean {
return _numChildren > 0;
}
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
// Сбор видимых объектов
numVisibleChildren = 0;
for (var i:int = 0; i < _numChildren; i++) {
var child:Object3D = children[i];
if (child.visible && child.canDraw) {
child.cameraMatrix.identity();
child.cameraMatrix.prepend(object.cameraMatrix);
child.cameraMatrix.prepend(child.matrix);
if (child.cullingInCamera(camera, object.culling) >= 0) {
visibleChildren[numVisibleChildren] = child;
numVisibleChildren++;
}
}
}
// Если есть видимые объекты
if (numVisibleChildren > 0) {
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(false, true, object.alpha, object.blendMode, object.colorTransform, object.filters);
canvas.numDraws = 0;
// Отрисовка видимых объектов
drawVisibleChildren(camera, object, canvas);
// Если была отрисовка
if (canvas.numDraws > 0) {
canvas.removeChildren(canvas.numDraws);
} else {
parentCanvas.numDraws--;
}
}
}
protected function drawVisibleChildren(camera:Camera3D, object:Object3D, canvas:Canvas):void {
for (var i:int = numVisibleChildren - 1; i >= 0; i--) {
var child:Object3D = visibleChildren[i];
if (camera.debugMode) child.debug(camera, child, canvas);
child.draw(camera, child, canvas);
visibleChildren[i] = null;
}
}
override alternativa3d function getGeometry(camera:Camera3D, object:Object3D):Geometry {
var i:int;
var first:Geometry;
var last:Geometry;
var geometry:Geometry;
for (i = 0; i < _numChildren; i++) {
var child:Object3D = children[i];
if (child.visible && child.canDraw) {
child.cameraMatrix.identity();
child.cameraMatrix.prepend(object.cameraMatrix);
child.cameraMatrix.prepend(child.matrix);
if (child.cullingInCamera(camera, object.culling) >= 0) {
geometry = child.getGeometry(camera, child);
if (geometry != null) {
if (first != null) {
last.next = geometry;
} else {
first = geometry;
last = geometry;
}
while (last.next != null) {
last = last.next;
}
}
}
}
}
if (object.alpha != 1) {
geometry = first;
while (geometry != null) {
geometry.alpha *= object.alpha;
geometry = geometry.next;
}
}
if (object.blendMode != "normal") {
geometry = first;
while (geometry != null) {
if (geometry.blendMode == "normal") {
geometry.blendMode = object.blendMode;
}
geometry = geometry.next;
}
}
if (object.colorTransform != null) {
geometry = first;
while (geometry != null) {
if (geometry.colorTransform != null) {
var ct:ColorTransform = new ColorTransform(object.colorTransform.redMultiplier, object.colorTransform.greenMultiplier, object.colorTransform.blueMultiplier, object.colorTransform.alphaMultiplier, object.colorTransform.redOffset, object.colorTransform.greenOffset, object.colorTransform.blueOffset, object.colorTransform.alphaOffset);
ct.concat(geometry.colorTransform);
geometry.colorTransform = ct;
} else {
geometry.colorTransform = object.colorTransform;
}
geometry = geometry.next;
}
}
if (object.filters != null) {
geometry = first;
while (geometry != null) {
if (geometry.filters != null) {
var fs:Array = new Array();
var fsLength:int = 0;
var num:int = geometry.filters.length;
for (i = 0; i < num; i++) {
fs[fsLength] = geometry.filters[i]; fsLength++;
}
num = object.filters.length;
for (i = 0; i < num; i++) {
fs[fsLength] = object.filters[i]; fsLength++;
}
geometry.filters = fs;
} else {
geometry.filters = object.filters;
}
geometry = geometry.next;
}
}
return first;
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
var m:Matrix3D = matrix != null ? matrix.clone() : new Matrix3D();
// Если указан баунд-бокс
if (boundBox != null) {
boundBox.infinity();
} else {
boundBox = new BoundBox();
}
// Расчитываем баунды объектов
var childBoundBox:BoundBox = new BoundBox();
var childMatrix:Matrix3D = new Matrix3D();
for (var i:int = 0; i < _numChildren; i++) {
var child:Object3D = children[i];
childMatrix.identity();
childMatrix.prepend(m);
childMatrix.prepend(child.matrix);
child.calculateBoundBox(childMatrix, childBoundBox);
boundBox.minX = (childBoundBox.minX < boundBox.minX) ? childBoundBox.minX : boundBox.minX;
boundBox.minY = (childBoundBox.minY < boundBox.minY) ? childBoundBox.minY : boundBox.minY;
boundBox.minZ = (childBoundBox.minZ < boundBox.minZ) ? childBoundBox.minZ : boundBox.minZ;
boundBox.maxX = (childBoundBox.maxX > boundBox.maxX) ? childBoundBox.maxX : boundBox.maxX;
boundBox.maxY = (childBoundBox.maxY > boundBox.maxY) ? childBoundBox.maxY : boundBox.maxY;
boundBox.maxZ = (childBoundBox.maxZ > boundBox.maxZ) ? childBoundBox.maxZ : boundBox.maxZ;
}
return boundBox;
}
public function addChild(child:Object3D):void {
children[_numChildren++] = child;
child._parent = this;
}
public function removeChild(child:Object3D):void {
var i:int = children.indexOf(child);
if (i < 0) throw new ArgumentError("Child not found");
_numChildren--;
for (; i < _numChildren; i++) children[i] = children[int(i + 1)];
children.length = _numChildren;
child._parent = null;
}
public function hasChild(child:Object3D):Boolean {
return children.indexOf(child) > -1;
}
public function getChildAt(index:uint):Object3D {
return children[index];
}
public function get numChildren():uint {
return _numChildren;
}
}
}

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package alternativa.engine3d.core {
public class Sorting {
/**
* Грани не сортируются.
*/
static public const NONE:int = 0;
/**
* Грани сортируются по средним Z.
*/
static public const AVERAGE_Z:int = 1;
/**
* Грани при отрисовке образуют BSP-дерево.
*/
static public const DYNAMIC_BSP:int = 2;
/**
* Грани находятся в BSP-дереве.
*/
static public const STATIC_BSP:int = 3;
}
}

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package alternativa.engine3d.loaders {
import alternativa.engine3d.loaders.events.BatchTextureLoaderErrorEvent;
import alternativa.engine3d.loaders.events.LoaderEvent;
import alternativa.engine3d.loaders.events.LoaderProgressEvent;
import flash.display.BitmapData;
import flash.events.ErrorEvent;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.IOErrorEvent;
import flash.system.LoaderContext;
/**
* Событие посылается, когда начинается загрузка пакета.
*
* @eventType flash.events.Event.OPEN
*/
[Event (name="open", type="flash.events.Event")]
/**
* Событие посылается, когда загрузка пакета успешно завершена.
*
* @eventType flash.events.Event.COMPLETE
*/
[Event (name="complete", type="flash.events.Event")]
/**
* Событие посылается при возникновении ошибки загрузки.
*
* @eventType alternativa.engine3d.loaders.events.BatchTextureLoaderErrorEvent.LOADER_ERROR
*/
[Event (name="loaderError", type="alternativa.engine3d.loaders.events.BatchTextureLoaderErrorEvent")]
/**
* Событие посылается, когда начинается загрузка очередной текстуры.
*
* @eventType alternativa.engine3d.loaders.events.LoaderEvent.PART_OPEN
*/
[Event (name="partOpen", type="alternativa.engine3d.loaders.events.LoaderEvent")]
/**
* Событие посылается, когда загрузка очередной текстуры успешно завершена.
*
* @eventType alternativa.engine3d.loaders.events.LoaderEvent.PART_COMPLETE
*/
[Event (name="partComplete", type="alternativa.engine3d.loaders.events.LoaderEvent")]
/**
* Событие посылается для отображения прогресса загрузки.
*
* @eventType alternativa.engine3d.loaders.events.LoaderProgressEvent.LOADER_PROGRESS
*/
[Event (name="loaderProgress", type="alternativa.engine3d.loaders.events.LoaderProgressEvent")]
/**
* @private
* Пакетный загрузчик текстур.
*
* При возникновении ошибки во время загрузки очередной текстуры, пакетный загрузчик заменяет соответствующую текстуру изображением-заглушкой и
* генерирует событие ошибки пакетного загрузчика. Пользователь пакетного загрузчика в обработчике ошибки может решить, прерывать ли процесс
* загрузки вызовом метода close() или нет.
*/
public class BatchTextureLoader extends EventDispatcher {
/**
* Текстура-заглушка для замены незагруженных текстур.
*/
private static var stubBitmapData:BitmapData;
private static const IDLE:int = 0;
private static const LOADING:int = 1;
// Состояние загрузчика
private var state:int = IDLE;
// Загрузчик текстур
private var textureLoader:TextureLoader;
// Контекст безопасности загрузчика
private var loaderContext:LoaderContext;
// Базовый URL файлов текстур
private var baseURL:String;
// Пакет с описанием текстур материалов (textureName => TextureInfo)
private var batch:Object;
// Список имён текстур в пакете
private var textureNames:Vector.<String>;
// Индекс текущего материала.
private var textureIndex:int;
// Общее количество загружаемых текстур
private var numTextures:int;
// Результирующая таблица (textureName => BitmapData)
private var _textures:Object;
/**
* Создаёт новый экземпляр загрузчика.
*/
public function BatchTextureLoader() {
}
/**
* Результирующая таблица битмапов. Ключами являются имена текстур, значениями -- объекты класса BitmapData.
*/
public function get textures():Object {
return _textures;
}
/**
* Прекращает текущую загрузку.
*/
public function close():void {
if (state == LOADING) {
textureLoader.close();
cleanup();
_textures = null;
state = IDLE;
}
}
/**
* Очищает ссылку на загруженный список текстур материалов.
*/
public function unload():void {
_textures = null;
}
/**
* Запускает загрузку.
*
* @param baseURL базовый URL файлов текстур
* @param batch описание пакета текстур -- таблица textureName => TextureInfo
* @param loaderContext LoaderContext для загрузки
*/
public function load(baseURL:String, batch:Object, loaderContext:LoaderContext = null):void {
if (baseURL == null) {
throw ArgumentError("Parameter baseURL cannot be null");
}
if (batch == null) {
throw ArgumentError("Parameter batch cannot be null");
}
this.baseURL = baseURL;
this.batch = batch;
this.loaderContext = loaderContext;
if (textureLoader == null) {
textureLoader = new TextureLoader();
} else {
close();
}
textureLoader.addEventListener(Event.OPEN, onTextureLoadingStart);
textureLoader.addEventListener(LoaderProgressEvent.LOADER_PROGRESS, onProgress);
textureLoader.addEventListener(Event.COMPLETE, onTextureLoadingComplete);
textureLoader.addEventListener(IOErrorEvent.IO_ERROR, onLoadingError);
// Получение массива имён текстур
textureNames = new Vector.<String>();
for (var textureName:String in batch) {
textureNames.push(textureName);
}
numTextures = textureNames.length;
// Старт загрузки
textureIndex = 0;
_textures = {};
if (hasEventListener(Event.OPEN)) {
dispatchEvent(new Event(Event.OPEN));
}
state = LOADING;
loadNextTexture();
}
/**
* Запускает загрузку очередной текстуры.
*/
private function loadNextTexture():void {
var info:TextureInfo = batch[textureNames[textureIndex]];
var opacityMapFileUrl:String = info.opacityMapFileName == null || info.opacityMapFileName == "" ? null : baseURL + info.opacityMapFileName;
textureLoader.load(baseURL + info.diffuseMapFileName, opacityMapFileUrl, loaderContext);
}
/**
*
*/
private function onTextureLoadingStart(e:Event):void {
if (hasEventListener(LoaderEvent.PART_OPEN)) {
dispatchEvent(new LoaderEvent(LoaderEvent.PART_OPEN, numTextures, textureIndex));
}
}
/**
*
*/
private function onProgress(e:LoaderProgressEvent):void {
if (hasEventListener(LoaderProgressEvent.LOADER_PROGRESS)) {
var totalProgress:Number = (textureIndex + e.totalProgress)/numTextures;
dispatchEvent(new LoaderProgressEvent(LoaderProgressEvent.LOADER_PROGRESS, numTextures, textureIndex, totalProgress, e.bytesLoaded, e.bytesTotal));
}
}
/**
* Обрабатывает завершение загрузки текстуры.
*/
private function onTextureLoadingComplete(e:Event):void {
_textures[textureNames[textureIndex]] = textureLoader.bitmapData;
tryNextTexure();
}
/**
* Обрабатывает ошибку при загрузке текстуры. Незагруженная текстура заменяется изображением-заглушкой и
* генерируется событие ошибки пакетного загрузчика.
*/
private function onLoadingError(e:ErrorEvent):void {
var textureName:String = textureNames[textureIndex];
_textures[textureName] = getStubBitmapData();
dispatchEvent(new BatchTextureLoaderErrorEvent(BatchTextureLoaderErrorEvent.LOADER_ERROR, textureName, e.text));
tryNextTexure();
}
/**
*
*/
private function tryNextTexure():void {
// Проверка состояния необходима, т.к. оно могло измениться в результате вызова метода close() в обработчике события ошибки загрузки
if (state == IDLE) return;
if (hasEventListener(LoaderEvent.PART_COMPLETE)) {
dispatchEvent(new LoaderEvent(LoaderEvent.PART_COMPLETE, numTextures, textureIndex));
}
if (++textureIndex == numTextures) {
// Загружены все текстуры, отправляется сообщение о завершении
cleanup();
removeEventListeners();
state = IDLE;
if (hasEventListener(Event.COMPLETE)) {
dispatchEvent(new Event(Event.COMPLETE));
}
} else {
loadNextTexture();
}
}
/**
*
*/
private function removeEventListeners():void {
textureLoader.removeEventListener(Event.OPEN, onTextureLoadingStart);
textureLoader.removeEventListener(LoaderProgressEvent.LOADER_PROGRESS, onProgress);
textureLoader.removeEventListener(Event.COMPLETE, onTextureLoadingComplete);
textureLoader.removeEventListener(IOErrorEvent.IO_ERROR, onLoadingError);
}
/**
* Очищает внутренние ссылки на объекты.
*/
private function cleanup():void {
loaderContext = null;
textureNames = null;
}
/**
* Метод для получения текстуры-заглушки.
*
* @return текстура-заглушка для замещения незагруженных текстур
*/
private function getStubBitmapData():BitmapData {
if (stubBitmapData == null) {
var size:uint = 20;
stubBitmapData = new BitmapData(size, size, false, 0);
for (var i:uint = 0; i < size; i++) {
for (var j:uint = 0; j < size; j += 2) {
stubBitmapData.setPixel((i%2) ? j : (j + 1), i, 0xFF00FF);
}
}
}
return stubBitmapData;
}
}
}

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package alternativa.engine3d.loaders {
import alternativa.engine3d.objects.Mesh;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.IOErrorEvent;
import flash.events.SecurityErrorEvent;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Orientation3D;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.net.URLLoader;
import flash.net.URLLoaderDataFormat;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.utils.ByteArray;
import flash.utils.Endian;
[Event (name="complete", type="flash.events.Event")]
/**
*
*/
public class Loader3DS extends EventDispatcher {
private static const STATE_IDLE:int = -1;
private static const STATE_LOADING_MODEL:int = 0;
private static const STATE_LOADING_TEXTURES:int = 1;
private static var stubBitmapData:BitmapData;
private var _content:Vector.<Mesh>;
private var version:uint;
private var objectDatas:Object;
private var animationDatas:Array;
private var materialDatas:Array;
private var bitmaps:Array;
private var modelLoader:URLLoader;
private var textureLoader:TextureLoader;
private var data:ByteArray;
private var counter:int;
private var textureMaterialNames:Array;
private var context:LoaderContext;
private var path:String;
private var loaderState:int = STATE_IDLE;
/**
* Повтор текстуры при заливке для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var repeat:Boolean = true;
/**
* Сглаживание текстур при увеличении масштаба.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var smooth:Boolean = false;
/**
* Режим наложения цвета для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var blendMode:String = BlendMode.NORMAL;
/**
* Коэффициент пересчёта единиц измерения модели.
*/
public var units:Number = 1;
/**
* Устанавливаемый уровень мобильности загруженных объектов.
*/
public var mobility:int = 0;
/**
* Прекращение текущей загрузки.
*/
public function close():void {
if (loaderState == STATE_LOADING_MODEL) {
modelLoader.close();
}
if (loaderState == STATE_LOADING_TEXTURES) {
textureLoader.close();
}
loaderState = STATE_IDLE;
}
/**
* Метод очищает внутренние ссылки на загруженные данные чтобы сборщик мусора мог освободить занимаемую ими память. Метод не работает
* во время загрузки.
*/
public function unload():void {
if (loaderState == STATE_IDLE) {
clean();
}
}
private function clean():void {
_content = null;
objectDatas = null;
animationDatas = null;
materialDatas = null;
bitmaps = null;
textureMaterialNames = null;
}
public function load(url:String, context:LoaderContext = null):void {
path = url.substring(0, url.lastIndexOf("/") + 1);
this.context = context;
// Очистка
version = 0;
clean();
if (modelLoader == null) {
modelLoader = new URLLoader();
modelLoader.dataFormat = URLLoaderDataFormat.BINARY;
modelLoader.addEventListener(Event.COMPLETE, on3DSLoad);
modelLoader.addEventListener(IOErrorEvent.IO_ERROR, on3DSError);
modelLoader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, on3DSError);
} else {
close();
}
loaderState = STATE_LOADING_MODEL;
modelLoader.load(new URLRequest(url));
}
private function on3DSLoad(e:Event):void {
loaderState = STATE_IDLE;
data = modelLoader.data;
data.endian = Endian.LITTLE_ENDIAN;
parse3DSChunk(0, data.bytesAvailable);
}
private function on3DSError(e:Event):void {
loaderState = STATE_IDLE;
dispatchEvent(e);
}
private function loadBitmaps():void {
if (textureLoader == null) {
textureLoader = new TextureLoader();
textureLoader.addEventListener(Event.COMPLETE, loadNextBitmap);
textureLoader.addEventListener(IOErrorEvent.IO_ERROR, loadNextBitmap);
}
// Имена материалов с диффузными текстурами собираются в массив textureMaterialNames
bitmaps = new Array();
textureMaterialNames = new Array();
for each (var materialData:MaterialData in materialDatas) {
if (materialData.diffuseMap != null) {
textureMaterialNames.push(materialData.name);
}
}
loaderState = STATE_LOADING_TEXTURES;
loadNextBitmap();
}
private function loadNextBitmap(e:Event = null):void {
if (e != null) {
if (!(e is IOErrorEvent)) {
bitmaps[textureMaterialNames[counter]] = textureLoader.bitmapData;
} else {
if (stubBitmapData == null) {
var size:uint = 20;
stubBitmapData = new BitmapData(size, size, false, 0);
for (var i:uint = 0; i < size; i++) {
for (var j:uint = 0; j < size; j+=2) {
stubBitmapData.setPixel((i % 2) ? j : (j+1), i, 0xFF00FF);
}
}
}
bitmaps[textureMaterialNames[counter]] = stubBitmapData;
}
} else {
counter = -1;
}
counter++;
if (counter < textureMaterialNames.length) {
var materialData:MaterialData = materialDatas[textureMaterialNames[counter]];
textureLoader.load(path + materialData.diffuseMap.filename, materialData.opacityMap == null ? null : path + materialData.opacityMap.filename, context);
} else {
loaderState = STATE_IDLE;
buildContent();
}
}
private function buildContent():void {
var i:uint;
var length:uint;
// Формируем связи объектов
_content = new Vector.<Mesh>();
// Создаём материалы
var materialData:MaterialData;
for (var materialName:String in materialDatas) {
materialData = materialDatas[materialName];
var mapData:MapData = materialData.diffuseMap;
var materialMatrix:Matrix = new Matrix();
if (mapData != null) {
var rot:Number = mapData.rotation*Math.PI/180;
var rotSin:Number = Math.sin(rot);
var rotCos:Number = Math.cos(rot);
materialMatrix.translate(-mapData.offsetU, mapData.offsetV);
materialMatrix.translate(-0.5, -0.5);
materialMatrix.rotate(-rot);
materialMatrix.scale(mapData.scaleU, mapData.scaleV);
materialMatrix.translate(0.5, 0.5);
}
materialData.matrix = materialMatrix;
}
// Если есть данные об анимации и иерархии объектов
var objectName:String;
var objectData:ObjectData;
var mesh:Mesh;
if (animationDatas != null) {
if (objectDatas != null) {
length = animationDatas.length;
for (i = 0; i < length; i++) {
var animationData:AnimationData = animationDatas[i];
objectName = animationData.objectName;
objectData = objectDatas[objectName];
// Если на один объект приходится несколько данных об анимации
if (objectData != null) {
var nameCounter:uint = 2;
for (var j:uint = i + 1; j < length; j++) {
var animationData2:AnimationData = animationDatas[j];
if (objectName == animationData2.objectName) {
var newName:String = objectName + nameCounter;
var newObjectData:ObjectData = new ObjectData();
animationData2.objectName = newName;
newObjectData.name = newName;
if (objectData.vertices != null) {
newObjectData.vertices = new Vector.<Vector3D>().concat(objectData.vertices);
}
if (objectData.uvs != null) {
newObjectData.uvs = new new Vector.<Point>().concat(objectData.uvs);
}
if (objectData.matrix != null) {
newObjectData.matrix = objectData.matrix.clone();
}
if (objectData.faces != null) {
newObjectData.faces = new Array().concat(objectData.faces);
}
if (objectData.surfaces != null) {
newObjectData.surfaces = objectData.surfaces.clone();
}
objectDatas[newName] = newObjectData;
nameCounter++;
}
}
}
if (objectData != null && objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
animationData.object = mesh;
buildObject(animationData);
buildMesh(mesh, objectData, animationData);
_content.push(mesh);
}
}
}
} else {
for (objectName in objectDatas) {
objectData = objectDatas[objectName];
if (objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
buildMesh(mesh, objectData, null);
_content.push(mesh);
}
}
}
// Рассылаем событие о завершении
dispatchEvent(new Event(Event.COMPLETE));
}
private function buildObject(animationData:AnimationData):void {
var object:Mesh = animationData.object;
object.name = animationData.objectName;
var transform:Vector.<Vector3D> = new Vector.<Vector3D>(3, true);
transform[0] = (animationData.position == null) ? new Vector3D() : new Vector3D(animationData.position.x * units, animationData.position.y * units, animationData.position.z * units);
transform[1] = (animationData.rotation == null) ? new Vector3D() : animationData.rotation.clone();
transform[2] = (animationData.scale == null) ? new Vector3D(1, 1, 1) : animationData.scale.clone();
object.matrix.recompose(transform, Orientation3D.AXIS_ANGLE);
}
private function buildMesh(mesh:Mesh, objectData:ObjectData, animationData:AnimationData):void {
// Добавляем вершины
var i:uint;
var j:uint;
var key:*;
var length:uint = objectData.vertices.length;
for (i = 0; i < length; i++) {
var vertexData:Vector3D = objectData.vertices[i];
var uv:Point = objectData.uvs[i];
j = i*3;
mesh.vertices[j] = vertexData.x;
mesh.vertices[j + 1] = vertexData.y;
mesh.vertices[j + 2] = vertexData.z;
mesh.uvts[j] = uv.x;
mesh.uvts[j + 1] = 1 - uv.y;
}
// Коррекция вершин
if (animationData != null) {
// Инвертируем матрицу
objectData.matrix.invert();
// Вычитаем точку привязки из смещения матрицы
if (animationData.pivot != null) {
objectData.matrix.appendTranslation(-animationData.pivot.x, -animationData.pivot.y, -animationData.pivot.z);
}
// Трансформируем вершины
objectData.matrix.transformVectors(mesh.vertices, mesh.vertices);
}
for (i = 0; i < mesh.numVertices*3; i++) {
mesh.vertices[i] *= units;
}
// Добавляем грани
length = objectData.faces.length;
for (i = 0; i < length; i++) {
var faceData:FaceData = objectData.faces[i];
j = i*3;
mesh.indices[j] = faceData.a;
mesh.indices[j + 1] = faceData.b;
mesh.indices[j + 2] = faceData.c;
}
// Добавляем поверхности
if (objectData.surfaces != null) {
for (var surfaceId:String in objectData.surfaces) {
var materialData:MaterialData = materialDatas[surfaceId];
if (materialData.diffuseMap != null) {
mesh.texture = bitmaps[materialData.name];
}
}
}
}
private function parse3DSChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Главный
case 0x4D4D:
parseMainChunk(dataIndex, dataLength);
break;
}
parse3DSChunk(index + chunkLength, length - chunkLength);
} else {
// Загрузка битмап
loadBitmaps();
}
}
private function parseMainChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Версия
case 0x0002:
parseVersion(dataIndex);
break;
// 3D-сцена
case 0x3D3D:
parse3DChunk(dataIndex, dataLength);
break;
// Анимация
case 0xB000:
parseAnimationChunk(dataIndex, dataLength);
break;
}
parseMainChunk(index + chunkLength, length - chunkLength);
}
}
private function parseVersion(index:uint):void {
data.position = index;
version = data.readUnsignedInt();
}
private function parse3DChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Материал
case 0xAFFF:
// Парсим материал
var material:MaterialData = new MaterialData();
parseMaterialChunk(material, dataIndex, dataLength);
break;
// Объект
case 0x4000:
// Создаём данные объекта
var object:ObjectData = new ObjectData();
var objectLength:uint = parseObject(object, dataIndex);
// Парсим объект
parseObjectChunk(object, dataIndex + objectLength, dataLength - objectLength);
break;
}
parse3DChunk(index + chunkLength, length - chunkLength);
}
}
private function parseMaterialChunk(material:MaterialData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя материала
case 0xA000:
parseMaterialName(material, dataIndex);
break;
// Ambient color
case 0xA010:
break;
// Diffuse color
case 0xA020:
data.position = dataIndex + 6;
material.color = (data.readUnsignedByte() << 16) + (data.readUnsignedByte() << 8) + data.readUnsignedByte();
break;
// Specular color
case 0xA030:
break;
// Shininess percent
case 0xA040:
data.position = dataIndex + 6;
material.glossiness = data.readUnsignedShort();
break;
// Shininess strength percent
case 0xA041:
data.position = dataIndex + 6;
material.specular = data.readUnsignedShort();
break;
// Transperensy
case 0xA050:
data.position = dataIndex + 6;
material.transparency = data.readUnsignedShort();
break;
// Texture map 1
case 0xA200:
material.diffuseMap = new MapData();
parseMapChunk(material.name, material.diffuseMap, dataIndex, dataLength);
break;
// Texture map 2
case 0xA33A:
break;
// Opacity map
case 0xA210:
material.opacityMap = new MapData();
parseMapChunk(material.name, material.opacityMap, dataIndex, dataLength);
break;
// Bump map
case 0xA230:
//material.normalMap = new MapData();
//parseMapChunk(material.normalMap, dataIndex, dataLength);
break;
// Shininess map
case 0xA33C:
break;
// Specular map
case 0xA204:
break;
// Self-illumination map
case 0xA33D:
break;
// Reflection map
case 0xA220:
break;
}
parseMaterialChunk(material, index + chunkLength, length - chunkLength);
}
}
private function parseMaterialName(material:MaterialData, index:uint):void {
// Создаём список материалов, если надо
if (materialDatas == null) {
materialDatas = new Array();
}
// Получаем название материала
material.name = getString(index);
// Помещаем данные материала в список
materialDatas[material.name] = material;
}
private function parseMapChunk(materialName:String, map:MapData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя файла
case 0xA300:
map.filename = getString(dataIndex).toLowerCase();
break;
// Масштаб по U
case 0xA354:
data.position = dataIndex;
map.scaleU = data.readFloat();
break;
// Масштаб по V
case 0xA356:
data.position = dataIndex;
map.scaleV = data.readFloat();
break;
// Смещение по U
case 0xA358:
data.position = dataIndex;
map.offsetU = data.readFloat();
break;
// Смещение по V
case 0xA35A:
data.position = dataIndex;
map.offsetV = data.readFloat();
break;
// Угол поворота
case 0xA35C:
data.position = dataIndex;
map.rotation = data.readFloat();
break;
}
parseMapChunk(materialName, map, index + chunkLength, length - chunkLength);
}
}
private function parseObject(object:ObjectData, index:uint):uint {
// Создаём список объектов, если надо
if (objectDatas == null) {
objectDatas = new Object();
}
// Получаем название объекта
object.name = getString(index);
// Помещаем данные объекта в список
objectDatas[object.name] = object;
return object.name.length + 1;
}
private function parseObjectChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Меш
case 0x4100:
parseMeshChunk(object, dataIndex, dataLength);
break;
// Источник света
case 0x4600:
break;
// Камера
case 0x4700:
break;
}
parseObjectChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseMeshChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Вершины
case 0x4110:
parseVertices(object, dataIndex);
break;
// UV
case 0x4140:
parseUVs(object, dataIndex);
break;
// Трансформация
case 0x4160:
parseMatrix(object, dataIndex);
break;
// Грани
case 0x4120:
var facesLength:uint = parseFaces(object, dataIndex);
parseFacesChunk(object, dataIndex + facesLength, dataLength - facesLength);
break;
}
parseMeshChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseVertices(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.vertices = new Vector.<Vector3D>();
for (var i:uint = 0; i < num; i++) {
object.vertices.push(new Vector3D(data.readFloat(), data.readFloat(), data.readFloat()));
}
}
private function parseUVs(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.uvs = new Vector.<Point>();
for (var i:uint = 0; i < num; i++) {
object.uvs.push(new Point(data.readFloat(), data.readFloat()));
}
}
private function parseMatrix(object:ObjectData, index:uint):void {
data.position = index;
object.matrix = new Matrix3D(Vector.<Number>([
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 1
]));
}
private function parseFaces(object:ObjectData, index:uint):uint {
data.position = index;
var num:uint = data.readUnsignedShort();
object.faces = new Array();
for (var i:uint = 0; i < num; i++) {
var face:FaceData = new FaceData();
face.a = data.readUnsignedShort();
face.b = data.readUnsignedShort();
face.c = data.readUnsignedShort();
object.faces.push(face);
data.position += 2; // Пропускаем флаг
}
return 2 + num*8;
}
private function parseFacesChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Поверхности
case 0x4130:
parseSurface(object, dataIndex);
break;
// Группы сглаживания
case 0x4150:
break;
}
parseFacesChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseSurface(object:ObjectData, index:uint):void {
// Создаём данные поверхности
var surface:SurfaceData = new SurfaceData();
// Создаём список поверхностей, если надо
if (object.surfaces == null) {
object.surfaces = new Object();
}
// Получаем название материала
surface.materialName = getString(index);
// Помещаем данные поверхности в список
object.surfaces[surface.materialName] = surface;
// Получаем грани поверхности
data.position = index + surface.materialName.length + 1;
var num:uint = data.readUnsignedShort();
surface.faces = new Array();
for (var i:uint = 0; i < num; i++) {
surface.faces.push(data.readUnsignedShort());
}
}
private function parseAnimationChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Анимация объекта
case 0xB001:
case 0xB002:
case 0xB003:
case 0xB004:
case 0xB005:
case 0xB006:
case 0xB007:
var animation:AnimationData = new AnimationData();
if (animationDatas == null) {
animationDatas = new Array();
}
animationDatas.push(animation);
parseObjectAnimationChunk(animation, dataIndex, dataLength);
break;
// Таймлайн
case 0xB008:
break;
}
parseAnimationChunk(index + chunkLength, length - chunkLength);
}
}
private function parseObjectAnimationChunk(animation:AnimationData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Идентификация объекта и его связь
case 0xB010:
parseObjectAnimationInfo(animation, dataIndex);
break;
// Точка привязки объекта (pivot)
case 0xB013:
parseObjectAnimationPivot(animation, dataIndex);
break;
// Смещение объекта относительно родителя
case 0xB020:
parseObjectAnimationPosition(animation, dataIndex);
break;
// Поворот объекта относительно родителя (angle-axis)
case 0xB021:
parseObjectAnimationRotation(animation, dataIndex);
break;
// Масштабирование объекта относительно родителя
case 0xB022:
parseObjectAnimationScale(animation, dataIndex);
break;
}
parseObjectAnimationChunk(animation, index + chunkLength, length - chunkLength);
}
}
private function parseObjectAnimationInfo(animation:AnimationData, index:uint):void {
var name:String = getString(index);
data.position = index + name.length + 1 + 4;
animation.objectName = name;
animation.parentIndex = data.readUnsignedShort();
}
private function parseObjectAnimationPivot(animation:AnimationData, index:uint):void {
data.position = index;
animation.pivot = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
private function parseObjectAnimationPosition(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.position = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
private function parseObjectAnimationRotation(animation:AnimationData, index:uint):void {
data.position = index + 20;
var angle:Number = data.readFloat();
animation.rotation = new Vector3D(-data.readFloat(), -data.readFloat(), -data.readFloat(), angle);
}
private function parseObjectAnimationScale(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.scale = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
* Объект-контейнер, содержащий все загруженные объекты.
*/
public function get content():Vector.<Mesh> {
return _content;
}
// Считываем строку заканчивающуюся на нулевой байт
private function getString(index:uint):String {
data.position = index;
var charCode:uint = data.readByte();
var res:String = "";
while (charCode != 0) {
res += String.fromCharCode(charCode);
charCode = data.readByte();
}
return res;
}
private function getRotationFrom3DSAngleAxis(angle:Number, x:Number, z:Number, y:Number):Vector3D {
var res:Vector3D = new Vector3D();
var s:Number = Math.sin(angle);
var c:Number = Math.cos(angle);
var t:Number = 1 - c;
var k:Number = x*y*t + z*s;
var half:Number;
if (k > 0.998) {
half = angle/2;
res.z = -2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = -Math.PI/2;
res.x = 0;
return res;
}
if (k < -0.998) {
half = angle/2;
res.z = 2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = Math.PI/2;
res.x = 0;
return res;
}
res.z = -Math.atan2(y*s - x*z*t, 1 - (y*y + z*z)*t);
res.y = -Math.asin(x*y*t + z*s);
res.x = -Math.atan2(x*s - y*z*t, 1 - (x*x + z*z)*t);
return res;
}
}
}
import alternativa.engine3d.objects.Mesh;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Point;
import flash.geom.Vector3D;
class MaterialData {
public var name:String;
public var color:uint;
public var specular:uint;
public var glossiness:uint;
public var transparency:uint;
public var diffuseMap:MapData;
public var opacityMap:MapData;
//public var normalMap:MapData;
public var matrix:Matrix;
}
class MapData {
public var filename:String;
public var scaleU:Number = 1;
public var scaleV:Number = 1;
public var offsetU:Number = 0;
public var offsetV:Number = 0;
public var rotation:Number = 0;
}
class ObjectData {
public var name:String;
public var vertices:Vector.<Vector3D>;
public var uvs:Vector.<Point>;
public var matrix:Matrix3D;
public var faces:Array;
public var surfaces:Object;
}
class FaceData {
public var a:uint;
public var b:uint;
public var c:uint;
}
class SurfaceData {
public var materialName:String;
public var faces:Array;
}
class AnimationData {
public var objectName:String;
public var object:Mesh;
public var parentIndex:uint;
public var pivot:Vector3D;
public var position:Vector3D;
public var rotation:Vector3D;
public var scale:Vector3D;
}

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package alternativa.engine3d.loaders {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.objects.Mesh;
import flash.display.BlendMode;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Orientation3D;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.net.URLLoader;
import flash.system.LoaderContext;
import flash.utils.ByteArray;
import flash.utils.Endian;
use namespace alternativa3d;
public class Loader3DSByteArray extends EventDispatcher {
private var _content:Vector.<Mesh>;
private var version:uint;
private var objectDatas:Object;
private var animationDatas:Array;
private var materialDatas:Array;
private var bitmaps:Array;
private var modelLoader:URLLoader;
private var textureLoader:TextureLoader;
alternativa3d var data:ByteArray;
private var counter:int;
private var textureMaterialNames:Array;
private var context:LoaderContext;
private var path:String;
/**
* Повтор текстуры при заливке для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var repeat:Boolean = true;
/**
* Сглаживание текстур при увеличении масштаба.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var smooth:Boolean = false;
/**
* Режим наложения цвета для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var blendMode:String = BlendMode.NORMAL;
/**
* Коэффициент пересчёта единиц измерения модели.
*/
public var units:Number = 1;
/**
* Устанавливаемый уровень мобильности загруженных объектов.
*/
public var mobility:int = 0;
private function clean():void {
_content = null;
objectDatas = null;
animationDatas = null;
materialDatas = null;
bitmaps = null;
textureMaterialNames = null;
}
public function parseByteArray(data:ByteArray):void {
this.data = data;
this.data.endian = Endian.LITTLE_ENDIAN;
parse3DSChunk(0, this.data.bytesAvailable);
}
private function buildContent():void {
var i:uint;
var length:uint;
// Формируем связи объектов
_content = new Vector.<Mesh>();
// Создаём материалы
var materialData:MaterialData;
for (var materialName:String in materialDatas) {
materialData = materialDatas[materialName];
var mapData:MapData = materialData.diffuseMap;
var materialMatrix:Matrix = new Matrix();
if (mapData != null) {
var rot:Number = mapData.rotation*Math.PI/180;
var rotSin:Number = Math.sin(rot);
var rotCos:Number = Math.cos(rot);
materialMatrix.translate(-mapData.offsetU, mapData.offsetV);
materialMatrix.translate(-0.5, -0.5);
materialMatrix.rotate(-rot);
materialMatrix.scale(mapData.scaleU, mapData.scaleV);
materialMatrix.translate(0.5, 0.5);
}
materialData.matrix = materialMatrix;
}
// Если есть данные об анимации и иерархии объектов
var objectName:String;
var objectData:ObjectData;
var mesh:Mesh;
if (animationDatas != null) {
if (objectDatas != null) {
length = animationDatas.length;
for (i = 0; i < length; i++) {
var animationData:AnimationData = animationDatas[i];
objectName = animationData.objectName;
objectData = objectDatas[objectName];
// Если на один объект приходится несколько данных об анимации
if (objectData != null) {
var nameCounter:uint = 2;
for (var j:uint = i + 1; j < length; j++) {
var animationData2:AnimationData = animationDatas[j];
if (objectName == animationData2.objectName) {
var newName:String = objectName + nameCounter;
var newObjectData:ObjectData = new ObjectData();
animationData2.objectName = newName;
newObjectData.name = newName;
if (objectData.vertices != null) {
newObjectData.vertices = new Vector.<Vector3D>().concat(objectData.vertices);
}
if (objectData.uvs != null) {
newObjectData.uvs = new new Vector.<Point>().concat(objectData.uvs);
}
if (objectData.matrix != null) {
newObjectData.matrix = objectData.matrix.clone();
}
if (objectData.faces != null) {
newObjectData.faces = new Array().concat(objectData.faces);
}
if (objectData.surfaces != null) {
newObjectData.surfaces = objectData.surfaces.clone();
}
objectDatas[newName] = newObjectData;
nameCounter++;
}
}
}
if (objectData != null && objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
animationData.object = mesh;
buildObject(animationData);
buildMesh(mesh, objectData, animationData);
_content.push(mesh);
}
}
}
} else {
for (objectName in objectDatas) {
objectData = objectDatas[objectName];
if (objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
buildMesh(mesh, objectData, null);
_content.push(mesh);
}
}
}
// Рассылаем событие о завершении
dispatchEvent(new Event(Event.COMPLETE));
}
private function buildObject(animationData:AnimationData):void {
var object:Mesh = animationData.object;
var transform:Vector.<Vector3D> = new Vector.<Vector3D>(3, true);
transform[0] = (animationData.position == null) ? new Vector3D() : new Vector3D(animationData.position.x * units, animationData.position.y * units, animationData.position.z * units);
transform[1] = (animationData.rotation == null) ? new Vector3D() : animationData.rotation.clone();
transform[2] = (animationData.scale == null) ? new Vector3D(1, 1, 1) : animationData.scale.clone();
object.matrix.recompose(transform, Orientation3D.AXIS_ANGLE);
}
private function buildMesh(mesh:Mesh, objectData:ObjectData, animationData:AnimationData):void {
// Добавляем вершины
var i:uint;
var j:uint;
var key:*;
var length:uint = objectData.vertices.length;
for (i = 0; i < length; i++) {
var vertexData:Vector3D = objectData.vertices[i];
var uv:Point = objectData.uvs[i];
j = i*3;
mesh.vertices[j] = vertexData.x;
mesh.vertices[j + 1] = vertexData.y;
mesh.vertices[j + 2] = vertexData.z;
mesh.uvts[j] = uv.x;
mesh.uvts[j + 1] = 1 - uv.y;
}
// Коррекция вершин
if (animationData != null) {
// Инвертируем матрицу
objectData.matrix.invert();
// Вычитаем точку привязки из смещения матрицы
if (animationData.pivot != null) {
objectData.matrix.appendTranslation(-animationData.pivot.x, -animationData.pivot.y, -animationData.pivot.z);
}
// Трансформируем вершины
objectData.matrix.transformVectors(mesh.vertices, mesh.vertices);
}
for (i = 0; i < mesh.numVertices*3; i++) {
mesh.vertices[i] *= units;
}
// Добавляем грани
length = objectData.faces.length;
for (i = 0; i < length; i++) {
var faceData:FaceData = objectData.faces[i];
j = i*3;
mesh.indices[j] = faceData.a;
mesh.indices[j + 1] = faceData.b;
mesh.indices[j + 2] = faceData.c;
}
// Добавляем поверхности
/*if (objectData.surfaces != null) {
for (var surfaceId:String in objectData.surfaces) {
var materialData:MaterialData = materialDatas[surfaceId];
if (materialData.diffuseMap != null) {
mesh.texture = bitmaps[materialData.name];
}
}
}*/
}
alternativa3d function parse3DSChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Главный
case 0x4D4D:
parseMainChunk(dataIndex, dataLength);
break;
}
parse3DSChunk(index + chunkLength, length - chunkLength);
} else {
// Загрузка битмап
//loadBitmaps();
buildContent(); // Без подгрузки битмап
}
}
private function parseMainChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Версия
case 0x0002:
parseVersion(dataIndex);
break;
// 3D-сцена
case 0x3D3D:
parse3DChunk(dataIndex, dataLength);
break;
// Анимация
case 0xB000:
parseAnimationChunk(dataIndex, dataLength);
break;
}
parseMainChunk(index + chunkLength, length - chunkLength);
}
}
private function parseVersion(index:uint):void {
data.position = index;
version = data.readUnsignedInt();
}
private function parse3DChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Материал
case 0xAFFF:
// Парсим материал
var material:MaterialData = new MaterialData();
parseMaterialChunk(material, dataIndex, dataLength);
break;
// Объект
case 0x4000:
// Создаём данные объекта
var object:ObjectData = new ObjectData();
var objectLength:uint = parseObject(object, dataIndex);
// Парсим объект
parseObjectChunk(object, dataIndex + objectLength, dataLength - objectLength);
break;
}
parse3DChunk(index + chunkLength, length - chunkLength);
}
}
private function parseMaterialChunk(material:MaterialData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя материала
case 0xA000:
parseMaterialName(material, dataIndex);
break;
// Ambient color
case 0xA010:
break;
// Diffuse color
case 0xA020:
data.position = dataIndex + 6;
material.color = (data.readUnsignedByte() << 16) + (data.readUnsignedByte() << 8) + data.readUnsignedByte();
break;
// Specular color
case 0xA030:
break;
// Shininess percent
case 0xA040:
data.position = dataIndex + 6;
material.glossiness = data.readUnsignedShort();
break;
// Shininess strength percent
case 0xA041:
data.position = dataIndex + 6;
material.specular = data.readUnsignedShort();
break;
// Transperensy
case 0xA050:
data.position = dataIndex + 6;
material.transparency = data.readUnsignedShort();
break;
// Texture map 1
case 0xA200:
material.diffuseMap = new MapData();
parseMapChunk(material.name, material.diffuseMap, dataIndex, dataLength);
break;
// Texture map 2
case 0xA33A:
break;
// Opacity map
case 0xA210:
material.opacityMap = new MapData();
parseMapChunk(material.name, material.opacityMap, dataIndex, dataLength);
break;
// Bump map
case 0xA230:
//material.normalMap = new MapData();
//parseMapChunk(material.normalMap, dataIndex, dataLength);
break;
// Shininess map
case 0xA33C:
break;
// Specular map
case 0xA204:
break;
// Self-illumination map
case 0xA33D:
break;
// Reflection map
case 0xA220:
break;
}
parseMaterialChunk(material, index + chunkLength, length - chunkLength);
}
}
private function parseMaterialName(material:MaterialData, index:uint):void {
// Создаём список материалов, если надо
if (materialDatas == null) {
materialDatas = new Array();
}
// Получаем название материала
material.name = getString(index);
// Помещаем данные материала в список
materialDatas[material.name] = material;
}
private function parseMapChunk(materialName:String, map:MapData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя файла
case 0xA300:
map.filename = getString(dataIndex).toLowerCase();
break;
// Масштаб по U
case 0xA354:
data.position = dataIndex;
map.scaleU = data.readFloat();
break;
// Масштаб по V
case 0xA356:
data.position = dataIndex;
map.scaleV = data.readFloat();
break;
// Смещение по U
case 0xA358:
data.position = dataIndex;
map.offsetU = data.readFloat();
break;
// Смещение по V
case 0xA35A:
data.position = dataIndex;
map.offsetV = data.readFloat();
break;
// Угол поворота
case 0xA35C:
data.position = dataIndex;
map.rotation = data.readFloat();
break;
}
parseMapChunk(materialName, map, index + chunkLength, length - chunkLength);
}
}
private function parseObject(object:ObjectData, index:uint):uint {
// Создаём список объектов, если надо
if (objectDatas == null) {
objectDatas = new Object();
}
// Получаем название объекта
object.name = getString(index);
// Помещаем данные объекта в список
objectDatas[object.name] = object;
return object.name.length + 1;
}
private function parseObjectChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Меш
case 0x4100:
parseMeshChunk(object, dataIndex, dataLength);
break;
// Источник света
case 0x4600:
break;
// Камера
case 0x4700:
break;
}
parseObjectChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseMeshChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Вершины
case 0x4110:
parseVertices(object, dataIndex);
break;
// UV
case 0x4140:
parseUVs(object, dataIndex);
break;
// Трансформация
case 0x4160:
parseMatrix(object, dataIndex);
break;
// Грани
case 0x4120:
var facesLength:uint = parseFaces(object, dataIndex);
parseFacesChunk(object, dataIndex + facesLength, dataLength - facesLength);
break;
}
parseMeshChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseVertices(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.vertices = new Vector.<Vector3D>();
for (var i:uint = 0; i < num; i++) {
object.vertices.push(new Vector3D(data.readFloat(), data.readFloat(), data.readFloat()));
}
}
private function parseUVs(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.uvs = new Vector.<Point>();
for (var i:uint = 0; i < num; i++) {
object.uvs.push(new Point(data.readFloat(), data.readFloat()));
}
}
private function parseMatrix(object:ObjectData, index:uint):void {
data.position = index;
object.matrix = new Matrix3D(Vector.<Number>([
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 1
]));
}
private function parseFaces(object:ObjectData, index:uint):uint {
data.position = index;
var num:uint = data.readUnsignedShort();
object.faces = new Array();
for (var i:uint = 0; i < num; i++) {
var face:FaceData = new FaceData();
face.a = data.readUnsignedShort();
face.b = data.readUnsignedShort();
face.c = data.readUnsignedShort();
object.faces.push(face);
data.position += 2; // Пропускаем флаг
}
return 2 + num*8;
}
private function parseFacesChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Поверхности
case 0x4130:
parseSurface(object, dataIndex);
break;
// Группы сглаживания
case 0x4150:
break;
}
parseFacesChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseSurface(object:ObjectData, index:uint):void {
// Создаём данные поверхности
var surface:SurfaceData = new SurfaceData();
// Создаём список поверхностей, если надо
if (object.surfaces == null) {
object.surfaces = new Object();
}
// Получаем название материала
surface.materialName = getString(index);
// Помещаем данные поверхности в список
object.surfaces[surface.materialName] = surface;
// Получаем грани поверхности
data.position = index + surface.materialName.length + 1;
var num:uint = data.readUnsignedShort();
surface.faces = new Array();
for (var i:uint = 0; i < num; i++) {
surface.faces.push(data.readUnsignedShort());
}
}
private function parseAnimationChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Анимация объекта
case 0xB001:
case 0xB002:
case 0xB003:
case 0xB004:
case 0xB005:
case 0xB006:
case 0xB007:
var animation:AnimationData = new AnimationData();
if (animationDatas == null) {
animationDatas = new Array();
}
animationDatas.push(animation);
parseObjectAnimationChunk(animation, dataIndex, dataLength);
break;
// Таймлайн
case 0xB008:
break;
}
parseAnimationChunk(index + chunkLength, length - chunkLength);
}
}
private function parseObjectAnimationChunk(animation:AnimationData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Идентификация объекта и его связь
case 0xB010:
parseObjectAnimationInfo(animation, dataIndex);
break;
// Точка привязки объекта (pivot)
case 0xB013:
parseObjectAnimationPivot(animation, dataIndex);
break;
// Смещение объекта относительно родителя
case 0xB020:
parseObjectAnimationPosition(animation, dataIndex);
break;
// Поворот объекта относительно родителя (angle-axis)
case 0xB021:
parseObjectAnimationRotation(animation, dataIndex);
break;
// Масштабирование объекта относительно родителя
case 0xB022:
parseObjectAnimationScale(animation, dataIndex);
break;
}
parseObjectAnimationChunk(animation, index + chunkLength, length - chunkLength);
}
}
private function parseObjectAnimationInfo(animation:AnimationData, index:uint):void {
var name:String = getString(index);
data.position = index + name.length + 1 + 4;
animation.objectName = name;
animation.parentIndex = data.readUnsignedShort();
}
private function parseObjectAnimationPivot(animation:AnimationData, index:uint):void {
data.position = index;
animation.pivot = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
private function parseObjectAnimationPosition(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.position = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
private function parseObjectAnimationRotation(animation:AnimationData, index:uint):void {
data.position = index + 20;
var angle:Number = data.readFloat();
animation.rotation = new Vector3D(data.readFloat(), -data.readFloat(), data.readFloat(), angle);
}
private function parseObjectAnimationScale(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.scale = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
* Объект-контейнер, содержащий все загруженные объекты.
*/
public function get content():Vector.<Mesh> {
return _content;
}
// Считываем строку заканчивающуюся на нулевой байт
private function getString(index:uint):String {
data.position = index;
var charCode:uint = data.readByte();
var res:String = "";
while (charCode != 0) {
res += String.fromCharCode(charCode);
charCode = data.readByte();
}
return res;
}
private function getRotationFrom3DSAngleAxis(angle:Number, x:Number, z:Number, y:Number):Vector3D {
var res:Vector3D = new Vector3D();
var s:Number = Math.sin(angle);
var c:Number = Math.cos(angle);
var t:Number = 1 - c;
var k:Number = x*y*t + z*s;
var half:Number;
if (k > 0.998) {
half = angle/2;
res.z = -2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = -Math.PI/2;
res.x = 0;
return res;
}
if (k < -0.998) {
half = angle/2;
res.z = 2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = Math.PI/2;
res.x = 0;
return res;
}
res.z = -Math.atan2(y*s - x*z*t, 1 - (y*y + z*z)*t);
res.y = -Math.asin(x*y*t + z*s);
res.x = -Math.atan2(x*s - y*z*t, 1 - (x*x + z*z)*t);
return res;
}
}
}
import alternativa.engine3d.objects.Mesh;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Point;
import flash.geom.Vector3D;
class MaterialData {
public var name:String;
public var color:uint;
public var specular:uint;
public var glossiness:uint;
public var transparency:uint;
public var diffuseMap:MapData;
public var opacityMap:MapData;
//public var normalMap:MapData;
public var matrix:Matrix;
}
class MapData {
public var filename:String;
public var scaleU:Number = 1;
public var scaleV:Number = 1;
public var offsetU:Number = 0;
public var offsetV:Number = 0;
public var rotation:Number = 0;
}
class ObjectData {
public var name:String;
public var vertices:Vector.<Vector3D>;
public var uvs:Vector.<Point>;
public var matrix:Matrix3D;
public var faces:Array;
public var surfaces:Object;
}
class FaceData {
public var a:uint;
public var b:uint;
public var c:uint;
}
class SurfaceData {
public var materialName:String;
public var faces:Array;
}
class AnimationData {
public var objectName:String;
public var object:Mesh;
public var parentIndex:uint;
public var pivot:Vector3D;
public var position:Vector3D;
public var rotation:Vector3D;
public var scale:Vector3D;
}

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package alternativa.engine3d.loaders {
public class MaterialParams {
public var color:uint;
public var opacity:Number;
public var diffuseMap:String;
public var opacityMap:String;
public function toString():String {
return "[MaterialParams color=" + color + ", opacity=" + opacity + ", diffuseMap=" + diffuseMap + ", opacityMap=" + opacityMap + "]";
}
}
}

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package alternativa.engine3d.loaders {
import alternativa.engine3d.core.Object3D;
public class Parsed3DSData {
/**
* Список объектов в порядке их появления в 3DS-данных.
**/
public var objects:Vector.<Object3D>;
/**
* Список материалов каждого объекта. Если для объекта нет назначенных материалов, соответствующий элемент списка равен null.
**/
public var objectMaterials:Vector.<Vector.<String>>;
/**
* Список материалов 3DS-файла (materialName => MaterialParams).
*/
public var materials:Object;
}
}

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package alternativa.engine3d.loaders {
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.objects.Mesh;
import flash.display.BlendMode;
import flash.events.EventDispatcher;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Orientation3D;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.net.URLLoader;
import flash.utils.ByteArray;
import flash.utils.Endian;
/**
*
*/
public class Parser3DS extends EventDispatcher {
private var version:uint;
private var objectDatas:Object;
private var animationDatas:Vector.<AnimationData>;
private var materialDatas:Object;
private var modelLoader:URLLoader;
private var data:ByteArray;
/**
* Повтор текстуры при заливке для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var repeat:Boolean = true;
/**
* Сглаживание текстур при увеличении масштаба.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var smooth:Boolean = false;
/**
* Режим наложения цвета для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var blendMode:String = BlendMode.NORMAL;
/**
* Коэффициент пересчёта единиц измерения модели.
*/
public var units:Number = 1;
/**
*
* @param data
*/
public function Parser3DS() {
}
/**
*
* @param data
*/
public function parse(data:ByteArray):Parsed3DSData {
this.data = data;
data.endian = Endian.LITTLE_ENDIAN;
parse3DSChunk(0, data.bytesAvailable);
return buildContent();
}
/**
*
*/
private function clean():void {
objectDatas = null;
animationDatas = null;
materialDatas = null;
}
/**
*
*/
private function buildContent():Parsed3DSData {
var result:Parsed3DSData = new Parsed3DSData();
var i:uint;
var length:uint;
// Формируем связи объектов
result.objects = new Vector.<Object3D>();
result.objectMaterials = new Vector.<Vector.<String>>();
result.materials = {};
// Создаём материалы
var materialData:MaterialData;
for (var materialName:String in materialDatas) {
materialData = materialDatas[materialName];
var mapData:MapData = materialData.diffuseMap;
var materialMatrix:Matrix = new Matrix();
if (mapData != null) {
var rot:Number = mapData.rotation*Math.PI/180;
var rotSin:Number = Math.sin(rot);
var rotCos:Number = Math.cos(rot);
materialMatrix.translate(-mapData.offsetU, mapData.offsetV);
materialMatrix.translate(-0.5, -0.5);
materialMatrix.rotate(-rot);
materialMatrix.scale(mapData.scaleU, mapData.scaleV);
materialMatrix.translate(0.5, 0.5);
}
materialData.matrix = materialMatrix;
var mat:MaterialParams = new MaterialParams();
mat.color = materialData.color;
mat.opacity = 1 - 0.01*materialData.transparency;
if (materialData.diffuseMap != null) {
mat.diffuseMap = materialData.diffuseMap.filename;
}
if (materialData.opacityMap != null) {
mat.opacityMap = materialData.opacityMap.filename;
}
result.materials[materialName] = mat;
}
// Если есть данные об анимации и иерархии объектов
var objectName:String;
var objectData:ObjectData;
var mesh:Mesh;
if (animationDatas != null) {
if (objectDatas != null) {
length = animationDatas.length;
for (i = 0; i < length; i++) {
var animationData:AnimationData = animationDatas[i];
objectName = animationData.objectName;
objectData = objectDatas[objectName];
// Если на один объект приходится несколько данных об анимации
if (objectData != null) {
var nameCounter:uint = 2;
for (var j:uint = i + 1; j < length; j++) {
var animationData2:AnimationData = animationDatas[j];
if (objectName == animationData2.objectName) {
var newName:String = objectName + nameCounter;
var newObjectData:ObjectData = new ObjectData();
animationData2.objectName = newName;
newObjectData.name = newName;
if (objectData.vertices != null) {
newObjectData.vertices = new Vector.<Vector3D>().concat(objectData.vertices);
}
if (objectData.uvs != null) {
newObjectData.uvs = new Vector.<Point>().concat(objectData.uvs);
}
if (objectData.matrix != null) {
newObjectData.matrix = objectData.matrix.clone();
}
if (objectData.faces != null) {
newObjectData.faces = new Array().concat(objectData.faces);
}
if (objectData.surfaces != null) {
newObjectData.surfaces = objectData.surfaces.clone();
}
objectDatas[newName] = newObjectData;
nameCounter++;
}
}
}
if (objectData != null && objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
animationData.object = mesh;
buildObject(animationData);
buildMesh(mesh, objectData, animationData, result);
}
}
}
} else {
for (objectName in objectDatas) {
objectData = objectDatas[objectName];
if (objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
buildMesh(mesh, objectData, null, result);
}
}
}
clean();
return result;
}
/**
*
* @param animationData
*/
private function buildObject(animationData:AnimationData):void {
var object:Mesh = animationData.object;
var transform:Vector.<Vector3D> = new Vector.<Vector3D>(3, true);
transform[0] = (animationData.position == null) ? new Vector3D() : new Vector3D(animationData.position.x*units, animationData.position.y*units, animationData.position.z*units);
transform[1] = (animationData.rotation == null) ? new Vector3D() : animationData.rotation.clone();
transform[2] = (animationData.scale == null) ? new Vector3D(1, 1, 1) : animationData.scale.clone();
// trace("transform[2]", transform[2]);
object.matrix.recompose(transform, Orientation3D.AXIS_ANGLE);
}
/**
*
* @param mesh
* @param objectData
* @param animationData
*/
private function buildMesh(mesh:Mesh, objectData:ObjectData, animationData:AnimationData, parsedData:Parsed3DSData):void {
mesh.name = objectData.name;
// Добавляем вершины
var i:uint;
var j:uint;
var key:*;
var length:uint = objectData.vertices.length;
for (i = 0; i < length; i++) {
var vertexData:Vector3D = objectData.vertices[i];
var uv:Point = objectData.uvs[i];
j = i*3;
mesh.vertices[j] = vertexData.x;
mesh.vertices[j + 1] = vertexData.y;
mesh.vertices[j + 2] = vertexData.z;
mesh.uvts[j] = uv.x;
mesh.uvts[j + 1] = 1 - uv.y;
}
// Коррекция вершин
if (animationData != null) {
// Инвертируем матрицу
objectData.matrix.invert();
// Вычитаем точку привязки из смещения матрицы
if (animationData.pivot != null) {
objectData.matrix.appendTranslation(-animationData.pivot.x, -animationData.pivot.y, -animationData.pivot.z);
}
// Трансформируем вершины
objectData.matrix.transformVectors(mesh.vertices, mesh.vertices);
}
for (i = 0; i < mesh.numVertices*3; i++) {
mesh.vertices[i] *= units;
}
// Добавляем грани
length = objectData.faces.length;
for (i = 0; i < length; i++) {
var faceData:FaceData = objectData.faces[i];
j = i*3;
mesh.indices[j] = faceData.a;
mesh.indices[j + 1] = faceData.b;
mesh.indices[j + 2] = faceData.c;
}
parsedData.objects.push(mesh);
// Добавляем поверхности
if (objectData.surfaces != null) {
var meshMaterials:Vector.<String> = new Vector.<String>();
for (var surfaceId:String in objectData.surfaces) {
meshMaterials.push(surfaceId);
// var materialData:MaterialData = materialDatas[surfaceId];
// if (materialData.diffuseMap != null) {
// mesh.texture = bitmaps[materialData.name];
// }
}
parsedData.objectMaterials.push(meshMaterials);
} else {
parsedData.objectMaterials.push(null);
}
// trace("mesh.matrix.decompose()", mesh.matrix.decompose());
}
/**
*
* @param index
* @param length
*/
private function parse3DSChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Главный
case 0x4D4D:
parseMainChunk(dataIndex, dataLength);
break;
}
parse3DSChunk(index + chunkLength, length - chunkLength);
}
}
/**
*
* @param index
* @param length
*/
private function parseMainChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Версия
case 0x0002:
parseVersion(dataIndex);
break;
// 3D-сцена
case 0x3D3D:
parse3DChunk(dataIndex, dataLength);
break;
// Анимация
case 0xB000:
parseAnimationChunk(dataIndex, dataLength);
break;
}
parseMainChunk(index + chunkLength, length - chunkLength);
}
}
/**
*
* @param index
*/
private function parseVersion(index:uint):void {
data.position = index;
version = data.readUnsignedInt();
}
/**
*
* @param index
* @param length
*/
private function parse3DChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Материал
case 0xAFFF:
// Парсим материал
var material:MaterialData = new MaterialData();
parseMaterialChunk(material, dataIndex, dataLength);
break;
// Объект
case 0x4000:
// Создаём данные объекта
var object:ObjectData = new ObjectData();
var objectLength:uint = parseObject(object, dataIndex);
// Парсим объект
parseObjectChunk(object, dataIndex + objectLength, dataLength - objectLength);
break;
}
parse3DChunk(index + chunkLength, length - chunkLength);
}
}
/**
*
* @param material
* @param index
* @param length
*/
private function parseMaterialChunk(material:MaterialData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя материала
case 0xA000:
parseMaterialName(material, dataIndex);
break;
// Ambient color
case 0xA010:
break;
// Diffuse color
case 0xA020:
data.position = dataIndex + 6;
material.color = (data.readUnsignedByte() << 16) + (data.readUnsignedByte() << 8) + data.readUnsignedByte();
break;
// Specular color
case 0xA030:
break;
// Shininess percent
case 0xA040:
data.position = dataIndex + 6;
material.glossiness = data.readUnsignedShort();
break;
// Shininess strength percent
case 0xA041:
data.position = dataIndex + 6;
material.specular = data.readUnsignedShort();
break;
// Transperensy
case 0xA050:
data.position = dataIndex + 6;
material.transparency = data.readUnsignedShort();
break;
// Texture map 1
case 0xA200:
material.diffuseMap = new MapData();
parseMapChunk(material.name, material.diffuseMap, dataIndex, dataLength);
break;
// Texture map 2
case 0xA33A:
break;
// Opacity map
case 0xA210:
material.opacityMap = new MapData();
parseMapChunk(material.name, material.opacityMap, dataIndex, dataLength);
break;
// Bump map
case 0xA230:
//material.normalMap = new MapData();
//parseMapChunk(material.normalMap, dataIndex, dataLength);
break;
// Shininess map
case 0xA33C:
break;
// Specular map
case 0xA204:
break;
// Self-illumination map
case 0xA33D:
break;
// Reflection map
case 0xA220:
break;
}
parseMaterialChunk(material, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param material
* @param index
*/
private function parseMaterialName(material:MaterialData, index:uint):void {
// Создаём список материалов, если надо
if (materialDatas == null) {
materialDatas = {};
}
// Получаем название материала
material.name = getString(index);
// Помещаем данные материала в список
materialDatas[material.name] = material;
}
/**
*
* @param materialName
* @param map
* @param index
* @param length
*/
private function parseMapChunk(materialName:String, map:MapData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя файла
case 0xA300:
map.filename = getString(dataIndex).toLowerCase();
break;
// Масштаб по U
case 0xA354:
data.position = dataIndex;
map.scaleU = data.readFloat();
break;
// Масштаб по V
case 0xA356:
data.position = dataIndex;
map.scaleV = data.readFloat();
break;
// Смещение по U
case 0xA358:
data.position = dataIndex;
map.offsetU = data.readFloat();
break;
// Смещение по V
case 0xA35A:
data.position = dataIndex;
map.offsetV = data.readFloat();
break;
// Угол поворота
case 0xA35C:
data.position = dataIndex;
map.rotation = data.readFloat();
break;
}
parseMapChunk(materialName, map, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param object
* @param index
* @return
*/
private function parseObject(object:ObjectData, index:uint):uint {
// Создаём список объектов, если надо
if (objectDatas == null) {
objectDatas = new Object();
}
// Получаем название объекта
object.name = getString(index);
// Помещаем данные объекта в список
objectDatas[object.name] = object;
return object.name.length + 1;
}
/**
*
* @param object
* @param index
* @param length
*/
private function parseObjectChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Меш
case 0x4100:
parseMeshChunk(object, dataIndex, dataLength);
break;
// Источник света
case 0x4600:
break;
// Камера
case 0x4700:
break;
}
parseObjectChunk(object, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param object
* @param index
* @param length
*/
private function parseMeshChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Вершины
case 0x4110:
parseVertices(object, dataIndex);
break;
// UV
case 0x4140:
parseUVs(object, dataIndex);
break;
// Трансформация
case 0x4160:
parseMatrix(object, dataIndex);
break;
// Грани
case 0x4120:
var facesLength:uint = parseFaces(object, dataIndex);
parseFacesChunk(object, dataIndex + facesLength, dataLength - facesLength);
break;
}
parseMeshChunk(object, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param object
* @param index
*/
private function parseVertices(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.vertices = new Vector.<Vector3D>();
for (var i:uint = 0; i < num; i++) {
object.vertices.push(new Vector3D(data.readFloat(), data.readFloat(), data.readFloat()));
}
}
/**
*
* @param object
* @param index
*/
private function parseUVs(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.uvs = new Vector.<Point>();
for (var i:uint = 0; i < num; i++) {
object.uvs.push(new Point(data.readFloat(), data.readFloat()));
}
}
/**
*
* @param object
* @param index
*/
private function parseMatrix(object:ObjectData, index:uint):void {
data.position = index;
object.matrix = new Matrix3D(Vector.<Number>([
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 1
]));
}
/**
*
* @param object
* @param index
* @return
*/
private function parseFaces(object:ObjectData, index:uint):uint {
data.position = index;
var num:uint = data.readUnsignedShort();
object.faces = new Array();
for (var i:uint = 0; i < num; i++) {
var face:FaceData = new FaceData();
face.a = data.readUnsignedShort();
face.b = data.readUnsignedShort();
face.c = data.readUnsignedShort();
object.faces.push(face);
data.position += 2; // Пропускаем флаг
}
return 2 + num*8;
}
/**
*
* @param object
* @param index
* @param length
*/
private function parseFacesChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Поверхности
case 0x4130:
parseSurface(object, dataIndex);
break;
// Группы сглаживания
case 0x4150:
break;
}
parseFacesChunk(object, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param object
* @param index
*/
private function parseSurface(object:ObjectData, index:uint):void {
// Создаём данные поверхности
var surface:SurfaceData = new SurfaceData();
// Создаём список поверхностей, если надо
if (object.surfaces == null) {
object.surfaces = new Object();
}
// Получаем название материала
surface.materialName = getString(index);
// Помещаем данные поверхности в список
object.surfaces[surface.materialName] = surface;
// Получаем грани поверхности
data.position = index + surface.materialName.length + 1;
var num:uint = data.readUnsignedShort();
surface.faces = new Array();
for (var i:uint = 0; i < num; i++) {
surface.faces.push(data.readUnsignedShort());
}
}
/**
*
* @param index
* @param length
*/
private function parseAnimationChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Анимация объекта
case 0xB001:
case 0xB002:
case 0xB003:
case 0xB004:
case 0xB005:
case 0xB006:
case 0xB007:
var animation:AnimationData = new AnimationData();
if (animationDatas == null) {
animationDatas = new Vector.<AnimationData>();
}
animationDatas.push(animation);
parseObjectAnimationChunk(animation, dataIndex, dataLength);
break;
// Таймлайн
case 0xB008:
break;
}
parseAnimationChunk(index + chunkLength, length - chunkLength);
}
}
/**
*
* @param animation
* @param index
* @param length
*/
private function parseObjectAnimationChunk(animation:AnimationData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Идентификация объекта и его связь
case 0xB010:
parseObjectAnimationInfo(animation, dataIndex);
break;
// Точка привязки объекта (pivot)
case 0xB013:
parseObjectAnimationPivot(animation, dataIndex);
break;
// Смещение объекта относительно родителя
case 0xB020:
parseObjectAnimationPosition(animation, dataIndex);
break;
// Поворот объекта относительно родителя (angle-axis)
case 0xB021:
parseObjectAnimationRotation(animation, dataIndex);
break;
// Масштабирование объекта относительно родителя
case 0xB022:
parseObjectAnimationScale(animation, dataIndex);
break;
}
parseObjectAnimationChunk(animation, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationInfo(animation:AnimationData, index:uint):void {
var name:String = getString(index);
data.position = index + name.length + 1 + 4;
animation.objectName = name;
animation.parentIndex = data.readUnsignedShort();
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationPivot(animation:AnimationData, index:uint):void {
data.position = index;
animation.pivot = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationPosition(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.position = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationRotation(animation:AnimationData, index:uint):void {
data.position = index + 20;
var angle:Number = data.readFloat();
animation.rotation = new Vector3D(-data.readFloat(), -data.readFloat(), -data.readFloat(), angle);
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationScale(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.scale = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
* Считывает строку, заканчивающуюся на нулевой байт.
*
* @param index
* @return
*/
private function getString(index:uint):String {
data.position = index;
var charCode:uint = data.readByte();
var res:String = "";
while (charCode != 0) {
res += String.fromCharCode(charCode);
charCode = data.readByte();
}
return res;
}
/**
*
* @param angle
* @param x
* @param z
* @param y
* @return
*/
private function getRotationFrom3DSAngleAxis(angle:Number, x:Number, z:Number, y:Number):Vector3D {
var res:Vector3D = new Vector3D();
var s:Number = Math.sin(angle);
var c:Number = Math.cos(angle);
var t:Number = 1 - c;
var k:Number = x*y*t + z*s;
var half:Number;
if (k >= 1) {
half = 0.5*angle;
res.z = -2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = -0.5*Math.PI;
res.x = 0;
return res;
}
if (k <= -1) {
half = 0.5*angle;
res.z = 2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = 0.5*Math.PI;
res.x = 0;
return res;
}
res.z = -Math.atan2(y*s - x*z*t, 1 - (y*y + z*z)*t);
res.y = -Math.asin(k);
res.x = -Math.atan2(x*s - y*z*t, 1 - (x*x + z*z)*t);
return res;
}
}
}
import alternativa.engine3d.objects.Mesh;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Point;
import flash.geom.Vector3D;
class MaterialData {
public var name:String;
public var color:uint;
public var specular:uint;
public var glossiness:uint;
public var transparency:uint;
public var diffuseMap:MapData;
public var opacityMap:MapData;
//public var normalMap:MapData;
public var matrix:Matrix;
}
class MapData {
public var filename:String;
public var scaleU:Number = 1;
public var scaleV:Number = 1;
public var offsetU:Number = 0;
public var offsetV:Number = 0;
public var rotation:Number = 0;
}
class ObjectData {
public var name:String;
public var vertices:Vector.<Vector3D>;
public var uvs:Vector.<Point>;
public var matrix:Matrix3D;
public var faces:Array;
public var surfaces:Object;
}
class FaceData {
public var a:uint;
public var b:uint;
public var c:uint;
}
class SurfaceData {
public var materialName:String;
public var faces:Array;
}
class AnimationData {
public var objectName:String;
public var object:Mesh;
public var parentIndex:uint;
public var pivot:Vector3D;
public var position:Vector3D;
public var rotation:Vector3D;
public var scale:Vector3D;
}

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package alternativa.engine3d.loaders {
public class TextureFilesData {
public var diffuseMap:String;
public var opacityMap:String;
public function TextureFilesData(diffuseMap:String, opacityMap:String) {
this.diffuseMap = diffuseMap;
this.opacityMap = opacityMap;
}
}
}

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package alternativa.engine3d.loaders {
/**
* Структура для хранения имён файла диффузной текстуры и файла карты прозрачности.
*/
public class TextureInfo {
/**
* Имя файла диффузной текстуры.
*/
public var diffuseMapFileName:String;
/**
* Имя файла карты прозрачности.
*/
public var opacityMapFileName:String;
/**
* Создаёт новый экземпляр.
*
* @param diffuseMapFileName имя файла диффузной текстуры
* @param opacityMapFileName имя файла карты прозрачности
*/
public function TextureInfo(diffuseMapFileName:String = null, opacityMapFileName:String = null) {
this.diffuseMapFileName = diffuseMapFileName;
this.opacityMapFileName = opacityMapFileName;
}
/**
* Создаёт строковое представление объекта.
*
* @return строковое представление объекта
*/
public function toString():String {
return "[TextureInfo diffuseMapFileName=" + diffuseMapFileName + ", opacityMapFileName=" + opacityMapFileName + "]";
}
}
}

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package alternativa.engine3d.loaders {
import alternativa.engine3d.loaders.events.LoaderEvent;
import alternativa.engine3d.loaders.events.LoaderProgressEvent;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BitmapDataChannel;
import flash.display.BlendMode;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.IOErrorEvent;
import flash.events.ProgressEvent;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.net.URLRequest;
import flash.system.LoaderContext;
/**
* Событие посылается, когда начинается загрузка ресурса.
*
* @eventType flash.events.Event.OPEN
*/
[Event (name="open", type="flash.events.Event")]
/**
* Событие посылается, когда загрузка ресурса успешно завершена.
*
* @eventType flash.events.Event.COMPLETE
*/
[Event (name="complete", type="flash.events.Event")]
/**
* Событие посылается при возникновении ошибки загрузки.
*
* @eventType flash.events.IOErrorEvent.IO_ERROR
*/
[Event (name="ioError", type="flash.events.IOErrorEvent")]
/**
* Событие посылается, когда начинается загрузка очередной части ресурса.
*
* @eventType alternativa.engine3d.loaders.events.LoaderEvent.PART_OPEN
*/
[Event (name="partOpen", type="alternativa.engine3d.loaders.events.LoaderEvent")]
/**
* Событие посылается, когда загрузка очередной части ресурса успешно завершена.
*
* @eventType alternativa.engine3d.loaders.events.LoaderEvent.PART_COMPLETE
*/
[Event (name="partComplete", type="alternativa.engine3d.loaders.events.LoaderEvent")]
/**
* Событие посылается для отображения прогресса загрузки.
*
* @eventType alternativa.engine3d.loaders.events.LoaderProgressEvent.LOADER_PROGRESS
*/
[Event (name="loaderProgress", type="alternativa.engine3d.loaders.events.LoaderProgressEvent")]
/**
* Загрузчик текстуры, состоящей из одного или двух файлов. В случае, если указан второй файл, он используется для заполнения альфа-канала
* получаемой текстуры.
*/
public class TextureLoader extends EventDispatcher {
private static const IDLE:int = -1;
private static const LOADING_DIFFUSE_MAP:int = 0;
private static const LOADING_ALPHA_MAP:int = 1;
private var state:int = IDLE;
private var bitmapLoader:Loader;
private var loaderContext:LoaderContext;
private var alphaTextureUrl:String;
private var _bitmapData:BitmapData;
/**
* Создаёт новый экземпляр. Если указан URL диффузной части текстуры, то сразу начинается загрузка.
*
* @param diffuseTextureUrl URL диффузной части текстуры
* @param alphaTextureUrl URL карты прозрачности
* @param loaderContext LoaderContext, используемый при загрузке
*/
public function TextureLoader() {
}
/**
* Загруженная текстура.
*/
public function get bitmapData():BitmapData {
return _bitmapData;
}
/**
* Загрузка текстурных карт. При успешной загрузке посылается сообщение <code>Event.COMPLETE</code>.
*
* @param diffuseTextureUrl URL файла диффузной карты
* @param alphaTextureUrl URL файла карты прозрачности
* @param loaderContext LoaderContext, используемый при загрузке
*/
public function load(diffuseTextureUrl:String, alphaTextureUrl:String = null, loaderContext:LoaderContext = null):void {
unload();
this.alphaTextureUrl = alphaTextureUrl == "" ? null : alphaTextureUrl;
this.loaderContext = loaderContext;
loadPart(LOADING_DIFFUSE_MAP, diffuseTextureUrl);
}
/**
* Прекращвет текущую загрузку. Если нет активных загрузок, не происходит ничего.
*/
public function close():void {
if (state == IDLE) return;
state = IDLE;
bitmapLoader.unload();
destroyLoader();
alphaTextureUrl = null;
loaderContext = null;
}
/**
* Очищает внутренние ссылки на загруженные объекты, чтобы сборщик мусора смог их удалить.
*/
public function unload():void {
close();
_bitmapData = null;
}
/**
* Очищает временные внутренние ссылки.
*/
private function cleanup():void {
destroyLoader();
alphaTextureUrl = null;
loaderContext = null;
}
/**
* Запускает загрузку части текстуры.
*
* @param state фаза загрузки
* @param url URL загружаемого файла
*/
private function loadPart(state:int, url:String):void {
this.state = state;
createLoader();
bitmapLoader.load(new URLRequest(url), loaderContext);
}
/**
* Обрабатывает начало загрузки очередной части текстуры.
*/
private function onPartLoadingOpen(e:Event):void {
if (_bitmapData == null && hasEventListener(Event.OPEN)) {
dispatchEvent(new Event(Event.OPEN));
}
if (hasEventListener(LoaderEvent.PART_OPEN)) {
dispatchEvent(new LoaderEvent(LoaderEvent.PART_OPEN, 2, state == LOADING_DIFFUSE_MAP ? 0 : 1));
}
}
/**
*
*/
private function onPartLoadingProgress(e:ProgressEvent):void {
if (hasEventListener(LoaderProgressEvent.LOADER_PROGRESS)) {
var partNumber:int = state == LOADING_DIFFUSE_MAP ? 0 : 1;
var totalProgress:Number = 0.5*(partNumber + e.bytesLoaded/e.bytesTotal);
dispatchEvent(new LoaderProgressEvent(LoaderProgressEvent.LOADER_PROGRESS, 2, partNumber, totalProgress, e.bytesLoaded, e.bytesTotal));
}
}
/**
*
*/
private function onPartLoadingComplete(e:Event):void {
switch (state) {
case LOADING_DIFFUSE_MAP: {
// Загрузилась диффузная текстура. При необходимости загружается карта прозрачности.
_bitmapData = Bitmap(bitmapLoader.content).bitmapData;
destroyLoader();
dispatchPartComplete(0);
if (alphaTextureUrl != null) {
loadPart(LOADING_ALPHA_MAP, alphaTextureUrl);
} else {
complete();
}
break;
}
case LOADING_ALPHA_MAP: {
// Загрузилась карта прозрачности. Выполняется копирование прозрачности в альфа-канал диффузной текстуры.
var pt:Point = new Point();
var tmpBmd:BitmapData = _bitmapData;
_bitmapData = new BitmapData(_bitmapData.width, _bitmapData.height);
_bitmapData.copyPixels(tmpBmd, tmpBmd.rect, pt);
var alpha:BitmapData = Bitmap(bitmapLoader.content).bitmapData;
destroyLoader();
if (_bitmapData.width != alpha.width || _bitmapData.height != alpha.height) {
tmpBmd.draw(alpha, new Matrix(_bitmapData.width/alpha.width, 0, 0, _bitmapData.height/alpha.height), null, BlendMode.NORMAL, null, true);
alpha.dispose();
alpha = tmpBmd;
} else {
tmpBmd.dispose();
}
_bitmapData.copyChannel(alpha, alpha.rect, pt, BitmapDataChannel.RED, BitmapDataChannel.ALPHA);
alpha.dispose();
dispatchPartComplete(1);
complete();
break;
}
}
}
/**
* Создаёт событие завершения загрузки части текстуры.
*
* @param partnNumber номер загруженной части текстуры
*/
private function dispatchPartComplete(partNumber:int):void {
if (hasEventListener(LoaderEvent.PART_COMPLETE)) {
dispatchEvent(new LoaderEvent(LoaderEvent.PART_COMPLETE, 2, partNumber));
}
}
/**
*
*/
private function onLoadError(e:Event):void {
state = IDLE;
cleanup();
dispatchEvent(e);
}
/**
*
*/
private function complete():void {
state = IDLE;
cleanup();
if (hasEventListener(Event.COMPLETE)) {
dispatchEvent(new Event(Event.COMPLETE));
}
}
/**
*
*/
private function createLoader():void {
bitmapLoader = new Loader();
var loaderInfo:LoaderInfo = bitmapLoader.contentLoaderInfo;
loaderInfo.addEventListener(Event.OPEN, onPartLoadingOpen);
loaderInfo.addEventListener(ProgressEvent.PROGRESS, onPartLoadingProgress);
loaderInfo.addEventListener(Event.COMPLETE, onPartLoadingComplete);
loaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError);
}
/**
*
*/
private function destroyLoader():void {
if (bitmapLoader == null) return;
bitmapLoader.unload();
var loaderInfo:LoaderInfo = bitmapLoader.contentLoaderInfo;
loaderInfo.removeEventListener(Event.OPEN, onPartLoadingOpen);
loaderInfo.removeEventListener(ProgressEvent.PROGRESS, onPartLoadingProgress);
loaderInfo.removeEventListener(Event.COMPLETE, onPartLoadingComplete);
loaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, onLoadError);
bitmapLoader = null;
}
}
}

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package alternativa.engine3d.loaders.events {
import flash.events.ErrorEvent;
import flash.events.Event;
/**
* Класс представляет событие ошибки, генерируемое пакетным загрузчиком текстур.
*/
public class BatchTextureLoaderErrorEvent extends ErrorEvent {
/**
*
*/
public static const LOADER_ERROR:String = "loaderError";
// Имя текстуры, с которой произошла проблема
private var _textureName:String;
/**
* Создаёт новый экземпляр.
*
* @param type тип события
* @param textureName имя текстуры, с которой произошла проблема
* @param text описание ошибки
*/
public function BatchTextureLoaderErrorEvent(type:String, textureName:String, text:String) {
super(type);
this.text = text;
_textureName = textureName;
}
/**
* Имя текстуры, с которой произошла проблема.
*/
public function get textureName():String {
return _textureName;
}
/**
* Клонирует объект.
*
* @return клон объекта
*/
override public function clone():Event {
return new BatchTextureLoaderErrorEvent(type, _textureName, text);
}
/**
* Создаёт строкове представление объекта.
*
* @return строкове представление объекта
*/
override public function toString():String {
return "[BatchTextureLoaderErrorEvent textureName=" + _textureName + ", text=" + text + "]";
}
}
}

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package alternativa.engine3d.loaders.events {
import flash.events.Event;
/**
* Событие загрузчиков ресурсов, состоящих из нескольких частей.
*/
public class LoaderEvent extends Event {
/**
* Событие начала загрузки очередной части ресурса.
*/
public static const PART_OPEN:String = "partOpen";
/**
* Событие окончания загрузки очередной части ресурса.
*/
public static const PART_COMPLETE:String = "partComplete";
// Общее количество загружаемых частей
private var _partsTotal:int;
// Номер загружаемой в настоящий момент части. Нумерация начинается с нуля.
private var _currentPart:int;
/**
* Создаёт новый экземпляр.
*
* @param type тип события
* @param totalParts общее количество загружаемых частей
* @param currentPart номер части, к которой относится событие. Нумерация начинается с нуля
*/
public function LoaderEvent(type:String, partsTotal:int, currentPart:int) {
super(type);
_partsTotal = partsTotal;
_currentPart= currentPart;
}
/**
* Общее количество загружаемых частей.
*/
public function get partsTotal():int {
return _partsTotal;
}
/**
* Номер загружаемой в настоящий момент части. Нумерация начинается с нуля.
*/
public function get currentPart():int {
return _currentPart;
}
/**
* Клонирует объект.
*
* @return клон объекта
*/
override public function clone():Event {
return new LoaderEvent(type, _partsTotal, _currentPart);
}
/**
* Создаёт строкове представление объекта.
*
* @return строкове представление объекта
*/
override public function toString():String {
return "[LoaderEvent type=" + type + ", partsTotal=" + _partsTotal + ", currentPart=" + _currentPart + "]";
}
}
}

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package alternativa.engine3d.loaders.events {
import flash.events.Event;
import flash.events.ProgressEvent;
/**
* Событие прогресса загрузки ресурсов, состоящих из нескольких частей.
*/
public class LoaderProgressEvent extends ProgressEvent {
/**
* Событие прогресса загрузки очередной части ресурса.
*/
public static const LOADER_PROGRESS:String = "loaderProgress";
// Общее количество загружаемых частей
private var _partsTotal:int;
// Номер загружаемой в настоящий момент части. Нумерация начинается с нуля.
private var _currentPart:int;
// Общий прогресс загрузки, выраженный числом в интервале [0, 1]
private var _totalProgress:Number = 0;
/**
* Создаёт новый экземпляр.
*
* @param type тип события
* @param totalParts общее количество загружаемых частей
* @param currentPart номер загружаемой в настоящий момент части. Нумерация начинается с нуля
* @param totalProgress общий прогресс загрузки, выраженный числом в интервале [0, 1]
* @param bytesLoaded количество загруженных байт текущей части
* @param bytesTotal объём текущей части
*/
public function LoaderProgressEvent(type:String, partsTotal:int, currentPart:int, totalProgress:Number = 0, bytesLoaded:uint=0, bytesTotal:uint=0) {
super(type, false, false, bytesLoaded, bytesTotal);
_partsTotal = partsTotal;
_currentPart= currentPart;
_totalProgress = totalProgress;
}
/**
* Общее количество загружаемых частей.
*/
public function get partsTotal():int {
return _partsTotal;
}
/**
* Номер загружаемой в настоящий момент части. Нумерация начинается с нуля.
*/
public function get currentPart():int {
return _currentPart;
}
/**
* Общий прогресс загрузки, выраженный числом в интервале [0, 1].
*/
public function get totalProgress():Number {
return _totalProgress;
}
/**
* Клонирует объект.
*
* @return клон объекта
*/
override public function clone():Event {
return new LoaderProgressEvent(type, _partsTotal, _currentPart, _totalProgress, bytesLoaded, bytesTotal);
}
/**
* Создаёт строкове представление объекта.
*
* @return строкове представление объекта
*/
override public function toString():String {
return "[LoaderProgressEvent partsTotal=" + _partsTotal + ", currentPart=" + _currentPart + ", totalProgress=" + _totalProgress.toFixed(2) + "]";
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Geometry;
import alternativa.engine3d.core.MipMap;
import alternativa.engine3d.core.Object3D;
import flash.display.BitmapData;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Анимированный спрайт.
* Анимация осуществляется путём переключения изображений,
* хранящихся в списке textures
*/
public class AnimSprite extends Sprite3D {
/**
* Список кадров изображений
*/
public var textures:Vector.<BitmapData>;
public var mipMaps:Vector.<MipMap>;
/**
* Устанавливаемый кадр
*/
public var frame:uint = 0;
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
if (mipMapping == 0) {
texture = textures[frame];
} else {
mipMap = mipMaps[frame];
}
super.draw(camera, object, parentCanvas);
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
if (mipMapping == 0) {
texture = textures[frame];
} else {
mipMap = mipMaps[frame];
}
super.debug(camera, object, parentCanvas);
}
override alternativa3d function getGeometry(camera:Camera3D, object:Object3D):Geometry {
if (mipMapping == 0) {
texture = textures[frame];
} else {
mipMap = mipMaps[frame];
}
return super.getGeometry(camera, object);
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
if (mipMapping == 0) {
texture = textures[frame];
} else {
mipMap = mipMaps[frame];
}
return super.calculateBoundBox(matrix, boundBox);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.display.Graphics;
import flash.geom.Utils3D;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
use namespace alternativa3d;
/**
* Вспомогательный объект, иллюстрирующий систему коордщинат
*/
public class Axes extends Object3D {
public var axisLength:Number;
public var lineThickness:Number;
public var dotRadius:Number;
public var textSize:Number;
public function Axes(axisLength:Number = 30, lineThickness:Number = 0, dotRadius:Number = 2, textSize:Number = 10):void {
this.axisLength = axisLength;
this.lineThickness = lineThickness;
this.dotRadius = dotRadius;
this.textSize = textSize;
_boundBox = new BoundBox();
_boundBox.setSize(-dotRadius, -dotRadius, -dotRadius, axisLength, axisLength, axisLength);
}
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var p:Vector.<Number> = Vector.<Number>([0, 0, 0, axisLength, 0, 0, 0, axisLength, 0, 0, 0, axisLength]);
var d:Vector.<Number> = new Vector.<Number>(8);
object.cameraMatrix.transformVectors(p, p);
// Центр за камерой
if (p[2] < camera.nearClipping) return;
Utils3D.projectVectors(camera.projectionMatrix, p, d, new Vector.<Number>());
var size:Number = camera.viewSize/p[2];
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(true, false, object.alpha, object.blendMode, object.colorTransform, object.filters);
var gfx:Graphics = canvas.gfx;
var text:TextField;
// Ось X
if (p[5] >= camera.nearClipping) {
gfx.lineStyle(lineThickness*size, 0xFF0000);
gfx.moveTo(d[0], d[1]);
gfx.lineTo(d[2], d[3]);
text = new TextField();
text.autoSize = TextFieldAutoSize.LEFT;
text.selectable = false;
text.x = d[2];
text.y = d[3];
text.text = "X";
text.setTextFormat(new TextFormat("Tahoma", textSize*size, 0xFF0000));
canvas.addChild(text);
canvas._numChildren++;
}
// Ось Y
if (p[8] >= camera.nearClipping) {
gfx.lineStyle(lineThickness*size, 0x00FF00);
gfx.moveTo(d[0], d[1]);
gfx.lineTo(d[4], d[5]);
text = new TextField();
text.autoSize = TextFieldAutoSize.LEFT;
text.selectable = false;
text.x = d[4];
text.y = d[5];
text.text = "Y";
text.setTextFormat(new TextFormat("Tahoma", textSize*size, 0x00FF00));
canvas.addChild(text);
canvas._numChildren++;
}
// Ось Z
if (p[11] >= camera.nearClipping) {
gfx.lineStyle(lineThickness*size, 0x0000FF);
gfx.moveTo(d[0], d[1]);
gfx.lineTo(d[6], d[7]);
text = new TextField();
text.autoSize = TextFieldAutoSize.LEFT;
text.selectable = false;
text.x = d[6];
text.y = d[7];
text.text = "Z";
text.setTextFormat(new TextFormat("Tahoma", textSize*size, 0x0000FF));
canvas.addChild(text);
canvas._numChildren++;
}
// Начало координат
gfx.lineStyle();
gfx.beginFill(0xFFFFFF);
gfx.drawCircle(d[0], d[1], dotRadius*size);
//debugDrawBoundRaduis(camera, object, canvas);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
use namespace alternativa3d;
public class Bone extends Mesh {
public var localTransform:Vector.<Vector3D>;
/**
* @private
*/
alternativa3d var localMatrix:Matrix3D;
/**
* @private
*/
alternativa3d var length:Number;
/**
* @private
*/
alternativa3d var distance:Number;
/**
* @private
*/
alternativa3d var _numChildren:uint = 0;
/**
* @private
*/
alternativa3d var children:Vector.<Bone> = new Vector.<Bone>();
public function Bone(length:Number, distance:Number) {
this.length = length;
this.distance = distance;
}
public function addChild(child:Bone):void {
children[_numChildren++] = child;
child.localTransform = child.matrix.decompose();
child.localMatrix = new Matrix3D();
}
public function calculateMatrix():void {
for (var i:int = 0; i < _numChildren; i++) {
var child:Bone = children[i];
child.matrix.identity();
child.matrix.prepend(matrix);
child.localMatrix.recompose(child.localTransform);
child.matrix.prepend(child.localMatrix);
child.calculateMatrix();
}
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Geometry;
import alternativa.engine3d.core.Object3D;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Объект, имеющий набор объектов с разной детализацией.
* При отрисовке, он выбирает в зависимости от расстояния от камеры
* объект с нужной детализацией и отрисовывает его вместо себя.
* Это позволяет получить лучший визуальный результат и большую производительность.
*/
public class LOD extends Object3D {
/**
* Объекты с разной детализацией
*/
public var lodObjects:Vector.<Object3D>;
/**
* Расстояния до камеры соответствующие объектам с разной детализацией
*/
public var lodDistances:Vector.<Number>;
/**
* @private
*/
private function getLODObject(object:Object3D):Object3D {
var cameraDistance:Number = object.cameraMatrix.position.length;
// Поиск ближайшего лода
var min:Number = Infinity;
var length:uint = lodObjects.length;
var lod:Object3D;
for (var i:int = 0; i < length; i++) {
var d:Number = Math.abs(cameraDistance - lodDistances[i]);
if (d < min) {
min = d;
lod = lodObjects[i];
}
}
return lod;
}
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
getLODObject(object).draw(camera, object, parentCanvas);
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
getLODObject(object).debug(camera, object, parentCanvas);
}
override alternativa3d function getGeometry(camera:Camera3D, object:Object3D):Geometry {
return getLODObject(object).getGeometry(camera, object);
}
override public function get boundBox():BoundBox {
return (lodObjects[0] as Object3D).boundBox;
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
return (lodObjects[0] as Object3D).calculateBoundBox(matrix, boundBox);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Geometry;
import alternativa.engine3d.core.Object3D;
import flash.geom.Matrix3D;
import flash.display.BitmapData;
import alternativa.engine3d.core.MipMap;
use namespace alternativa3d;
public class MeshReference extends Object3D {
public var referenceMesh:Mesh;
public var sorting:int;
public var texture:BitmapData;
public var mipMapping:int;
public var mipMap:MipMap;
public function MeshReference(referenceMesh:Mesh = null, sorting:int = 0, texture:BitmapData = null, mipMapping:int = 0, mipMap:MipMap = null) {
this.referenceMesh = referenceMesh;
this.sorting = sorting;
this.texture = texture;
this.mipMapping = mipMapping;
this.mipMap = mipMap;
}
override alternativa3d function get canDraw():Boolean {
return (texture != null || mipMap != null) && referenceMesh.numFaces > 0;
}
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
// Сохранение параметров
var meshSorting:int = referenceMesh.sorting;
var meshTexture:BitmapData = referenceMesh.texture;
var meshMipMapping:int = referenceMesh.mipMapping;
var meshMipMap:MipMap = referenceMesh.mipMap;
// Назначение своих
referenceMesh.sorting = sorting;
referenceMesh.texture = texture;
referenceMesh.mipMapping = mipMapping;
referenceMesh.mipMap = mipMap;
// Отрисовка
referenceMesh.draw(camera, object, parentCanvas);
// Возврат параметров
referenceMesh.sorting = meshSorting;
referenceMesh.texture = meshTexture;
referenceMesh.mipMapping = meshMipMapping;
referenceMesh.mipMap = meshMipMap;
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
// Сохранение параметров
var meshSorting:int = referenceMesh.sorting;
var meshTexture:BitmapData = referenceMesh.texture;
var meshMipMapping:int = referenceMesh.mipMapping;
var meshMipMap:MipMap = referenceMesh.mipMap;
// Назначение своих
referenceMesh.sorting = sorting;
referenceMesh.texture = texture;
referenceMesh.mipMapping = mipMapping;
referenceMesh.mipMap = mipMap;
// Отрисовка
referenceMesh.debug(camera, object, parentCanvas);
// Возврат параметров
referenceMesh.sorting = meshSorting;
referenceMesh.texture = meshTexture;
referenceMesh.mipMapping = meshMipMapping;
referenceMesh.mipMap = meshMipMap;
}
override alternativa3d function getGeometry(camera:Camera3D, object:Object3D):Geometry {
// Сохранение параметров
var meshSorting:int = referenceMesh.sorting;
var meshTexture:BitmapData = referenceMesh.texture;
var meshMipMapping:int = referenceMesh.mipMapping;
var meshMipMap:MipMap = referenceMesh.mipMap;
// Назначение своих
referenceMesh.sorting = sorting;
referenceMesh.texture = texture;
referenceMesh.mipMapping = mipMapping;
referenceMesh.mipMap = mipMap;
// Получение геометрии
var geometry:Geometry = referenceMesh.getGeometry(camera, object);
// Возврат параметров
referenceMesh.sorting = meshSorting;
referenceMesh.texture = meshTexture;
referenceMesh.mipMapping = meshMipMapping;
referenceMesh.mipMap = meshMipMap;
return geometry;
}
override public function get boundBox():BoundBox {
return referenceMesh.boundBox;
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
return referenceMesh.calculateBoundBox(matrix, boundBox);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Debug;
import alternativa.engine3d.core.Object3D;
import flash.geom.Matrix3D;
import flash.geom.Utils3D;
use namespace alternativa3d;
/**
* Полигональный объект-перекрытие.
* Объекты, которые он перекрывает от видимости камеры, исключаются из отрисовки.
* Сам окклюдер не отрисовывается.
* Должен быть конвексным
*/
public class Occluder extends Object3D {
/**
* Режим представления полигонов.
* Если false, в indices записаны треугольники (тройки индексов).
* Если true, в indices записаны многоугольники в виде: количество вершин грани, индексы вершин
*/
public var poly:Boolean = false;
public var vertices:Vector.<Number>;
public var edges:Vector.<int>; // Два индекса - вершины, два - грани
public var indices:Vector.<int>;
public var normals:Vector.<Number>;
// Отношение площади перекрытия к площади вьюпорта (0 - 1)
/**
* Минимальное отношение площади перекрытия окклюдером вьюпорта к площади вьюпорта (от 0 до 1)
* Если окклюдер перекрывает больше, он помещается в очередь и учитывается
* при дальнейшей отрисовке в пределах кадра, иначе игнорируется
*/
public var minSize:Number = 0;
private const cameraVertices:Vector.<Number> = new Vector.<Number>();
private const visibilityMap:Vector.<Boolean> = new Vector.<Boolean>;
/**
* Коприрование геометрии меша
* @param mesh Объект копирования
* Меш, геометрия которого копируется, обязан быть конвексным, иначе окклюдер будет некорректно работать
*/
public function copyFrom(mesh:Mesh):void {
poly = mesh.poly;
vertices = mesh.vertices;
indices = mesh.indices;
normals = mesh.normals;
matrix.identity();
matrix.prepend(mesh.matrix);
if (_boundBox != null) {
_boundBox.copyFrom(mesh._boundBox);
} else {
_boundBox = mesh._boundBox;
}
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
var v:Vector.<Number> = vertices;
// Если указана матрица трансформации, переводим
if (matrix != null) {
matrix.transformVectors(vertices, cameraVertices);
v = cameraVertices;
}
// Если указан баунд-бокс
if (boundBox != null) {
boundBox.infinity();
} else {
boundBox = new BoundBox();
}
// Ищем баунд-бокс
for (var i:int = 0, length:int = vertices.length; i < length;) {
boundBox.addPoint(v[i++], v[i++], v[i++]);
}
return boundBox;
}
/**
* Расчёт рёбер по имеющимся вершинам и граням
*/
public function calculateEdges():void {
// Подготавливаем массив рёбер
if (edges == null) edges = new Vector.<int>();
// Собираем рёбра
for (var i:int = 0, j:int = 0, n:int = 0, k:int = 0, a:int, b:int, length:int = indices.length; i < length;) {
if (i == k) {
k = poly ? (indices[i++] + i) : (i + 3);
a = indices[int(k - 1)];
}
b = indices[i];
edges[j++] = a;
edges[j++] = b;
edges[j++] = n;
edges[j++] = -1;
if (++i == k) n++; else a = b;
}
edges.length = j;
// Убираем дубли
length = j, i = 0; k = 0;
var ac:int, bc:int;
while (i < length) {
if ((a = edges[i++]) >= 0) {
b = edges[i++];
edges[k++] = a;
edges[k++] = b;
edges[k++] = edges[i++];
j = ++i;
while (j < length) {
ac = edges[j++];
bc = edges[j++];
if (ac == a && bc == b || ac == b && bc == a) {
edges[int(j - 2)] = -1;
edges[k] = edges[j];
break;
}
j += 2;
}
k++;
} else i += 3;
}
edges.length = k;
}
static private const inverseCameraMatrix:Matrix3D = new Matrix3D();
static private const center:Vector.<Number> = new Vector.<Number>(3, true);
private var cameraX:Number;
private var cameraY:Number;
private var cameraZ:Number;
static private const projectedEdges:Vector.<Number> = new Vector.<Number>();
static private const uvts:Vector.<Number> = new Vector.<Number>();
static private const viewEdges:Vector.<Number> = new Vector.<Number>();
static private const debugEdges:Vector.<Number> = new Vector.<Number>();
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
// Перевод в координаты камеры
object.cameraMatrix.transformVectors(vertices, cameraVertices);
// Определение центра камеры в объекте
inverseCameraMatrix.identity();
inverseCameraMatrix.prepend(object.cameraMatrix);
inverseCameraMatrix.invert();
center[0] = center[1] = center[2] = 0;
inverseCameraMatrix.transformVectors(center, center);
cameraX = center[0], cameraY = center[1], cameraZ = center[2];
// Расчёт карты видимости граней
for (var i:int = 0, n:int = 0, normalsLength:int = normals.length >> 2, cameraInside:Boolean = true, infront:Boolean; i < normalsLength;) visibilityMap[i++] = infront = normals[n++]*cameraX + normals[n++]*cameraY + normals[n++]*cameraZ > normals[n++], cameraInside &&= !infront;
// Если камера внутри окклюдера
if (cameraInside) return;
// Подготовка окклюдера в камере
var occludeAll:Boolean = true, culling:int = object.culling, direction:Boolean, ax:Number, ay:Number, az:Number, bx:Number, by:Number, bz:Number, t:Number;
var planeOccluder:Vector.<Number>, edgeOccluder:Vector.<Number>, planeOccluderLength:int = 0, edgeOccluderLength:int = 0, viewEdgesLength:int = 0;
if (camera.occlusionPlanes.length > camera.numOccluders) {
planeOccluder = camera.occlusionPlanes[camera.numOccluders];
edgeOccluder = camera.occlusionEdges[camera.numOccluders];
} else {
planeOccluder = camera.occlusionPlanes[camera.numOccluders] = new Vector.<Number>();
edgeOccluder = camera.occlusionEdges[camera.numOccluders] = new Vector.<Number>();
}
for (i = edges.length - 1; i > 0;) {
if ((direction = visibilityMap[edges[i--]]) != visibilityMap[edges[i--]]) {
// Определение порядка вершин (против часовой)
if (direction) {
ax = cameraVertices[n = int(edges[i--]*3)], ay = cameraVertices[++n], az = cameraVertices[++n], bx = cameraVertices[n = int(edges[i--]*3)], by = cameraVertices[++n], bz = cameraVertices[++n];
} else {
bx = cameraVertices[n = int(edges[i--]*3)], by = cameraVertices[++n], bz = cameraVertices[++n], ax = cameraVertices[n = int(edges[i--]*3)], ay = cameraVertices[++n], az = cameraVertices[++n];
}
// Клиппинг
if (culling > 0) {
if (az <= -ax && bz <= -bx) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > -bx && az <= -ax) {
t = (ax + az)/(ax + az - bx - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= -bx && az > -ax) {
t = (ax + az)/(ax + az - bx - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= ax && bz <= bx) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > bx && az <= ax) {
t = (az - ax)/(az - ax + bx - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= bx && az > ax) {
t = (az - ax)/(az - ax + bx - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= -ay && bz <= -by) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > -by && az <= -ay) {
t = (ay + az)/(ay + az - by - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= -by && az > -ay) {
t = (ay + az)/(ay + az - by - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= ay && bz <= by) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > by && az <= ay) {
t = (az - ay)/(az - ay + by - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= by && az > ay) {
t = (az - ay)/(az - ay + by - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
occludeAll = false;
}
// Расчёт нормали плоскости отсечения
planeOccluder[planeOccluderLength++] = bz*ay - by*az, planeOccluder[planeOccluderLength++] = bx*az - bz*ax, planeOccluder[planeOccluderLength++] = by*ax - bx*ay;
// Сохранение рёбер
edgeOccluder[edgeOccluderLength++] = ax, edgeOccluder[edgeOccluderLength++] = ay, edgeOccluder[edgeOccluderLength++] = az, edgeOccluder[edgeOccluderLength++] = bx, edgeOccluder[edgeOccluderLength++] = by, edgeOccluder[edgeOccluderLength++] = bz;
} else i -= 2;
}
if (planeOccluderLength > 0) {
// Проверка размера на экране
if (minSize > 0) {
// Проецирование рёбер контура
var projectedEdgesLength:int = projectedEdges.length = ((edgeOccluder.length = edgeOccluderLength)/3) << 1;
Utils3D.projectVectors(camera.projectionMatrix, edgeOccluder, projectedEdges, uvts);
// Клиппинг рамки вьюпорта
if (culling > 0) {
if (culling & 4) viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY, viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY;
if (culling & 8) viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY, viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY;
if (culling & 16) viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY, viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY;
if (culling & 32) viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY, viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY;
if (viewEdgesLength > 0) {
for (i = 0; i < projectedEdgesLength;) {
ax = projectedEdges[i++], ay = projectedEdges[i++], bx = projectedEdges[i++], by = projectedEdges[i++];
var nx:Number = ay - by, ny:Number = bx - ax, no:Number = nx*ax + ny*ay;
for (var j:int = 0, j2:int = 0; j < viewEdgesLength;) {
ax = viewEdges[j++], ay = viewEdges[j++], bx = viewEdges[j++], by = viewEdges[j++], az = ax*nx + ay*ny - no, bz = bx*nx + by*ny - no;
if (az < 0 || bz < 0) {
if (az >= 0 && bz < 0) {
t = az/(az - bz), viewEdges[j2++] = ax + (bx - ax)*t, viewEdges[j2++] = ay + (by - ay)*t, viewEdges[j2++] = bx, viewEdges[j2++] = by;
} else if (az < 0 && bz >= 0) {
t = az/(az - bz), viewEdges[j2++] = ax, viewEdges[j2++] = ay, viewEdges[j2++] = ax + (bx - ax)*t, viewEdges[j2++] = ay + (by - ay)*t;
} else {
viewEdges[j2++] = ax, viewEdges[j2++] = ay, viewEdges[j2++] = bx, viewEdges[j2++] = by;
}
}
}
viewEdgesLength = j2;
if (viewEdgesLength == 0) break;
}
}
}
// Нахождение площади перекрытия
var square:Number = 0;
for (i = 0, az = projectedEdges[i++], bz = projectedEdges[i++], i += 2; i < projectedEdgesLength;) ax = projectedEdges[i++] - az, ay = projectedEdges[i++] - bz, bx = projectedEdges[i++] - az, by = projectedEdges[i++] - bz, square += bx*ay - by*ax;
for (i = 0; i < viewEdgesLength;) ax = viewEdges[i++] - az, ay = viewEdges[i++] - bz, bx = viewEdges[i++] - az, by = viewEdges[i++] - bz, square += bx*ay - by*ax;
if (square/(camera.viewSizeX*camera.viewSizeY*8) < minSize) return;
}
// Добавление окклюдера
camera.numOccluders++;
planeOccluder.length = planeOccluderLength;
edgeOccluder.length = edgeOccluderLength;
} else {
if (occludeAll) {
camera.numOccluders = 0, camera.occludedAll = true;
} else {
return;
}
}
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var inDebug:int = camera.checkInDebug(this);
if (inDebug == 0) return;
var canvas:Canvas = parentCanvas.getChildCanvas(true, false);
// Рёбра
if (inDebug & Debug.EDGES) {
object.cameraMatrix.transformVectors(vertices, cameraVertices);
inverseCameraMatrix.identity();
inverseCameraMatrix.prepend(object.cameraMatrix);
inverseCameraMatrix.invert();
center[0] = center[1] = center[2] = 0;
inverseCameraMatrix.transformVectors(center, center);
cameraX = center[0], cameraY = center[1], cameraZ = center[2];
// Расчёт карты видимости граней
for (var i:int = 0, n:int = 0, normalsLength:int = normals.length >> 2, cameraInside:Boolean = true, infront:Boolean; i < normalsLength;) visibilityMap[i++] = infront = normals[n++]*cameraX + normals[n++]*cameraY + normals[n++]*cameraZ > normals[n++], cameraInside &&= !infront;
// Если камера внутри окклюдера
if (!cameraInside) {
// Подготовка окклюдера в камере
var occludeAll:Boolean = true, culling:int = object.culling, direction:Boolean, ax:Number, ay:Number, az:Number, bx:Number, by:Number, bz:Number, t:Number;
var debugEdgesLength:int = 0, viewEdgesLength:int = 0;
for (i = edges.length - 1; i > 0;) {
if ((direction = visibilityMap[edges[i--]]) != visibilityMap[edges[i--]]) {
// Определение порядка вершин (против часовой)
if (direction) {
ax = cameraVertices[n = int(edges[i--]*3)], ay = cameraVertices[++n], az = cameraVertices[++n], bx = cameraVertices[n = int(edges[i--]*3)], by = cameraVertices[++n], bz = cameraVertices[++n];
} else {
bx = cameraVertices[n = int(edges[i--]*3)], by = cameraVertices[++n], bz = cameraVertices[++n], ax = cameraVertices[n = int(edges[i--]*3)], ay = cameraVertices[++n], az = cameraVertices[++n];
}
// Клиппинг
if (culling > 0) {
if (az <= -ax && bz <= -bx) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > -bx && az <= -ax) {
t = (ax + az)/(ax + az - bx - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= -bx && az > -ax) {
t = (ax + az)/(ax + az - bx - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= ax && bz <= bx) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > bx && az <= ax) {
t = (az - ax)/(az - ax + bx - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= bx && az > ax) {
t = (az - ax)/(az - ax + bx - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= -ay && bz <= -by) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > -by && az <= -ay) {
t = (ay + az)/(ay + az - by - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= -by && az > -ay) {
t = (ay + az)/(ay + az - by - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= ay && bz <= by) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > by && az <= ay) {
t = (az - ay)/(az - ay + by - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= by && az > ay) {
t = (az - ay)/(az - ay + by - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
occludeAll = false;
}
debugEdges[debugEdgesLength++] = ax;
debugEdges[debugEdgesLength++] = ay;
debugEdges[debugEdgesLength++] = az;
debugEdges[debugEdgesLength++] = bx;
debugEdges[debugEdgesLength++] = by;
debugEdges[debugEdgesLength++] = bz;
} else i -= 2;
}
if (debugEdgesLength > 0) {
// Проецирование рёбер контура
var projectedEdgesLength:int = projectedEdges.length = ((debugEdges.length = debugEdgesLength)/3) << 1;
Utils3D.projectVectors(camera.projectionMatrix, debugEdges, projectedEdges, uvts);
// Проверка размера на экране
var square:Number = Number.MAX_VALUE;
if (minSize > 0) {
// Клиппинг рамки вьюпорта
if (culling > 0) {
if (culling & 4) viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY, viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY;
if (culling & 8) viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY, viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY;
if (culling & 16) viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY, viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY;
if (culling & 32) viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY, viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY;
if (viewEdgesLength > 0) {
for (i = 0; i < projectedEdgesLength;) {
ax = projectedEdges[i++], ay = projectedEdges[i++], bx = projectedEdges[i++], by = projectedEdges[i++];
var nx:Number = ay - by, ny:Number = bx - ax, no:Number = nx*ax + ny*ay;
for (var j:int = 0, j2:int = 0; j < viewEdgesLength;) {
ax = viewEdges[j++], ay = viewEdges[j++], bx = viewEdges[j++], by = viewEdges[j++], az = ax*nx + ay*ny - no, bz = bx*nx + by*ny - no;
if (az < 0 || bz < 0) {
if (az >= 0 && bz < 0) {
t = az/(az - bz), viewEdges[j2++] = ax + (bx - ax)*t, viewEdges[j2++] = ay + (by - ay)*t, viewEdges[j2++] = bx, viewEdges[j2++] = by;
} else if (az < 0 && bz >= 0) {
t = az/(az - bz), viewEdges[j2++] = ax, viewEdges[j2++] = ay, viewEdges[j2++] = ax + (bx - ax)*t, viewEdges[j2++] = ay + (by - ay)*t;
} else {
viewEdges[j2++] = ax, viewEdges[j2++] = ay, viewEdges[j2++] = bx, viewEdges[j2++] = by;
}
}
}
viewEdgesLength = j2;
if (viewEdgesLength == 0) break;
}
}
}
// Нахождение площади перекрытия
square = 0;
for (i = 0, az = projectedEdges[i++], bz = projectedEdges[i++], i += 2; i < projectedEdgesLength;) ax = projectedEdges[i++] - az, ay = projectedEdges[i++] - bz, bx = projectedEdges[i++] - az, by = projectedEdges[i++] - bz, square += bx*ay - by*ax;
for (i = 0; i < viewEdgesLength;) ax = viewEdges[i++] - az, ay = viewEdges[i++] - bz, bx = viewEdges[i++] - az, by = viewEdges[i++] - bz, square += bx*ay - by*ax;
}
if (canvas == null) canvas = parentCanvas.getChildCanvas(true, false);
var color:int, thickness:Number;
if (square/(camera.viewSizeX*camera.viewSizeY*8) >= minSize) {
color = 0x0000FF, thickness = 3;
} else {
color = 0x0077AA, thickness = 1;
}
for (i = 0; i < projectedEdges.length;) {
ax = projectedEdges[i++], ay = projectedEdges[i++], bx = projectedEdges[i++], by = projectedEdges[i++];
canvas.gfx.moveTo(ax, ay);
canvas.gfx.lineStyle(thickness, color);
canvas.gfx.lineTo(ax + (bx - ax)*0.8, ay + (by - ay)*0.8);
canvas.gfx.lineStyle(thickness, 0xFF0000);
canvas.gfx.lineTo(bx, by);
}
for (i = 0; i < viewEdgesLength;) {
canvas.gfx.moveTo(viewEdges[i++], viewEdges[i++]);
canvas.gfx.lineTo(viewEdges[i++], viewEdges[i++]);
}
} else {
if (occludeAll) {
if (canvas == null) canvas = parentCanvas.getChildCanvas(true, false);
canvas.gfx.lineStyle(6, 0xFF0000);
canvas.gfx.moveTo(-camera.viewSizeX, -camera.viewSizeY);
canvas.gfx.lineTo(-camera.viewSizeX, camera.viewSizeY);
canvas.gfx.lineTo(camera.viewSizeX, camera.viewSizeY);
canvas.gfx.lineTo(camera.viewSizeX, -camera.viewSizeY);
canvas.gfx.lineTo(-camera.viewSizeX, -camera.viewSizeY);
}
}
}
}
// Оси, центры, имена, баунды
if (inDebug & Debug.AXES) object.drawAxes(camera, canvas);
if (inDebug & Debug.CENTERS) object.drawCenter(camera, canvas);
if (inDebug & Debug.NAMES) object.drawName(camera, canvas);
if (inDebug & Debug.BOUNDS) object.drawBoundBox(camera, canvas);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Geometry;
import alternativa.engine3d.core.Object3D;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Объект-ссылка.
* Может ссылаться на любой трёхмерный объект, в том числе контейнер с любой вложенностью или Reference.
* При отрисовке он отрисовывает вместо себя объект,
* на который ссылается, подставляя только свою трансформацию, alpha, blendMode, colorTransform и filters.
*/
public class Reference extends Object3D {
/**
* Объект, который подставляется при отрисовке вместо себя
*/
public var referenceObject:Object3D;
public function Reference(referenceObject:Object3D = null) {
this.referenceObject = referenceObject;
}
override alternativa3d function get canDraw():Boolean {
return referenceObject.canDraw;
}
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
referenceObject.draw(camera, object, parentCanvas);
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
referenceObject.debug(camera, object, parentCanvas);
}
override alternativa3d function getGeometry(camera:Camera3D, object:Object3D):Geometry {
return referenceObject.getGeometry(camera, object);
}
override public function get boundBox():BoundBox {
return referenceObject.boundBox;
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
return referenceObject.calculateBoundBox(matrix, boundBox);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
use namespace alternativa3d;
public class SkeletalMesh extends Mesh {
alternativa3d var _numBones:uint = 0;
alternativa3d var bones:Vector.<Bone> = new Vector.<Bone>();
private var weights:Vector.<Vector.<Number>>;
private var originalVertices:Vector.<Number>;
private var originalBonesMatrices:Vector.<Matrix3D>;
private var boneVertices:Vector.<Number>;
public function initBones():void {
// Инициализируем массив весов и сохраняем оригинальные матрицы костей
originalBonesMatrices = new Vector.<Matrix3D>(_numBones, true);
weights = new Vector.<Vector.<Number>>(_numBones, true);
for (var j:int = 0; j < _numBones; j++) {
originalBonesMatrices[j] = new Matrix3D();
originalBonesMatrices[j].prepend(bones[j].matrix);
originalBonesMatrices[j].invert();
weights[j] = new Vector.<Number>(numVertices, true);
}
// Формируем вспомогательные массивы для вершин
originalVertices = new Vector.<Number>(numVertices*3, true);
boneVertices = new Vector.<Number>(numVertices*3, true);
// Обрабатываем вершины
var v:Vector3D = new Vector3D();
for (var i:int = 0; i < numVertices; i++) {
var k:int = i*3;
// Сохраняем оригинальные координаты вершин
originalVertices[k] = vertices[k];
originalVertices[k + 1] = vertices[k + 1];
originalVertices[k + 2] = vertices[k + 2];
// Находим веса для каждой кости
var sumWeight:Number = 0;
for (j = 0; j < _numBones; j++) {
// Находим расстояние от вершины до кости
var b1:Vector3D = bones[j].matrix.transformVector(new Vector3D());
var b2:Vector3D = bones[j].matrix.transformVector(new Vector3D(0, 0, bones[j].length));
v.x = originalVertices[k];
v.y = originalVertices[k + 1];
v.z = originalVertices[k + 2];
var w:Number = 1 - distanceToBone(b1, b2, v)/bones[j].distance;
//trace(w);
w = (w > 0) ? w : 0;
weights[j][i] = w;
sumWeight += w;
}
// Нормализуем веса
if (sumWeight > 0) {
for (j = 0; j < _numBones; j++) {
weights[j][i] /= sumWeight;
}
} else {
// Если вершина не относится ни к какой кости, помечаем
for (j = 0; j < _numBones; j++) {
weights[j][i] = -1;
}
}
}
}
private function distanceToBone(b1:Vector3D, b2:Vector3D, p:Vector3D):Number {
var v:Vector3D = b2.subtract(b1);
var w:Vector3D = p.subtract(b1);
var c1:Number = w.dotProduct(v);
if ( c1 <= 0 )
return Vector3D.distance(p, b1);
var c2:Number = v.dotProduct(v);
if ( c2 <= c1 )
return Vector3D.distance(p, b2);
v.scaleBy(c1 / c2);
var Pb:Vector3D = b1.add(v);
return Vector3D.distance(p, Pb);
}
private var m:Matrix3D = new Matrix3D();
public function calculateBones():void {
// Обнуление координат
for (var i:int = 0; i < numVertices*3; i++) {
vertices[i] = 0;
}
// Добавление трансформации через кости
for (var j:int = 0; j < _numBones; j++) {
m.identity();
m.prepend(bones[j].matrix);
m.prepend(originalBonesMatrices[j]);
m.transformVectors(originalVertices, boneVertices);
var boneWeights:Vector.<Number> = weights[j];
for (i = 0; i < numVertices; i++) {
var weight:Number = boneWeights[i];
var k1:int = i*3;
var k2:int = k1 + 1;
var k3:int = k1 + 2;
if (weight >= 0) {
vertices[k1] += boneVertices[k1]*weight;
vertices[k2] += boneVertices[k2]*weight;
vertices[k3] += boneVertices[k3]*weight;
} else {
vertices[k1] = originalVertices[k1];
vertices[k2] = originalVertices[k2];
vertices[k3] = originalVertices[k3];
}
}
}
}
public function addBone(bone:Bone):void {
bones[_numBones++] = bone;
}
/*
public function removeChild(bone:Bone):void {
var i:int = bones.indexOf(bone);
if (i < 0) throw new ArgumentError();
children.splice(i, 1);
_numBones--;
var len:uint = drawChildren.length;
for (i = 0; i < len; i++) {
if (drawChildren[i] == bone) {
drawChildren.splice(i, 1);
break;
}
}
bone._parent = null;
bone.setStage(null);
}
*/
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Debug;
import alternativa.engine3d.core.Fragment;
import alternativa.engine3d.core.Geometry;
import alternativa.engine3d.core.MipMap;
import alternativa.engine3d.core.Object3D;
import flash.display.BitmapData;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Плоский, всегда развёрнутый к камере трёхмерный объект
*/
public class Sprite3D extends Object3D {
public var texture:BitmapData;
public var smooth:Boolean = false;
/**
* Режим сортировки на случай конфликта
* 0 - без сортировки
* 1 - сортировка по средним Z
* 2 - проход по предрасчитанному BSP. Для расчёта BSP нужен calculateBSP()
* 3 - построение динамического BSP при отрисовке
*/
public var sorting:int = 0;
/**
* Применение мипмаппинга
* 0 - без мипмаппинга
* 1 - мипмаппинг по удалённости от камеры. Требуется установка свойства mipMap
*/
public var mipMapping:int = 0;
public var mipMap:MipMap;
/**
* X точки привязки
*/
public var originX:Number = 0.5;
/**
* Y точки привязки
*/
public var originY:Number = 0.5;
/**
* Режим отсечения объекта по пирамиде видимости камеры.
* 0 - весь объект
* 2 - клиппинг граней по пирамиде видимости камеры
*/
public var clipping:int = 0;
/**
* Угол поворота в радианах в плоскости экрана
*/
public var rotation:Number = 0;
/**
* Зависимость размера на экране от удалённости от камеры
*/
public var perspectiveScale:Boolean = true;
// Вспомогательные
static private const vertices:Vector.<Number> = new Vector.<Number>();
static private const axes:Vector.<Number> = Vector.<Number>([0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1]);
static private const cameraAxes:Vector.<Number> = new Vector.<Number>(12, true);
static private const textureMatrix:Matrix = new Matrix();
static private var drawTexture:BitmapData;
private var projectionX:Number;
private var projectionY:Number;
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
if (texture == null && mipMap == null) return;
var verticesLength:int = calculateVertices(object, camera);
if (verticesLength > 0) {
var canvas:Canvas = parentCanvas.getChildCanvas(true, false, object.alpha, object.blendMode, object.colorTransform, object.filters);
canvas.gfx.beginBitmapFill(drawTexture, textureMatrix, false, smooth);
var x:Number = vertices[0]*projectionX;
var y:Number = vertices[1]*projectionY;
if (rotation == 0) {
canvas.gfx.drawRect(x, y, vertices[6]*projectionX - x, vertices[7]*projectionY - y);
} else {
canvas.gfx.moveTo(x, y);
for (var i:int = 3; i < verticesLength; i++) {
x = vertices[i]*projectionX; i++;
y = vertices[i]*projectionY; i++;
canvas.gfx.lineTo(x, y);
}
}
}
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var debugResult:int = camera.checkInDebug(this);
if (debugResult == 0) return;
var canvas:Canvas = parentCanvas.getChildCanvas(true, false);
var i:int, length:int, x:Number, y:Number, t:Number = 0.1;
// Рёбра
if (debugResult & Debug.EDGES) {
if ((length = calculateVertices(object, camera)) > 0) {
if (canvas == null) canvas = parentCanvas.getChildCanvas(true, false);
canvas.gfx.lineStyle(0, 0xFFFFFF);
if (rotation == 0) {
x = vertices[0]*projectionX, y = vertices[1]*projectionY;
canvas.gfx.drawRect(x, y, vertices[6]*projectionX - x, vertices[7]*projectionY - y);
} else {
// Отрисовка
canvas.gfx.moveTo(vertices[length - 3]*projectionX, vertices[length - 2]*projectionY);
for (i = 0; i < length; i++) canvas.gfx.lineTo(vertices[i++]*projectionX, vertices[i++]*projectionY);
}
}
}
// Вершины
if (debugResult & Debug.VERTICES) {
if ((length = calculateVertices(object, camera)) > 0) {
if (canvas == null) canvas = parentCanvas.getChildCanvas(true, false);
canvas.gfx.lineStyle();
if (rotation == 0) {
var x1:Number = vertices[0]*projectionX, y1:Number = vertices[1]*projectionY;
var x2:Number = vertices[6]*projectionX, y2:Number = vertices[7]*projectionY;
if (x1 > -camera.viewSizeX + t && x1 < camera.viewSizeX - t && y1 > -camera.viewSizeY + t && y1 < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x1, y1, 2);
}
if (x1 > -camera.viewSizeX + t && x1 < camera.viewSizeX - t && y2 > -camera.viewSizeY + t && y2 < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x1, y2, 2);
}
if (x2 > -camera.viewSizeX + t && x2 < camera.viewSizeX - t && y2 > -camera.viewSizeY + t && y2 < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x2, y2, 2);
}
if (x2 > -camera.viewSizeX + t && x2 < camera.viewSizeX - t && y1 > -camera.viewSizeY + t && y1 < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x2, y1, 2);
}
} else {
for (i = 0; i < length; i++) {
x = vertices[i++]*projectionX, y = vertices[i++]*projectionY;
if (x > -camera.viewSizeX + t && x < camera.viewSizeX - t && y > -camera.viewSizeY + t && y < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x, y, 2);
}
}
}
}
}
// Оси, центры, имена, баунды
if (debugResult & Debug.AXES) object.drawAxes(camera, canvas);
if (debugResult & Debug.CENTERS) object.drawCenter(camera, canvas);
if (debugResult & Debug.NAMES) object.drawName(camera, canvas);
if (debugResult & Debug.BOUNDS) object.drawBoundBox(camera, canvas);
}
override alternativa3d function getGeometry(camera:Camera3D, object:Object3D):Geometry {
if (texture == null && mipMap == null) return null;
var verticesLength:int = calculateVertices(object, camera);
if (verticesLength > 0) {
var geometry:Geometry = Geometry.create();
geometry.fragment = Fragment.create();
geometry.numVertices = verticesLength/3;
geometry.fragment.num = geometry.numVertices;
geometry.verticesLength = verticesLength;
if (geometry.uvts.length < verticesLength) {
geometry.uvts.length = verticesLength;
}
for (var i:int = 0, j:int = 0; i < geometry.numVertices; i++) {
geometry.vertices[j] = vertices[j]; j++;
geometry.vertices[j] = vertices[j]; j++;
geometry.vertices[j] = vertices[j]; j++;
geometry.fragment.indices[i] = i;
}
geometry.cameraMatrix.identity();
geometry.cameraMatrix.prepend(object.cameraMatrix);
geometry.alpha = object.alpha;
geometry.blendMode = object.blendMode;
geometry.colorTransform = object.colorTransform;
geometry.filters = object.filters;
geometry.sorting = sorting;
geometry.texture = drawTexture;
geometry.repeatTexture = false;
geometry.smooth = smooth;
if (camera.debugMode) {
geometry.debugResult = camera.checkInDebug(this);
}
geometry.viewAligned = true;
geometry.textureMatrix.a = textureMatrix.a;
geometry.textureMatrix.b = textureMatrix.b;
geometry.textureMatrix.c = textureMatrix.c;
geometry.textureMatrix.d = textureMatrix.d;
geometry.textureMatrix.tx = textureMatrix.tx;
geometry.textureMatrix.ty = textureMatrix.ty;
geometry.projectionX = projectionX;
geometry.projectionY = projectionY;
return geometry;
} else {
return null;
}
}
private function calculateVertices(object:Object3D, camera:Camera3D):int {
// Трансформация локальных осей в камеру
object.cameraMatrix.transformVectors(axes, cameraAxes);
var x:Number = cameraAxes[0];
var y:Number = cameraAxes[1];
var z:Number = cameraAxes[2];
if (z <= camera.nearClipping || z >= camera.farClipping) return 0;
// Проекция
projectionX = camera.viewSizeX/z;
projectionY = camera.viewSizeY/z;
var projectionZ:Number = camera.focalLength/z;
// Нахождение среднего размера спрайта
var ax:Number = (cameraAxes[3] - x)/camera.perspectiveScaleX;
var ay:Number = (cameraAxes[4] - y)/camera.perspectiveScaleY;
var az:Number = cameraAxes[5] - z;
var size:Number = Math.sqrt(ax*ax + ay*ay + az*az);
ax = (cameraAxes[6] - x)/camera.perspectiveScaleX;
ay = (cameraAxes[7] - y)/camera.perspectiveScaleY;
az = cameraAxes[8] - z;
size += Math.sqrt(ax*ax + ay*ay + az*az);
ax = (cameraAxes[9] - x)/camera.perspectiveScaleX;
ay = (cameraAxes[10] - y)/camera.perspectiveScaleY;
az = cameraAxes[11] - z;
size += Math.sqrt(ax*ax + ay*ay + az*az);
size /= 3;
// Определение текстуры и коррекция размера
if (mipMapping == 0) {
drawTexture = texture;
} else {
var level:int = mipMap.getLevel(z/size, camera);
size *= Math.pow(2, level);
drawTexture = mipMap.textures[level];
}
// Учёт флага масштабирования
if (!perspectiveScale) {
size /= projectionZ;
}
var x1:Number;
var y1:Number;
var x2:Number;
var y2:Number;
// Если не задано вращение
if (rotation == 0) {
// Размеры спрайта в матрице камеры
var cameraWidth:Number = size*drawTexture.width*camera.perspectiveScaleX;
var cameraHeight:Number = size*drawTexture.height*camera.perspectiveScaleY;
// Расчёт вершин в матрице камеры
x1 = x - originX*cameraWidth;
y1 = y - originY*cameraHeight;
x2 = x1 + cameraWidth;
y2 = y1 + cameraHeight;
// Отсечение по вьюпорту
if (object.culling > 0 && (x1 > z || y1 > z || x2 < -z || y2 < -z)) return 0;
// Подготовка матрицы отрисовки
textureMatrix.a = textureMatrix.d = size*projectionZ;
textureMatrix.b = textureMatrix.c = 0;
textureMatrix.tx = x1*projectionX;
textureMatrix.ty = y1*projectionY;
// Подрезка
if (clipping == 2) {
if (x1 < -z) x1 = -z;
if (y1 < -z) y1 = -z;
if (x2 > z) x2 = z;
if (y2 > z) y2 = z;
}
// Заполняем вершины
vertices[0] = x1;
vertices[1] = y1;
vertices[2] = z;
vertices[3] = x1;
vertices[4] = y2;
vertices[5] = z;
vertices[6] = x2;
vertices[7] = y2;
vertices[8] = z;
vertices[9] = x2;
vertices[10] = y1;
vertices[11] = z;
return 12;
} else {
// Размер спрайта в камере без коррекции под FOV90
var textureWidth:Number = drawTexture.width;
var textureHeight:Number = drawTexture.height;
// Расчёт векторов ширины и высоты
var sin:Number = Math.sin(rotation)*size;
var cos:Number = Math.cos(rotation)*size;
var cameraWidthX:Number = cos*textureWidth*camera.perspectiveScaleX;
var cameraWidthY:Number = -sin*textureWidth*camera.perspectiveScaleY;
var cameraHeightX:Number = sin*textureHeight*camera.perspectiveScaleX;
var cameraHeightY:Number = cos*textureHeight*camera.perspectiveScaleY;
// Заполняем вершины
var length:int = 12;
vertices[0] = x1 = x - originX*cameraWidthX - originY*cameraHeightX;
vertices[1] = y1 = y - originX*cameraWidthY - originY*cameraHeightY;
vertices[2] = z;
vertices[3] = x1 + cameraHeightX;
vertices[4] = y1 + cameraHeightY;
vertices[5] = z;
vertices[6] = x1 + cameraWidthX + cameraHeightX;
vertices[7] = y1 + cameraWidthY + cameraHeightY;
vertices[8] = z;
vertices[9] = x1 + cameraWidthX;
vertices[10] = y1 + cameraWidthY;
vertices[11] = z;
if (object.culling > 0) {
// Отсечение по вьюпорту
var i:int, infront:Boolean, behind:Boolean, inside:Boolean;
var clipLeft:Boolean = false;
if (object.culling & 4) {
for (i = 0; i < length; i += 3) if ((inside = -vertices[i] < z) && (infront = true) && behind || !inside && (behind = true) && infront) break;
if (behind) if (!infront) return 0; else clipLeft = true;
infront = false; behind = false;
}
var clipRight:Boolean = false;
if (object.culling & 8) {
for (i = 0; i < length; i += 3) if ((inside = vertices[i] < z) && (infront = true) && behind || !inside && (behind = true) && infront) break;
if (behind) if (!infront) return 0; else clipRight = true;
infront = false; behind = false;
}
var clipTop:Boolean = false;
if (object.culling & 16) {
for (i = 1; i < length; i += 3) if ((inside = -vertices[i] < z) && (infront = true) && behind || !inside && (behind = true) && infront) break;
if (behind) if (!infront) return 0; else clipTop = true;
infront = false; behind = false;
}
var clipBottom:Boolean = false;
if (object.culling & 32) {
for (i = 1; i < length; i += 3) if ((inside = vertices[i] < z) && (infront = true) && behind || !inside && (behind = true) && infront) break;
if (behind) if (!infront) return 0; else clipBottom = true;
}
// Подрезка
if (clipping == 2) {
var n:int = 0, t:Number, bx:Number, by:Number;
if (clipLeft) {
ax = x = vertices[0]; ay = y = vertices[1];
for (i = 3; i <= length; i++) {
if (i < length) {
bx = vertices[i++]; by = vertices[i++];
} else {
bx = x; by = y;
}
if (-bx < z && -ax >= z || -bx >= z && -ax < z) {
t = (ax + z)/(ax - bx);
vertices[n++] = ax + (bx - ax)*t;
vertices[n++] = ay + (by - ay)*t;
vertices[n++] = z;
}
if (-bx < z) {
vertices[n++] = bx; vertices[n++] = by; vertices[n++] = z;
}
ax = bx; ay = by;
}
if (n == 0) return 0;
length = n; n = 0;
}
if (clipRight) {
ax = x = vertices[0]; ay = y = vertices[1];
for (i = 3; i <= length; i++) {
if (i < length) {
bx = vertices[i++]; by = vertices[i++];
} else {
bx = x; by = y;
}
if (bx < z && ax >= z || bx >= z && ax < z) {
t = (z - ax)/(bx - ax);
vertices[n++] = ax + (bx - ax)*t;
vertices[n++] = ay + (by - ay)*t;
vertices[n++] = z;
}
if (bx < z) {
vertices[n++] = bx; vertices[n++] = by; vertices[n++] = z;
}
ax = bx; ay = by;
}
if (n == 0) return 0;
length = n; n = 0;
}
if (clipTop) {
ax = x = vertices[0]; ay = y = vertices[1];
for (i = 3; i <= length; i++) {
if (i < length) {
bx = vertices[i++]; by = vertices[i++];
} else {
bx = x; by = y;
}
if (-by < z && -ay >= z || -by >= z && -ay < z) {
t = (ay + z)/(ay - by);
vertices[n++] = ax + (bx - ax)*t;
vertices[n++] = ay + (by - ay)*t;
vertices[n++] = z;
}
if (-by < z) {
vertices[n++] = bx; vertices[n++] = by; vertices[n++] = z;
}
ax = bx; ay = by;
}
if (n == 0) return 0;
length = n; n = 0;
}
if (clipBottom) {
ax = x = vertices[0]; ay = y = vertices[1];
for (i = 3; i <= length; i++) {
if (i < length) {
bx = vertices[i++]; by = vertices[i++];
} else {
bx = x; by = y;
}
if (by < z && ay >= z || by >= z && ay < z) {
t = (z - ay)/(by - ay);
vertices[n++] = ax + (bx - ax)*t;
vertices[n++] = ay + (by - ay)*t;
vertices[n++] = z;
}
if (by < z) {
vertices[n++] = bx; vertices[n++] = by; vertices[n++] = z;
}
ax = bx; ay = by;
}
if (n == 0) return 0;
length = n; n = 0;
}
}
}
// Подготовка матрицы отрисовки
textureMatrix.a = textureMatrix.d = cos*projectionZ;
textureMatrix.b = -sin*projectionZ;
textureMatrix.c = sin*projectionZ;
textureMatrix.tx = x1*projectionX;
textureMatrix.ty = y1*projectionY;
return length;
}
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
// Если указан баунд-бокс
if (boundBox != null) {
boundBox.infinity();
} else {
boundBox = new BoundBox();
}
// Расчёт локального радиуса
var t:BitmapData = (mipMapping == 0) ? texture : mipMap.textures[0];
var w:Number = ((originX >= 0.5) ? originX : (1 - originX))*t.width;
var h:Number = ((originY >= 0.5) ? originY : (1 - originY))*t.height;
var radius:Number = Math.sqrt(w*w + h*h);
// Если указана матрица трансформации, переводим
if (matrix != null) {
matrix.transformVectors(axes, cameraAxes);
var cz:Number = cameraAxes[2];
var cx:Number = cameraAxes[0];
var cy:Number = cameraAxes[1];
// Нахождение среднего размера спрайта
var ax:Number = cameraAxes[3] - cx;
var ay:Number = cameraAxes[4] - cy;
var az:Number = cameraAxes[5] - cz;
var size:Number = Math.sqrt(ax*ax + ay*ay + az*az);
ax = cameraAxes[6] - cx;
ay = cameraAxes[7] - cy;
az = cameraAxes[8] - cz;
size += Math.sqrt(ax*ax + ay*ay + az*az);
ax = cameraAxes[9] - cx;
ay = cameraAxes[10] - cy;
az = cameraAxes[11] - cz;
size = radius*(size + Math.sqrt(ax*ax + ay*ay + az*az))/3;
boundBox.setSize(cx - size, cy - size, cz - size, cx + size, cy + size, cz + size);
} else {
boundBox.setSize(-radius, -radius, -radius, radius, radius, radius);
}
return boundBox;
}
public function copyFrom(source:Sprite3D):void {
visible = source.visible;
alpha = source.alpha;
blendMode = source.blendMode;
originX = source.originX;
originY = source.originY;
smooth = source.smooth;
clipping = source.clipping;
rotation = source.rotation;
perspectiveScale = source.perspectiveScale;
texture = source.texture;
mipMapping = source.mipMapping;
mipMap = source.mipMap;
matrix.identity();
matrix.append(source.matrix);
if (source.boundBox != null) {
if (boundBox == null) boundBox = new BoundBox();
boundBox.copyFrom(source.boundBox);
} else boundBox = null;
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.geom.Utils3D;
use namespace alternativa3d;
public class WireBoundBox extends Object3D {
static private const cameraVertices:Vector.<Number> = new Vector.<Number>(24, true);
static private const projectedVertices:Vector.<Number> = new Vector.<Number>(16, true);
static private const uvts:Vector.<Number> = new Vector.<Number>(24, true);
public var thickness:Number = 0;
public var color:uint = 0xFFFFFF;
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
cameraVertices[0] = _boundBox.minX;
cameraVertices[1] = _boundBox.minY;
cameraVertices[2] = _boundBox.minZ;
cameraVertices[3] = _boundBox.minX;
cameraVertices[4] = _boundBox.minY;
cameraVertices[5] = _boundBox.maxZ;
cameraVertices[6] = _boundBox.minX;
cameraVertices[7] = _boundBox.maxY;
cameraVertices[8] = _boundBox.minZ;
cameraVertices[9] = _boundBox.minX;
cameraVertices[10] = _boundBox.maxY;
cameraVertices[11] = _boundBox.maxZ;
cameraVertices[12] = _boundBox.maxX;
cameraVertices[13] = _boundBox.minY;
cameraVertices[14] = _boundBox.minZ;
cameraVertices[15] = _boundBox.maxX;
cameraVertices[16] = _boundBox.minY;
cameraVertices[17] = _boundBox.maxZ;
cameraVertices[18] = _boundBox.maxX;
cameraVertices[19] = _boundBox.maxY;
cameraVertices[20] = _boundBox.minZ;
cameraVertices[21] = _boundBox.maxX;
cameraVertices[22] = _boundBox.maxY;
cameraVertices[23] = _boundBox.maxZ;
object.cameraMatrix.transformVectors(cameraVertices, cameraVertices);
for (var i:int = 0; i < 8; i++) {
if (cameraVertices[int(i*3 + 2)] <= 0) return;
}
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(true, false, object.alpha, object.blendMode, object.colorTransform, object.filters);
// Проецируем точки
Utils3D.projectVectors(camera.projectionMatrix, cameraVertices, projectedVertices, uvts);
// Отрисовка
canvas.gfx.lineStyle(thickness, color);
canvas.gfx.moveTo(projectedVertices[0], projectedVertices[1]);
canvas.gfx.lineTo(projectedVertices[2], projectedVertices[3]);
canvas.gfx.lineTo(projectedVertices[6], projectedVertices[7]);
canvas.gfx.lineTo(projectedVertices[4], projectedVertices[5]);
canvas.gfx.lineTo(projectedVertices[0], projectedVertices[1]);
canvas.gfx.moveTo(projectedVertices[8], projectedVertices[9]);
canvas.gfx.lineTo(projectedVertices[10], projectedVertices[11]);
canvas.gfx.lineTo(projectedVertices[14], projectedVertices[15]);
canvas.gfx.lineTo(projectedVertices[12], projectedVertices[13]);
canvas.gfx.lineTo(projectedVertices[8], projectedVertices[9]);
canvas.gfx.moveTo(projectedVertices[0], projectedVertices[1]);
canvas.gfx.lineTo(projectedVertices[8], projectedVertices[9]);
canvas.gfx.moveTo(projectedVertices[2], projectedVertices[3]);
canvas.gfx.lineTo(projectedVertices[10], projectedVertices[11]);
canvas.gfx.moveTo(projectedVertices[4], projectedVertices[5]);
canvas.gfx.lineTo(projectedVertices[12], projectedVertices[13]);
canvas.gfx.moveTo(projectedVertices[6], projectedVertices[7]);
canvas.gfx.lineTo(projectedVertices[14], projectedVertices[15]);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.geom.Utils3D;
use namespace alternativa3d;
public class WireQuad extends Object3D {
public var vertices:Vector.<Number>;
static private const cameraVertices:Vector.<Number> = new Vector.<Number>(12, true);
static private const projectedVertices:Vector.<Number> = new Vector.<Number>(8, true);
static private const uvts:Vector.<Number> = new Vector.<Number>(12, true);
public var thickness:Number = 0;
public var color:uint = 0xFFFFFF;
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
object.cameraMatrix.transformVectors(vertices, cameraVertices);
for (var i:int = 0; i < 4; i++) {
if (cameraVertices[(i*3 + 2)] <= 0) return;
}
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(true, false, object.alpha, object.blendMode, object.colorTransform, object.filters);
// Проецируем точки
Utils3D.projectVectors(camera.projectionMatrix, cameraVertices, projectedVertices, uvts);
// Отрисовка
canvas.gfx.lineStyle(thickness, color);
canvas.gfx.moveTo(projectedVertices[0], projectedVertices[1]);
canvas.gfx.lineTo(projectedVertices[2], projectedVertices[3]);
canvas.gfx.lineTo(projectedVertices[4], projectedVertices[5]);
canvas.gfx.lineTo(projectedVertices[6], projectedVertices[7]);
canvas.gfx.lineTo(projectedVertices[0], projectedVertices[1]);
}
}
}

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package alternativa.engine3d.primitives {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.objects.Mesh;
use namespace alternativa3d;
public class Box extends Mesh {
public function Box(width:Number = 100, length:Number = 100, height:Number = 100, widthSegments:uint = 1, lengthSegments:uint = 1, heightSegments:uint = 1, reverse:Boolean = false) {
var wp:uint = widthSegments + 1;
var lp:uint = lengthSegments + 1;
var hp:uint = heightSegments + 1;
createEmptyGeometry((wp*(lp + hp) + lp*hp) << 1, (widthSegments*(lengthSegments + heightSegments) + lengthSegments*heightSegments) << 2);
var wh:Number = width*0.5;
var lh:Number = length*0.5;
var hh:Number = height*0.5;
var wd:Number = 1/widthSegments;
var ld:Number = 1/lengthSegments;
var hd:Number = 1/heightSegments;
var ws:Number = width/widthSegments;
var ls:Number = length/lengthSegments;
var hs:Number = height/heightSegments;
var x:uint;
var y:uint;
var z:uint;
var v:uint = 0;
var f:uint = 0;
// Нижняя грань
for (x = 0; x < wp; x++) {
for (y = 0; y < lp; y++) {
vertices[v] = x*ws - wh;
uvts[v++] = (widthSegments - x)*wd;
vertices[v] = y*ls - lh;
uvts[v++] = (lengthSegments - y)*ld;
vertices[v++] = -hh;
if (x < widthSegments && y < lengthSegments) {
if (reverse) {
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = x*lp + y + 1;
indices[f++] = x*lp + y;
indices[f++] = (x + 1)*lp + y;
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = x*lp + y;
} else {
indices[f++] = x*lp + y;
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = (x + 1)*lp + y;
indices[f++] = x*lp + y;
indices[f++] = x*lp + y + 1;
indices[f++] = (x + 1)*lp + y + 1;
}
}
}
}
var o:uint = wp*lp;
// Верхняя грань
for (x = 0; x < wp; x++) {
for (y = 0; y < lp; y++) {
vertices[v] = x*ws - wh;
uvts[v++] = x*wd;
vertices[v] = y*ls - lh;
uvts[v++] = (lengthSegments - y)*ld;
vertices[v++] = hh;
if (x < widthSegments && y < lengthSegments) {
if (reverse) {
indices[f++] = o + x*lp + y + 1;
indices[f++] = o + (x + 1)*lp + y + 1;
indices[f++] = o + x*lp + y;
indices[f++] = o + (x + 1)*lp + y + 1;
indices[f++] = o + (x + 1)*lp + y;
indices[f++] = o + x*lp + y;
} else {
indices[f++] = o + x*lp + y;
indices[f++] = o + (x + 1)*lp + y;
indices[f++] = o + (x + 1)*lp + y + 1;
indices[f++] = o + x*lp + y;
indices[f++] = o + (x + 1)*lp + y + 1;
indices[f++] = o + x*lp + y + 1;
}
}
}
}
o += wp*lp;
// Передняя грань
for (x = 0; x < wp; x++) {
for (z = 0; z < hp; z++) {
vertices[v] = x*ws - wh;
uvts[v++] = x*wd;
vertices[v] = -lh;
uvts[v++] = (heightSegments - z)*hd;
vertices[v++] = z*hs - hh;
if (x < widthSegments && z < heightSegments) {
if (reverse) {
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + x*hp + z;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + x*hp + z;
} else {
indices[f++] = o + x*hp + z;
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + x*hp + z;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + x*hp + z + 1;
}
}
}
}
o += wp*hp;
// Задняя грань
for (x = 0; x < wp; x++) {
for (z = 0; z < hp; z++) {
vertices[v] = x*ws - wh;
uvts[v++] = (widthSegments - x)*wd;
vertices[v] = lh;
uvts[v++] = (heightSegments - z)*hd;
vertices[v++] = z*hs - hh;
if (x < widthSegments && z < heightSegments) {
if (reverse) {
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + x*hp + z;
} else {
indices[f++] = o + x*hp + z;
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z;
}
}
}
}
o += wp*hp;
// Левая грань
for (y = 0; y < lp; y++) {
for (z = 0; z < hp; z++) {
vertices[v] = -wh;
uvts[v++] = (lengthSegments - y)*ld;
vertices[v] = y*ls - lh;
uvts[v++] = (heightSegments - z)*hd;
vertices[v++] = z*hs - hh;
if (y < lengthSegments && z < heightSegments) {
if (reverse) {
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + y*hp + z;
} else {
indices[f++] = o + y*hp + z;
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z;
}
}
}
}
o += lp*hp;
// Правая грань
for (y = 0; y < lp; y++) {
for (z = 0; z < hp; z++) {
vertices[v] = wh;
uvts[v++] = y*ld;
vertices[v] = y*ls - lh;
uvts[v++] = (heightSegments - z)*hd;
vertices[v++] = z*hs - hh;
if (y < lengthSegments && z < heightSegments) {
if (reverse) {
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + y*hp + z;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + y*hp + z;
} else {
indices[f++] = o + y*hp + z;
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + y*hp + z;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + y*hp + z + 1;
}
}
}
}
// Установка границ
_boundBox = new BoundBox();
_boundBox.setSize(-wh, -lh, -hh, wh, lh, hh);
}
}
}

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package alternativa.engine3d.primitives {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.objects.Mesh;
use namespace alternativa3d;
public class GeoSphere extends Mesh {
public function GeoSphere(radius:Number = 100, segments:uint = 2, reverse:Boolean = false) {
const sections:uint = 20;
var i:uint;
var theta:Number;
var sin:Number;
var cos:Number;
// z расстояние до нижней и верхней крышки полюса
var subz:Number = 4.472136E-001*radius;
// радиус на расстоянии subz
var subrad:Number = 2*subz;
var v:uint = 0;
var f:uint = sections*segments*segments;
createEmptyGeometry(f/2 + 2, f);
vertices[v++] = 0;
vertices[v++] = 0;
vertices[v++] = radius;
// Создание вершин верхней крышки
for (i = 0; i < 5; i++) {
theta = Math.PI*2*i/5;
sin = Math.sin(theta);
cos = Math.cos(theta);
vertices[v++] = subrad*cos;
vertices[v++] = subrad*sin;
vertices[v++] = subz;
}
// Создание вершин нижней крышки
for (i = 0; i < 5; i++) {
theta = Math.PI*((i << 1) + 1)/5;
sin = Math.sin(theta);
cos = Math.cos(theta);
vertices[v++] = subrad*cos;
vertices[v++] = subrad*sin;
vertices[v++] = -subz;
}
vertices[v++] = 0;
vertices[v++] = 0;
vertices[v++] = -radius;
for (i = 1; i < 6; i++) {
v = interpolate(0, i, segments, v);
}
for (i = 1; i < 6; i++) {
v = interpolate(i, i % 5 + 1, segments, v);
}
for (i = 1; i < 6; i++) {
v = interpolate(i, i + 5, segments, v);
}
for (i = 1; i < 6; i++) {
v = interpolate(i, (i + 3) % 5 + 6, segments, v);
}
for (i = 1; i < 6; i++) {
v = interpolate(i + 5, i % 5 + 6, segments, v);
}
for (i = 6; i < 11; i++) {
v = interpolate(11, i, segments, v);
}
for (f = 0; f < 5; f++) {
for (i = 1; i <= segments - 2; i++) {
v = interpolate(12 + f*(segments - 1) + i, 12 + (f + 1) % 5*(segments - 1) + i, i + 1, v);
}
}
for (f = 0; f < 5; f++) {
for (i = 1; i <= segments - 2; i++) {
v = interpolate(12 + (f + 15)*(segments - 1) + i, 12 + (f + 10)*(segments - 1) + i, i + 1, v);
}
}
for (f = 0; f < 5; f++) {
for (i = 1; i <= segments - 2; i++) {
v = interpolate(12 + ((f + 1) % 5 + 15)*(segments - 1) + segments - 2 - i, 12 + (f + 10)*(segments - 1) + segments - 2 - i, i + 1, v);
}
}
for (f = 0; f < 5; f++) {
for (i = 1; i <= segments - 2; i++) {
v = interpolate(12 + ((f + 1) % 5 + 25)*(segments - 1) + i, 12 + (f + 25)*(segments - 1) + i, i + 1, v);
}
}
for (i = 0; i < numVertices; i++) {
var j:uint = i*3;
uvts[j] = Math.atan2(vertices[j + 1], vertices[j])/(Math.PI*2);
uvts[j] = 0.5 + (reverse ? -uvts[j] : uvts[j]);
uvts[j + 1] = 0.5 + Math.asin(vertices[j + 2]/radius)/Math.PI;
}
var num:uint = 0;
for (f = 0; f <= sections - 1; f++) {
for (var row:uint = 0; row <= segments - 1; row++) {
for (var column:uint = 0; column <= row; column++) {
var a:uint = findVertices(segments, f, row, column);
var b:uint = findVertices(segments, f, row + 1, column);
var c:uint = findVertices(segments, f, row + 1, column + 1);
if (reverse) {
indices[num++] = a;
indices[num++] = c;
indices[num++] = b;
} else {
indices[num++] = a;
indices[num++] = b;
indices[num++] = c;
}
if (column < row) {
var d:uint = findVertices(segments, f, row, column + 1);
if (reverse) {
indices[num++] = a;
indices[num++] = d;
indices[num++] = c;
} else {
indices[num++] = a;
indices[num++] = c;
indices[num++] = d;
}
}
}
}
}
// Установка границ
_boundBox = new BoundBox();
_boundBox.setSize(-radius, -radius, -radius, radius, radius, radius);
}
private function interpolate(a:uint, b:uint, num:uint, v:uint):uint {
if (num < 2) {
return v;
}
a *= 3;
b *= 3;
var ax:Number = vertices[a];
var ay:Number = vertices[a + 1];
var az:Number = vertices[a + 2];
var bx:Number = vertices[b];
var by:Number = vertices[b + 1];
var bz:Number = vertices[b + 2];
var cos:Number = (ax*bx + ay*by + az*bz)/(ax*ax + ay*ay + az*az);
cos = (cos < -1) ? -1 : ((cos > 1) ? 1 : cos);
var theta:Number = Math.acos(cos);
var sin:Number = Math.sin(theta);
for (var e:uint = 1; e < num; e++) {
var theta1:Number = theta*e/num;
var theta2:Number = theta*(num - e)/num;
var st1:Number = Math.sin(theta1);
var st2:Number = Math.sin(theta2);
vertices[v++] = (ax*st2 + bx*st1)/sin;
vertices[v++] = (ay*st2 + by*st1)/sin;
vertices[v++] = (az*st2 + bz*st1)/sin;
}
return v;
}
private function findVertices(segments:uint, section:uint, row:uint, column:uint):uint {
if (row == 0) {
if (section < 5) {
return (0);
}
if (section > 14) {
return (11);
}
return (section - 4);
}
if (row == segments && column == 0) {
if (section < 5) {
return (section + 1);
}
if (section < 10) {
return ((section + 4) % 5 + 6);
}
if (section < 15) {
return ((section + 1) % 5 + 1);
}
return ((section + 1) % 5 + 6);
}
if (row == segments && column == segments) {
if (section < 5) {
return ((section + 1) % 5 + 1);
}
if (section < 10) {
return (section + 1);
}
if (section < 15) {
return (section - 9);
}
return (section - 9);
}
if (row == segments) {
if (section < 5) {
return (12 + (5 + section)*(segments - 1) + column - 1);
}
if (section < 10) {
return (12 + (20 + (section + 4) % 5)*(segments - 1) + column - 1);
}
if (section < 15) {
return (12 + (section - 5)*(segments - 1) + segments - 1 - column);
}
return (12 + (5 + section)*(segments - 1) + segments - 1 - column);
}
if (column == 0) {
if (section < 5) {
return (12 + section*(segments - 1) + row - 1);
}
if (section < 10) {
return (12 + (section % 5 + 15)*(segments - 1) + row - 1);
}
if (section < 15) {
return (12 + ((section + 1) % 5 + 15)*(segments - 1) + segments - 1 - row);
}
return (12 + ((section + 1) % 5 + 25)*(segments - 1) + row - 1);
}
if (column == row) {
if (section < 5) {
return (12 + (section + 1) % 5*(segments - 1) + row - 1);
}
if (section < 10) {
return (12 + (section % 5 + 10)*(segments - 1) + row - 1);
}
if (section < 15) {
return (12 + (section % 5 + 10)*(segments - 1) + segments - row - 1);
}
return (12 + (section % 5 + 25)*(segments - 1) + row - 1);
}
return (12 + 30*(segments - 1) + section*(segments - 1)*(segments - 2)/2 + (row - 1)*(row - 2)/2 + column - 1);
}
}
}

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package alternativa.engine3d.primitives {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.objects.Mesh;
use namespace alternativa3d;
/**
*
*/
public class Plane extends Mesh {
/**
*
* @param width
* @param length
* @param widthSegments
* @param lengthSegments
*/
public function Plane(width:Number = 100, length:Number = 100, widthSegments:uint = 1, lengthSegments:uint = 1) {
var wp:uint = widthSegments + 1;
var lp:uint = lengthSegments + 1;
createEmptyGeometry(wp*lp, (widthSegments*lengthSegments) << 2);
var wh:Number = width*0.5;
var lh:Number = length*0.5;
var wd:Number = 1/widthSegments;
var ld:Number = 1/lengthSegments;
var ws:Number = width/widthSegments;
var ls:Number = length/lengthSegments;
var x:uint;
var y:uint;
var z:uint;
var v:uint = 0;
var f:uint = 0;
// Верхняя грань
for (x = 0; x < wp; x++) {
for (y = 0; y < lp; y++) {
vertices[v] = x*ws - wh;
uvts[v++] = x*wd;
vertices[v] = y*ls - lh;
uvts[v++] = (lengthSegments - y)*ld;
vertices[v++] = 0;
if (x < widthSegments && y < lengthSegments) {
indices[f++] = x*lp + y;
indices[f++] = (x + 1)*lp + y;
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = x*lp + y;
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = x*lp + y + 1;
}
}
}
// Установка границ
_boundBox = new BoundBox();
_boundBox.setSize(-wh, -lh, 0, wh, lh, 0);
}
}
}

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package alternativa {
/**
* Класс содержит информацию о версии библиотеки.
* Также используется для интеграции библиотеки в среду разработки Adobe Flash.
*/
public class Alternativa3D {
/**
* Версия библиотеки в формате: поколение.feature-версия.fix-версия
*/
public static const version:String = "7.0.0";
}
}

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package alternativa.engine3d {
public namespace alternativa3d = "http://alternativaplatform.com/en/alternativa3d";
}

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package alternativa.engine3d.containers {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import flash.geom.Vector3D;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.core.Object3DContainer;
use namespace alternativa3d;
/**
* Контейнер, дочерние объекты которого отрисовываются по удалённости от камеры
*/
public class AverageZContainer extends Object3DContainer {
static private const averageZ:Vector.<Number> = new Vector.<Number>();
static private const center:Vector.<Number> = Vector.<Number>([0, 0, 0]);
static private const cameraCenter:Vector.<Number> = new Vector.<Number>(3, true);
static private const sortingStack:Vector.<int> = new Vector.<int>();
private var sortingStackIndex:int;
private var sortingLeft:Number;
private var sortingMedian:Number;
private var sortingRight:Number;
private var sortingChild:Object3D;
override protected function calculateOrder(camera:Camera3D, object:Object3D):void {
// Сортировка
for (var i:int = 0; i < numVisibleChildren; i++) {
(visibleChildren[i] as Object3D).cameraMatrix.transformVectors(center, cameraCenter);
averageZ[i] = cameraCenter[0]*cameraCenter[0] + cameraCenter[1]*cameraCenter[1] + cameraCenter[2]*cameraCenter[2];
}
var j:int, l:int = 0, r:int = numVisibleChildren - 1;
sortingStack[0] = l;
sortingStack[1] = r;
sortingStackIndex = 2;
while (sortingStackIndex > 0) {
j = r = sortingStack[--sortingStackIndex];
i = l = sortingStack[--sortingStackIndex];
sortingMedian = averageZ[(r + l) >> 1];
do {
while ((sortingLeft = averageZ[i]) > sortingMedian) i++;
while ((sortingRight = averageZ[j]) < sortingMedian) j--;
if (i <= j) {
sortingChild = visibleChildren[i];
visibleChildren[i] = visibleChildren[j];
visibleChildren[j] = sortingChild;
averageZ[i++] = sortingRight;
averageZ[j--] = sortingLeft;
}
} while (i <= j);
if (l < j) {
sortingStack[sortingStackIndex++] = l;
sortingStack[sortingStackIndex++] = j;
}
if (i < r) {
sortingStack[sortingStackIndex++] = i;
sortingStack[sortingStackIndex++] = r;
}
}
}
}
}

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package alternativa.engine3d.containers {
import alternativa.engine3d.alternativa3d;
import flash.geom.Vector3D;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.core.Object3DContainer;
use namespace alternativa3d;
public class DirectionContainer extends Object3DContainer {
public var direction:Vector3D = new Vector3D(0, 0, -1);
override protected function calculateOrder(camera:Camera3D, object:Object3D):void {
if (Vector3D.Z_AXIS.dotProduct(object.cameraMatrix.deltaTransformVector(direction)) < 0) {
var num:uint = numVisibleChildren >> 1;
for (var i:uint = 0; i < num; i++) {
var child:Object3D = visibleChildren[i];
visibleChildren[i] = visibleChildren[numVisibleChildren - 1 - i];
visibleChildren[numVisibleChildren - 1 - i] = child;
}
}
}
}
}

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package alternativa.engine3d.containers {
import flash.display.BitmapData;
import __AS3__.vec.Vector;
import alternativa.engine3d.core.Object3DContainer;
import alternativa.engine3d.objects.Mesh;
public class SkyBox extends Object3DContainer {
private var backPlane:Mesh;
private var frontPlane:Mesh;
private var topPlane:Mesh;
private var bottomPlane:Mesh;
private var leftPlane:Mesh;
private var rightPlane:Mesh;
public function SkyBox():void {
backPlane = new Mesh();
frontPlane = new Mesh();
topPlane = new Mesh();
bottomPlane = new Mesh();
leftPlane = new Mesh();
rightPlane = new Mesh();
backPlane.clipping = 2;
frontPlane.clipping = 2;
topPlane.clipping = 2;
bottomPlane.clipping = 2;
leftPlane.clipping = 2;
rightPlane.clipping = 2;
backPlane.perspectiveCorrection = true;
frontPlane.perspectiveCorrection = true;
topPlane.perspectiveCorrection = true;
bottomPlane.perspectiveCorrection = true;
leftPlane.perspectiveCorrection = true;
rightPlane.perspectiveCorrection = true;
const size:Number = 1000;
backPlane.vertices = Vector.<Number>([
-size, -size, -size,
-size, -size, size,
size, -size, size,
size, -size, -size,
]);
frontPlane.vertices = Vector.<Number>([
size, size, -size,
size, size, size,
-size, size, size,
-size, size, -size,
]);
topPlane.vertices = Vector.<Number>([
size, size, size,
size, -size, size,
-size, -size, size,
-size, size, size,
]);
bottomPlane.vertices = Vector.<Number>([
size, -size, -size,
size, size, -size,
-size, size, -size,
-size, -size, -size,
]);
leftPlane.vertices = Vector.<Number>([
-size, size, -size,
-size, size, size,
-size, -size, size,
-size, -size, -size,
]);
rightPlane.vertices = Vector.<Number>([
size, -size, -size,
size, -size, size,
size, size, size,
size, size, -size,
]);
var uvts:Vector.<Number> = Vector.<Number>([1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0]);
backPlane.uvts = uvts;
frontPlane.uvts = uvts;
topPlane.uvts = uvts;
bottomPlane.uvts = uvts;
leftPlane.uvts = uvts;
rightPlane.uvts = uvts;
var uvs:Vector.<Number> = Vector.<Number>([1, 1, 1, 0, 0, 0, 0, 1]);
backPlane.uvs = uvs;
frontPlane.uvs = uvs;
topPlane.uvs = uvs;
bottomPlane.uvs = uvs;
leftPlane.uvs = uvs;
rightPlane.uvs = uvs;
var indices:Vector.<int> = Vector.<int>([4, 0, 1, 2, 3]);
backPlane.indices = indices;
frontPlane.indices = indices;
topPlane.indices = indices;
bottomPlane.indices = indices;
leftPlane.indices = indices;
rightPlane.indices = indices;
backPlane.numVertices = 4;
frontPlane.numVertices = 4;
topPlane.numVertices = 4;
bottomPlane.numVertices = 4;
leftPlane.numVertices = 4;
rightPlane.numVertices = 4;
backPlane.numFaces = 1;
frontPlane.numFaces = 1;
topPlane.numFaces = 1;
bottomPlane.numFaces = 1;
leftPlane.numFaces = 1;
rightPlane.numFaces = 1;
backPlane.poly = true;
frontPlane.poly = true;
topPlane.poly = true;
bottomPlane.poly = true;
leftPlane.poly = true;
rightPlane.poly = true;
addChild(backPlane);
addChild(frontPlane);
addChild(topPlane);
addChild(bottomPlane);
addChild(leftPlane);
addChild(rightPlane);
}
public function set backTexture(value:BitmapData):void {
backPlane.texture = value;
}
public function set frontTexture(value:BitmapData):void {
frontPlane.texture = value;
}
public function set topTexture(value:BitmapData):void {
topPlane.texture = value;
}
public function set bottomTexture(value:BitmapData):void {
bottomPlane.texture = value;
}
public function set leftTexture(value:BitmapData):void {
leftPlane.texture = value;
}
public function set rightTexture(value:BitmapData):void {
rightPlane.texture = value;
}
}
}

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package alternativa.engine3d.containers {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.core.Object3DContainer;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
use namespace alternativa3d;
public class SplitContainer extends Object3DContainer {
public var splitPlane:Vector3D = new Vector3D(0, 0, 1, 0);
static private const invertCameraMatrix:Matrix3D = new Matrix3D();
static private const cameraPosition:Vector.<Number> = Vector.<Number>([0, 0, 0]);
static private const invertCameraPosition:Vector.<Number> = new Vector.<Number>(3, true);
override protected function calculateOrder(camera:Camera3D, object:Object3D):void {
invertCameraMatrix.identity();
invertCameraMatrix.prepend(object.cameraMatrix);
invertCameraMatrix.invert();
invertCameraMatrix.transformVectors(cameraPosition, invertCameraPosition);
if (invertCameraPosition[0]*splitPlane.x + invertCameraPosition[1]*splitPlane.y + invertCameraPosition[2]*splitPlane.z < splitPlane.w) {
var num:uint = numVisibleChildren >> 1;
for (var i:uint = 0; i < num; i++) {
var child:Object3D = visibleChildren[i];
visibleChildren[i] = visibleChildren[numVisibleChildren - 1 - i];
visibleChildren[numVisibleChildren - 1 - i] = child;
}
}
}
}
}

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package alternativa.engine3d.controllers {
import __AS3__.vec.Vector;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Object3D;
import flash.display.InteractiveObject;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.ui.Keyboard;
import flash.utils.getTimer;
/**
*
*/
public class SimpleObjectController {
/**
* Имя действия для привязки клавиш движения вперёд.
*/
public static const ACTION_FORWARD:String = "ACTION_FORWARD";
/**
* Имя действия для привязки клавиш движения назад.
*/
public static const ACTION_BACK:String = "ACTION_BACK";
/**
* Имя действия для привязки клавиш движения влево.
*/
public static const ACTION_LEFT:String = "ACTION_LEFT";
/**
* Имя действия для привязки клавиш движения вправо.
*/
public static const ACTION_RIGHT:String = "ACTION_RIGHT";
/**
* Имя действия для привязки клавиш движения вверх.
*/
public static const ACTION_UP:String = "ACTION_UP";
/**
* Имя действия для привязки клавиш движения вниз.
*/
public static const ACTION_DOWN:String = "ACTION_DOWN";
/**
* Имя действия для привязки клавиш поворота вверх.
*/
public static const ACTION_PITCH_UP:String = "ACTION_PITCH_UP";
/**
* Имя действия для привязки клавиш поворота вниз.
*/
public static const ACTION_PITCH_DOWN:String = "ACTION_PITCH_DOWN";
/**
* Имя действия для привязки клавиш поворота налево.
*/
public static const ACTION_YAW_LEFT:String = "ACTION_YAW_LEFT";
/**
* Имя действия для привязки клавиш поворота направо.
*/
public static const ACTION_YAW_RIGHT:String = "ACTION_YAW_RIGHT";
/**
* Имя действия для привязки клавиш увеличения скорости.
*/
public static const ACTION_ACCELERATE:String = "ACTION_ACCELERATE";
/**
* Имя действия для привязки клавиш активации обзора мышью.
*/
public static const ACTION_MOUSE_LOOK:String = "ACTION_MOUSE_LOOK";
public var speed:Number;
public var speedMultiplier:Number;
public var mouseSensitivity:Number;
public var maxPitch:Number = Number.MAX_VALUE;
public var minPitch:Number = -Number.MAX_VALUE;
private var eventSource:InteractiveObject;
private var _object:Object3D;
private var _up:Boolean;
private var _down:Boolean;
private var _forward:Boolean;
private var _back:Boolean;
private var _left:Boolean;
private var _right:Boolean;
private var _accelerate:Boolean;
private var displacement:Vector3D = new Vector3D();
private var mousePoint:Point = new Point();
private var mouseLook:Boolean;
private var objectTransform:Vector.<Vector3D>;
private var time:int;
/**
* Ассоциативный массив, связывающий имена команд с реализующими их функциями. Функции должны иметь вид
* function(value:Boolean):void. Значение параметра <code>value</code> указывает, нажата или отпущена соответсвующая команде
* клавиша.
*/
private var actionBindings:Object = {};
/**
* Ассоциативный массив, связывающий коды клавиатурных клавиш с именами команд.
*/
protected var keyBindings:Object = {};
/**
*
* @param eventSource источник событий для контроллера
* @param speed скорость поступательного перемещения объекта
* @param mouseSensitivity чувствительность мыши - количество градусов поворота на один пиксель перемещения мыши
*/
public function SimpleObjectController(eventSource:InteractiveObject, object:Object3D, speed:Number, speedMultiplier:Number = 3, mouseSensitivity:Number = 1) {
this.eventSource = eventSource;
this.object = object;
this.speed = speed;
this.speedMultiplier = speedMultiplier;
this.mouseSensitivity = mouseSensitivity;
actionBindings[ACTION_FORWARD] = moveForward;
actionBindings[ACTION_BACK] = moveBack;
actionBindings[ACTION_LEFT] = moveLeft;
actionBindings[ACTION_RIGHT] = moveRight;
actionBindings[ACTION_UP] = moveUp;
actionBindings[ACTION_DOWN] = moveDown;
actionBindings[ACTION_ACCELERATE] = accelerate;
setDefaultBindings();
enable();
}
/**
* Активирует контроллер.
*/
public function enable():void {
eventSource.addEventListener(KeyboardEvent.KEY_DOWN, onKey);
eventSource.addEventListener(KeyboardEvent.KEY_UP, onKey);
eventSource.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
eventSource.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
/**
* Дективирует контроллер.
*/
public function disable():void {
eventSource.removeEventListener(KeyboardEvent.KEY_DOWN, onKey);
eventSource.removeEventListener(KeyboardEvent.KEY_UP, onKey);
eventSource.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
eventSource.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
stopMouseLook();
}
/**
*
*/
private function onMouseDown(e:MouseEvent):void {
startMouseLook();
}
/**
*
*/
private function onMouseUp(e:MouseEvent):void {
stopMouseLook();
}
/**
* Включает режим взгляда мышью.
*/
public function startMouseLook():void {
mousePoint.x = eventSource.mouseX;
mousePoint.y = eventSource.mouseY;
mouseLook = true;
}
/**
* Отключает режим взгляда мышью.
*/
public function stopMouseLook():void {
mouseLook = false;
}
/**
*
*/
private function onKey(e:KeyboardEvent):void {
var method:Function = keyBindings[e.keyCode];
if (method != null) method.call(this, e.type == KeyboardEvent.KEY_DOWN);
}
/**
* Управляемый объект.
*/
public function set object(value:Object3D):void {
_object = value;
updateObjectTransform();
}
/**
*
*/
public function get object():Object3D {
return _object;
}
/**
* Обновляет инофрмацию о трансформации объекта. Метод следует вызывать после изменения матрицы объекта вне контролллера.
*/
public function updateObjectTransform():void {
if (_object != null) objectTransform = _object.matrix.decompose();
}
/**
* Вычисляет новое положение объекта, используя внутренний счётчик времени.
*/
public function update():void {
if (_object == null) return;
var frameTime:Number = time;
time = getTimer();
frameTime = 0.001*(time - frameTime);
if (frameTime > 0.1) frameTime = 0.1;
var moved:Boolean = false;
if (mouseLook) {
var dx:Number = eventSource.mouseX - mousePoint.x;
var dy:Number = eventSource.mouseY - mousePoint.y;
mousePoint.x = eventSource.mouseX;
mousePoint.y = eventSource.mouseY;
var v:Vector3D = objectTransform[1];
v.x -= dy*Math.PI/180*mouseSensitivity;
if (v.x > maxPitch) v.x = maxPitch;
if (v.x < minPitch) v.x = minPitch;
v.z -= dx*Math.PI/180*mouseSensitivity;
moved = true;
}
displacement.x = _right ? 1 : (_left ? -1 : 0);
displacement.y = _forward ? 1 : (_back ? -1 : 0);
displacement.z = _up ? 1 : (_down ? -1 : 0);
if (displacement.lengthSquared > 0) {
if (_object is Camera3D) {
var tmp:Number = displacement.z;
displacement.z = displacement.y;
displacement.y = -tmp;
}
deltaTransformVector(displacement);
if (_accelerate) displacement.scaleBy(speedMultiplier*speed*frameTime/displacement.length);
else displacement.scaleBy(speed*frameTime/displacement.length);
(objectTransform[0] as Vector3D).incrementBy(displacement);
moved = true;
}
if (moved) _object.matrix.recompose(objectTransform);
}
/**
*
* @param pos
*/
public function setObjectPos(pos:Vector3D):void {
if (_object != null) {
var v:Vector3D = objectTransform[0];
v.x = pos.x;
v.y = pos.y;
v.z = pos.z;
}
}
/**
*
* @param pos
*/
public function setObjectPosXYZ(x:Number, y:Number, z:Number):void {
if (_object != null) {
var v:Vector3D = objectTransform[0];
v.x = x;
v.y = y;
v.z = z;
}
}
/**
*
* @param point
*/
public function lookAt(point:Vector3D):void {
lookAtXYZ(point.x, point.y, point.z);
}
/**
*
* @param x
* @param y
* @param z
*/
public function lookAtXYZ(x:Number, y:Number, z:Number):void {
if (_object == null) return;
var v:Vector3D = objectTransform[0];
var dx:Number = x - v.x;
var dy:Number = y - v.y;
var dz:Number = z - v.z;
v = objectTransform[1];
v.x = Math.atan2(dz, Math.sqrt(dx*dx + dy*dy));
if (_object is Camera3D) v.x -= 0.5*Math.PI;
v.y = 0;
v.z = -Math.atan2(dx, dy);
_object.matrix.recompose(objectTransform);
}
private var _vin:Vector.<Number> = new Vector.<Number>(3);
private var _vout:Vector.<Number> = new Vector.<Number>(3);
private function deltaTransformVector(v:Vector3D):void {
_vin[0] = v.x;
_vin[1] = v.y;
_vin[2] = v.z;
_object.matrix.transformVectors(_vin, _vout);
var c:Vector3D = objectTransform[0];
v.x = _vout[0] - c.x;
v.y = _vout[1] - c.y;
v.z = _vout[2] - c.z;
}
/**
* Активация движения вперёд.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveForward(value:Boolean):void {
_forward = value;
}
/**
* Активация движения назад.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveBack(value:Boolean):void {
_back = value;
}
/**
* Активация движения влево.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveLeft(value:Boolean):void {
_left = value;
}
/**
* Активация движения вправо.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveRight(value:Boolean):void {
_right = value;
}
/**
* Активация движения вверх.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveUp(value:Boolean):void {
_up = value;
}
/**
* Активация движения вниз.
*
* @param value <code>true</code> для начала движения, <code>false</code> для окончания
*/
public function moveDown(value:Boolean):void {
_down = value;
}
/**
* Активация режима увеличенной скорости.
*
* @param value <code>true</code> для включения ускорения, <code>false</code> для выключения
*/
public function accelerate(value:Boolean):void {
_accelerate = value;
}
/**
* Метод выполняет привязку клавиши к действию. Одной клавише может быть назначено только одно действие.
*
* @param keyCode код клавиши
* @param action наименование действия
*
* @see #unbindKey()
* @see #unbindAll()
*/
public function bindKey(keyCode:uint, action:String):void {
var method:Function = actionBindings[action];
if (method != null) keyBindings[keyCode] = method;
}
/**
*
*/
public function bindKeys(bindings:Array):void {
for (var i:int = 0; i < bindings.length; i += 2) bindKey(bindings[i], bindings[i + 1]);
}
/**
* Очистка привязки клавиши.
*
* @param keyCode код клавиши
*
* @see #bindKey()
* @see #unbindAll()
*/
public function unbindKey(keyCode:uint):void {
delete keyBindings[keyCode];
}
/**
* Очистка привязки всех клавиш.
*
* @see #bindKey()
* @see #unbindKey()
*/
public function unbindAll():void {
for (var key:* in keyBindings) delete keyBindings[key];
}
/**
* Метод устанавливает привязки клавиш по умолчанию. Реализация по умолчанию не делает ничего.
*
* @see #bindKey()
* @see #unbindKey()
* @see #unbindAll()
*/
public function setDefaultBindings():void {
bindKey(87, ACTION_FORWARD);
bindKey(83, ACTION_BACK);
bindKey(65, ACTION_LEFT);
bindKey(68, ACTION_RIGHT);
bindKey(69, ACTION_UP);
bindKey(67, ACTION_DOWN);
bindKey(Keyboard.SHIFT, ACTION_ACCELERATE);
bindKey(Keyboard.UP, ACTION_FORWARD);
bindKey(Keyboard.DOWN, ACTION_BACK);
bindKey(Keyboard.LEFT, ACTION_LEFT);
bindKey(Keyboard.RIGHT, ACTION_RIGHT);
}
}
}

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package alternativa.engine3d.core {
import alternativa.engine3d.alternativa3d;
import __AS3__.vec.Vector;
use namespace alternativa3d;
public class BSPNode {
static private var collector:Vector.<BSPNode> = new Vector.<BSPNode>();
static private var collectorLength:int = 0;
// Нормаль и смещение
public var normalX:Number;
public var normalY:Number;
public var normalZ:Number;
public var offset:Number;
// Дочерние ноды
public var negative:BSPNode;
public var positive:BSPNode;
// Треугольники
public var triangles:Vector.<int> = new Vector.<int>();
public var trianglesLength:uint = 0;
// Полигоны
public var polygons:Vector.<int> = new Vector.<int>();
public var polygonsLength:uint = 0;
// Флаг расположения камеры
public var cameraInfront:Boolean;
// Предыдущая нода в стеке (для раскрытия рекурсии)
//public var prev:BSPNode;
// Для КД
public var ax:Number;
public var ay:Number;
public var az:Number;
public var abx:Number;
public var aby:Number;
public var abz:Number;
public var acx:Number;
public var acy:Number;
public var acz:Number;
static alternativa3d function create():BSPNode {
return (collectorLength > 0) ? collector[--collectorLength] : new BSPNode();
}
public function create():BSPNode {
return (collectorLength > 0) ? collector[--collectorLength] : new BSPNode();
}
public function destroy():void {
if (negative != null) {
negative.destroy();
negative = null;
}
if (positive != null) {
positive.destroy();
positive = null;
}
trianglesLength = 0;
polygonsLength = 0;
collector[collectorLength++] = this;
}
// Добавление фрагмента в ноду
public function addFragment(fragment:Vector.<int>, begin:int, end:int):void {
polygons[polygonsLength++] = end - begin;
var i:int = begin, a:int = polygons[polygonsLength++] = fragment[i++], b:int = polygons[polygonsLength++] = fragment[i++], c:int;
while (i < end) {
triangles[trianglesLength++] = a;
triangles[trianglesLength++] = b;
triangles[trianglesLength++] = c = polygons[polygonsLength++] = fragment[i++];
b = c;
}
}
}
}

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package alternativa.engine3d.core {
public class BackfaceCulling {
/**
* Грань рисуется с обеих сторон.
*/
static public const NONE:int = 0;
/**
* Отсечение нативными механизмами на этапе отрисовки треугольников.
*/
static public const NATIVE:int = 1;
/**
* Отсечение по предрасчитанным нормалям.
*/
static public const CALCULATED_NORMALS:int = 2;
/**
* Отсечение по динамически расчитываемым нормалям.
*/
static public const DYNAMIC_NORMALS:int = 3;
}
}

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package alternativa.engine3d.core {
import __AS3__.vec.Vector;
import flash.geom.Matrix3D;
public class BoundBox {
public var minX:Number = Number.MAX_VALUE;
public var minY:Number = Number.MAX_VALUE;
public var minZ:Number = Number.MAX_VALUE;
public var maxX:Number = -Number.MAX_VALUE;
public var maxY:Number = -Number.MAX_VALUE;
public var maxZ:Number = -Number.MAX_VALUE;
public function setSize(minX:Number, minY:Number, minZ:Number, maxX:Number, maxY:Number, maxZ:Number):void {
this.minX = minX;
this.minY = minY;
this.minZ = minZ;
this.maxX = maxX;
this.maxY = maxY;
this.maxZ = maxZ;
}
public function addBoundBox(boundBox:BoundBox):void {
minX = (boundBox.minX < minX) ? boundBox.minX : minX;
minY = (boundBox.minY < minY) ? boundBox.minY : minY;
minZ = (boundBox.minZ < minZ) ? boundBox.minZ : minZ;
maxX = (boundBox.maxX > maxX) ? boundBox.maxX : maxX;
maxY = (boundBox.maxY > maxY) ? boundBox.maxY : maxY;
maxZ = (boundBox.maxZ > maxZ) ? boundBox.maxZ : maxZ;
}
public function addPoint(x:Number, y:Number, z:Number):void {
if (x < minX) minX = x;
if (x > maxX) maxX = x;
if (y < minY) minY = y;
if (y > maxY) maxY = y;
if (z < minZ) minZ = z;
if (z > maxZ) maxZ = z;
}
public function infinity():void {
minX = minY = minZ = Number.MAX_VALUE;
maxX = maxY = maxZ = -Number.MAX_VALUE;
}
public function copyFrom(boundBox:BoundBox):void {
minX = boundBox.minX;
minY = boundBox.minY;
minZ = boundBox.minZ;
maxX = boundBox.maxX;
maxY = boundBox.maxY;
maxZ = boundBox.maxZ;
}
public function clone():BoundBox {
var clone:BoundBox = new BoundBox();
clone.copyFrom(this);
return clone;
}
public function toString():String {
return "BoundBox [" + minX.toFixed(2) + ", " + minY.toFixed(2) + ", " + minZ.toFixed(2) + " - " + maxX.toFixed(2) + ", " + maxY.toFixed(2) + ", " + maxZ.toFixed(2) + "]";
}
}
}

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package alternativa.engine3d.core {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.events.Event;
import flash.geom.Matrix3D;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.geom.Vector3D;
import flash.system.System;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
import flash.utils.Dictionary;
import flash.utils.getTimer;
import flash.utils.getDefinitionByName;
import flash.utils.getQualifiedClassName;
import flash.utils.getQualifiedSuperclassName;
use namespace alternativa3d;
public class Camera3D extends Object3D {
/**
* Вьюпорт камеры.
*/
public var canvas:Canvas;
public var fov:Number = Math.PI/2;
/**
* Ширина вьюпорта.
*/
public var width:Number = 500;
/**
* Высота вьюпорта.
*/
public var height:Number = 500;
public var farClipping:Number = 5000;
public var farFalloff:Number = 4000;
public var nearClipping:Number = 50;
// Матрица проецирования
/**
* @private
*/
alternativa3d var projectionMatrixData:Vector.<Number> = new Vector.<Number>(16, true);
/**
* @private
*/
alternativa3d var projectionMatrix:Matrix3D;
// Параметры перспективы
/**
* @private
*/
alternativa3d var viewSize:Number;
/**
* @private
*/
alternativa3d var viewSizeX:Number;
/**
* @private
*/
alternativa3d var viewSizeY:Number;
/**
* @private
*/
alternativa3d var perspectiveScaleX:Number;
/**
* @private
*/
alternativa3d var perspectiveScaleY:Number;
/**
* @private
*/
alternativa3d var invertPerspectiveScaleX:Number;
/**
* @private
*/
alternativa3d var invertPerspectiveScaleY:Number;
/**
* @private
*/
alternativa3d var focalLength:Number;
// Перекрытия
/**
* @private
*/
alternativa3d var occlusionPlanes:Vector.<Vector.<Number>> = new Vector.<Vector.<Number>>();
/**
* @private
*/
alternativa3d var occlusionEdges:Vector.<Vector.<Number>> = new Vector.<Vector.<Number>>();
/**
* @private
*/
alternativa3d var numOccluders:int;
/**
* @private
*/
alternativa3d var occludedAll:Boolean;
/**
* @private
*/
override alternativa3d function get canDraw():Boolean {
return false;
}
/**
* Отрисовка иерархии объектов, в которой находится камера.
* Перед render(), если менялись параметры камеры, нужно вызвать updateProjection().
*/
public function render():void {
// Расчёт матрицы перевода из рута в камеру
cameraMatrix.identity();
var object:Object3D = this;
while (object._parent != null) {
cameraMatrix.append(object.matrix);
object = object._parent;
}
cameraMatrix.invert();
cameraMatrix.appendScale(perspectiveScaleX, perspectiveScaleY, 1);
numOccluders = 0;
occludedAll = false;
numTriangles = 0;
// Отрисовка
if (object.visible && object.canDraw) {
object.cameraMatrix.identity();
object.cameraMatrix.prepend(cameraMatrix);
object.cameraMatrix.prepend(object.matrix);
if (object.cullingInCamera(this, 63) >= 0) {
// Отрисовка объекта
canvas.numDraws = 0;
if (debugMode) object.debug(this, object, canvas);
object.draw(this, object, canvas);
// Если не нарисовалось, зачищаем рутовый канвас
if (canvas.numDraws == 0) canvas.removeChildren(0);
} else {
// Если отсеклось, зачищаем рутовый канвас
canvas.removeChildren(0);
}
}
}
/**
* После изменения параметров fov, width, height нужно вызвать этот метод.
*/
public function updateProjection():void {
// Расчёт параметров перспективы
viewSize = Math.sqrt(width*width + height*height)*0.5;
focalLength = viewSize/Math.tan(fov*0.5);
viewSizeX = width*0.5;
viewSizeY = height*0.5;
perspectiveScaleX = focalLength/viewSizeX;
perspectiveScaleY = focalLength/viewSizeY;
invertPerspectiveScaleX = viewSizeX/focalLength;
invertPerspectiveScaleY = viewSizeY/focalLength;
// Подготовка матрицы проецирования
projectionMatrixData[0] = viewSizeX;
projectionMatrixData[5] = viewSizeY;
projectionMatrixData[10] = 1;
projectionMatrixData[11] = 1;
projectionMatrix = new Matrix3D(projectionMatrixData);
}
/*
// Occlusion culling
if (numOccluders > 0) {
for (var n:int = 0; n < numOccluders; n++) {
var occluder:Vector.<Number> = occluders[n];
var occlude:Boolean = true;
occlude: for (var j:int = 0, length:int = occluder.length; j < length;) {
var x:Number = occluder[j++], y:Number = occluder[j++], z:Number = occluder[j++]
for (i = 0; i <= 21; i += 3) {
if (boundBoxVertices[i]*x + boundBoxVertices[int(i + 1)]*y + boundBoxVertices[int(i + 2)]*z > 0) {
occlude = false;
break occlude;
}
}
}
if (occlude) return -1;
}
}
*/
private static var _tmpv:Vector.<Number> = new Vector.<Number>(3);
/**
* @param v
* @param result
*/
public function projectGlobal(v:Vector3D, result:Vector3D):void {
_tmpv[0] = v.x; _tmpv[1] = v.y; _tmpv[2] = v.z;
cameraMatrix.transformVectors(_tmpv, _tmpv);
projectionMatrix.transformVectors(_tmpv, _tmpv);
result.z = _tmpv[2];
result.x = _tmpv[0]/result.z;
result.y = _tmpv[1]/result.z;
}
// DEBUG
// Режим отладки
public var debugMode:Boolean = false;
// Список объектов дебага
private var debugSet:Object = new Object();
// Добавить в дебаг
public function addToDebug(debug:int, ... rest):void {
if (!debugSet[debug]) debugSet[debug] = new Dictionary();
for (var i:int = 0; i < rest.length;) debugSet[debug][rest[i++]] = true;
}
// Убрать из дебага
public function removeFromDebug(debug:int, ... rest):void {
if (debugSet[debug]) {
for (var i:int = 0; i < rest.length;) delete debugSet[debug][rest[i++]];
for (var key:* in debugSet[debug]);
if (!key) delete debugSet[debug];
}
}
// Проверка, находится ли объект или один из классов, от которых он нследован, в дебаге
alternativa3d function checkInDebug(object:Object3D):int {
var res:int = 0;
for (var debug:int = 1; debug <= 256; debug = debug << 1) {
if (debugSet[debug]) {
if (debugSet[debug][Object3D] || debugSet[debug][object]) {
res |= debug;
} else {
var objectClass:Class = getDefinitionByName(getQualifiedClassName(object)) as Class;
while (objectClass != Object3D) {
if (debugSet[debug][objectClass]) {
res |= debug;
break;
}
objectClass = Class(getDefinitionByName(getQualifiedSuperclassName(objectClass)));
}
}
}
}
return res;
}
public var diagram:Sprite = createDiagram();
private var fpsTextField:TextField;
private var memoryTextField:TextField;
private var trianglesTextField:TextField;
private var timerTextField:TextField;
private var graph:Bitmap;
private var rect:Rectangle;
private var _diagramAlign:String = "TR";
private var _diagramHorizontalMargin:Number = 2;
private var _diagramVerticalMargin:Number = 2;
public var fpsUpdatePeriod:int = 10;
private var fpsUpdateCounter:int;
private var previousFrameTime:int;
private var previousPeriodTime:int;
private var maxMemory:int;
alternativa3d var numTriangles:int;
public var timerUpdatePeriod:int = 10;
private var timerUpdateCounter:int;
private var timeSum:int;
private var timeCount:int;
private var timer:int;
private function createDiagram():Sprite {
var diagram:Sprite = new Sprite();
diagram.mouseEnabled = false;
diagram.mouseChildren = false;
// Инициализация диаграммы
diagram.addEventListener(Event.ADDED_TO_STAGE, function():void {
// FPS
fpsTextField = new TextField();
fpsTextField.defaultTextFormat = new TextFormat("Tahoma", 10, 0xCCCCCC);
fpsTextField.autoSize = TextFieldAutoSize.LEFT;
fpsTextField.text = "FPS: " + Number(diagram.stage.frameRate).toFixed(2);
fpsTextField.selectable = false;
fpsTextField.x = -3;
fpsTextField.y = -5;
diagram.addChild(fpsTextField);
// Память
memoryTextField = new TextField();
memoryTextField.defaultTextFormat = new TextFormat("Tahoma", 10, 0xCCCC00);
memoryTextField.autoSize = TextFieldAutoSize.LEFT;
memoryTextField.text = "MEM: " + bytesToString(System.totalMemory);
memoryTextField.selectable = false;
memoryTextField.x = -3;
memoryTextField.y = 4;
diagram.addChild(memoryTextField);
// Треугольники
trianglesTextField = new TextField();
trianglesTextField.defaultTextFormat = new TextFormat("Tahoma", 10, 0xFF6600);
trianglesTextField.autoSize = TextFieldAutoSize.LEFT;
trianglesTextField.text = "TRI: " + 0;
trianglesTextField.selectable = false;
trianglesTextField.x = -2;
trianglesTextField.y = 13;
diagram.addChild(trianglesTextField);
// Время выполнения метода
timerTextField = new TextField();
timerTextField.defaultTextFormat = new TextFormat("Tahoma", 10, 0x0066FF);
timerTextField.autoSize = TextFieldAutoSize.LEFT;
timerTextField.text = "TMR:";
timerTextField.selectable = false;
timerTextField.x = -2;
timerTextField.y = 13 + 9;
diagram.addChild(timerTextField);
// График
graph = new Bitmap(new BitmapData(60, 40, true, 0x20FFFFFF));
rect = new Rectangle(0, 0, 1, 40)
graph.x = 0;
graph.y = 27 + 9;
diagram.addChild(graph);
// Сброс параметров
previousFrameTime = previousPeriodTime = getTimer();
fpsUpdateCounter = 0;
maxMemory = 0;
timerUpdateCounter = 0;
timeSum = 0;
timeCount = 0;
// Подписка
diagram.stage.addEventListener(Event.ENTER_FRAME, updateDiagram, false, -1000);
diagram.stage.addEventListener(Event.RESIZE, resizeDiagram, false, -1000);
resizeDiagram();
});
// Деинициализация диаграммы
diagram.addEventListener(Event.REMOVED_FROM_STAGE, function():void {
// Обнуление
diagram.removeChild(fpsTextField);
diagram.removeChild(memoryTextField);
diagram.removeChild(trianglesTextField);
diagram.removeChild(graph);
fpsTextField = null;
memoryTextField = null;
trianglesTextField = null;
timerTextField = null;
graph.bitmapData.dispose();
graph = null;
rect = null;
// Отписка
diagram.stage.removeEventListener(Event.ENTER_FRAME, updateDiagram);
diagram.stage.removeEventListener(Event.RESIZE, resizeDiagram);
});
return diagram;
}
private function resizeDiagram(e:Event = null):void {
if (diagram.stage != null) {
var coord:Point = diagram.parent.globalToLocal(new Point());
if (_diagramAlign == StageAlign.TOP_LEFT || _diagramAlign == StageAlign.LEFT || _diagramAlign == StageAlign.BOTTOM_LEFT) {
diagram.x = Math.round(coord.x + _diagramHorizontalMargin);
}
if (_diagramAlign == StageAlign.TOP || _diagramAlign == StageAlign.BOTTOM) {
diagram.x = Math.round(coord.x + diagram.stage.stageWidth/2 - graph.width/2);
}
if (_diagramAlign == StageAlign.TOP_RIGHT || _diagramAlign == StageAlign.RIGHT || _diagramAlign == StageAlign.BOTTOM_RIGHT) {
diagram.x = Math.round(coord.x + diagram.stage.stageWidth - _diagramHorizontalMargin - graph.width);
}
if (_diagramAlign == StageAlign.TOP_LEFT || _diagramAlign == StageAlign.TOP || _diagramAlign == StageAlign.TOP_RIGHT) {
diagram.y = Math.round(coord.y + _diagramVerticalMargin);
}
if (_diagramAlign == StageAlign.LEFT || _diagramAlign == StageAlign.RIGHT) {
diagram.y = Math.round(coord.y + diagram.stage.stageHeight/2 - (graph.y + graph.height)/2);
}
if (_diagramAlign == StageAlign.BOTTOM_LEFT || _diagramAlign == StageAlign.BOTTOM || _diagramAlign == StageAlign.BOTTOM_RIGHT) {
diagram.y = Math.round(coord.y + diagram.stage.stageHeight - _diagramVerticalMargin - graph.y - graph.height);
}
}
}
private function updateDiagram(e:Event):void {
var fps:Number;
var mod:int;
var time:int = getTimer();
var stageFrameRate:int = diagram.stage.frameRate;
// FPS текст
if (++fpsUpdateCounter == fpsUpdatePeriod) {
fps = 1000*fpsUpdatePeriod/(time - previousPeriodTime);
if (fps > stageFrameRate) fps = stageFrameRate;
mod = fps*100 % 100;
fpsTextField.text = "FPS: " + int(fps) + "." + ((mod >= 10) ? mod : ((mod > 0) ? ("0" + mod) : "00"));
previousPeriodTime = time;
fpsUpdateCounter = 0;
}
// FPS график
fps = 1000/(time - previousFrameTime);
if (fps > stageFrameRate) fps = stageFrameRate;
graph.bitmapData.scroll(1, 0);
graph.bitmapData.fillRect(rect, 0x20FFFFFF);
graph.bitmapData.setPixel32(0, 40*(1 - fps/stageFrameRate), 0xFFCCCCCC);
previousFrameTime = time;
// Память текст
var memory:int = System.totalMemory;
memoryTextField.text = "MEM: " + bytesToString(memory);
// Память график
if (memory > maxMemory) maxMemory = memory;
graph.bitmapData.setPixel32(0, 40*(1 - memory/maxMemory), 0xFFCCCC00);
// Треугольники текст
trianglesTextField.text = "TRI: " + numTriangles;
// Время текст
if (++timerUpdateCounter == timerUpdatePeriod) {
if (timeCount > 0) {
fps = timeSum/timeCount;
mod = fps*100 % 100;
timerTextField.text = "TMR: " + int(fps) + "." + ((mod >= 10) ? mod : ((mod > 0) ? ("0" + mod) : "00"));
} else {
timerTextField.text = "TMR:";
}
timerUpdateCounter = 0;
timeSum = 0;
timeCount = 0;
}
}
public function startTimer():void {
timer = getTimer();
}
public function stopTimer():void {
timeSum += getTimer() - timer;
timeCount++;
}
public function get diagramAlign():String {
return _diagramAlign;
}
public function set diagramAlign(value:String):void {
_diagramAlign = value;
resizeDiagram();
}
public function get diagramHorizontalMargin():Number {
return _diagramHorizontalMargin;
}
public function set diagramHorizontalMargin(value:Number):void {
_diagramHorizontalMargin = value;
resizeDiagram();
}
public function get diagramVerticalMargin():Number {
return _diagramVerticalMargin;
}
public function set diagramVerticalMargin(value:Number):void {
_diagramVerticalMargin = value;
resizeDiagram();
}
private function bytesToString(bytes:int):String {
if (bytes < 1024) return bytes + "b";
else if (bytes < 10240) return (bytes/1024).toFixed(2) + "kb";
else if (bytes < 102400) return (bytes/1024).toFixed(1) + "kb";
else if (bytes < 1048576) return (bytes >> 10) + "kb";
else if (bytes < 10485760) return (bytes/1048576).toFixed(2) + "mb";
else if (bytes < 104857600) return (bytes/1048576).toFixed(1) + "mb";
else return (bytes >> 20) + "mb";
}
}
}

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package alternativa.engine3d.core {
import alternativa.engine3d.alternativa3d;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.geom.ColorTransform;
import __AS3__.vec.Vector;
import flash.display.DisplayObject;
use namespace alternativa3d;
public class Canvas extends Sprite {
static private const defaultColorTransform:ColorTransform = new ColorTransform();
static private const collector:Vector.<Canvas> = new Vector.<Canvas>();
static private var collectorLength:int = 0;
/**
* @private
*/
alternativa3d var gfx:Graphics = graphics;
private var modifiedGraphics:Boolean;
private var modifiedAlpha:Boolean;
private var modifiedBlendMode:Boolean;
private var modifiedColorTransform:Boolean;
private var modifiedFilters:Boolean;
/**
* @private
*/
alternativa3d var _numChildren:int = 0;
/**
* @private
*/
alternativa3d var numDraws:int = 0;
public function Canvas() {
mouseEnabled = false;
mouseChildren = false;
}
/**
* @private
*/
alternativa3d function getChildCanvas(useGraphics:Boolean, useChildren:Boolean, alpha:Number = 1, blendMode:String = "normal", colorTransform:ColorTransform = null, filters:Array = null):Canvas {
var canvas:Canvas, displayObject:DisplayObject;
// Зачистка не канвасов
while (_numChildren > numDraws && !((displayObject = getChildAt(_numChildren - 1 - numDraws)) is Canvas)) removeChild(displayObject), _numChildren--;
// Получение канваса
if (_numChildren > numDraws++) canvas = displayObject as Canvas, canvas.gfx.clear() else canvas = (collectorLength > 0) ? collector[--collectorLength] : new Canvas(), addChildAt(canvas, 0), _numChildren++;
// Пометка о том, что в graphics будет что-то нарисовано
canvas.modifiedGraphics = useGraphics;
// Если не нужны дочерние канвасы
if (canvas._numChildren > 0 && !useChildren) canvas.removeChildren(0);
// Установка свойств
if (alpha != 1) canvas.alpha = alpha, canvas.modifiedAlpha = true else if (canvas.modifiedAlpha) canvas.alpha = 1, canvas.modifiedAlpha = false;
if (blendMode != "normal") canvas.blendMode = blendMode, canvas.modifiedBlendMode = true else if (canvas.modifiedBlendMode) canvas.blendMode = "normal", canvas.modifiedBlendMode = false;
if (colorTransform != null) colorTransform.alphaMultiplier = alpha, canvas.transform.colorTransform = colorTransform, canvas.modifiedColorTransform = true else if (canvas.modifiedColorTransform) defaultColorTransform.alphaMultiplier = alpha, canvas.transform.colorTransform = defaultColorTransform, canvas.modifiedColorTransform = false;
if (filters != null) canvas.filters = filters, canvas.modifiedFilters = true else if (canvas.modifiedFilters) canvas.filters = null, canvas.modifiedFilters = false;
return canvas;
}
/**
* @private
*/
alternativa3d function removeChildren(keep:int):void {
for (var canvas:Canvas; _numChildren > keep; _numChildren--) {
if ((canvas = removeChildAt(0) as Canvas) != null) {
if (canvas.modifiedGraphics) canvas.gfx.clear();
if (canvas._numChildren > 0) canvas.removeChildren(0);
collector[collectorLength++] = canvas;
}
}
}
}
}

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package alternativa.engine3d.core {
public class Clipping {
/**
* Объект отсекается целиком, если он полностью вне пирамиды видимости или пересекает nearClipping камеры.
*/
static public const OBJECT_CULLING:int = 0;
/**
* Грань отсекается целиком, если она полностью вне пирамиды видимости или пересекает nearClipping камеры.
*/
static public const FACE_CULLING:int = 1;
/**
* Грань подрезается пирамидой видимости камеры.
*/
static public const FACE_CLIPPING:int = 2;
}
}

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package alternativa.engine3d.core {
public class Debug {
static public const NAMES:int = 1;
static public const AXES:int = 2;
static public const CENTERS:int = 4;
static public const BOUNDS:int = 8;
static public const EDGES:int = 16;
static public const VERTICES:int = 32;
static public const NORMALS:int = 64;
static public const NODES:int = 128;
static public const SPLITS:int = 256;
}
}

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package alternativa.engine3d.core {
import __AS3__.vec.Vector;
public final class KDNode {
public var axis:int; // 0 - x, 1 - y, 2 - z
public var coord:Number;
public var minCoord:Number;
public var maxCoord:Number;
public var positive:KDNode;
public var negative:KDNode;
public var boundBox:BoundBox;
public var objects:Vector.<Object3D>;
public var bounds:Vector.<BoundBox>;
public var numObjects:int = 0;
public var numNonOccluders:int = 0;
}
}

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package alternativa.engine3d.core {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import flash.display.BitmapData;
import flash.filters.ConvolutionFilter;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
use namespace alternativa3d;
/**
* Объект, представляющий текстуру в виде последовательности её уменьшенных копий.
* Каждая следующая в два раза меньше предыдущей. Последняя имеет размер 1х1 пиксел.
* Чем дальше от камеры отрисовываемый объект, тем меньшая текстура выбирается.
* Это позволяет получить лучший визуальный результат и большую производительность.
*/
public class MipMap {
/**
* Мип-текстуры
*/
public var textures:Vector.<BitmapData> = new Vector.<BitmapData>();
/**
* Количество мип-текстур
*/
public var num:int;
/**
* Отношение размера пиксела текстуры к единице измерения трёхмерного пространства
*/
public var resolution:Number;
static private const filter:ConvolutionFilter = new ConvolutionFilter(2, 2, [1, 1, 1, 1], 4, 0, false, true);
static private const point:Point = new Point();
static private const matrix:Matrix = new Matrix();
static private const rect:Rectangle = new Rectangle();
public function MipMap(texture:BitmapData, resolution:Number = 1) {
var bmp:BitmapData = new BitmapData(texture.width, texture.height, texture.transparent);
var current:BitmapData = textures[num++] = texture;
filter.preserveAlpha = !texture.transparent;
var w:Number = rect.width = texture.width, h:Number = rect.height = texture.height;
while (w > 1 && h > 1 && rect.width > 1 && rect.height > 1) {
bmp.applyFilter(current, rect, point, filter);
rect.width = w >> 1;
rect.height = h >> 1;
matrix.a = rect.width/w;
matrix.d = rect.height/h;
w *= 0.5;
h *= 0.5;
current = new BitmapData(rect.width, rect.height, texture.transparent, 0);
current.draw(bmp, matrix, null, null, null, false);
textures[num++] = current;
}
bmp.dispose();
this.resolution = resolution;
}
/**
* Получение мип-уровня в зависимости от удалённости объекта от камеры
* @param distance Z-координата объекта в пространстве камеры
* @param camera Камера
* @return Индекс в списке мип-текстур textures
*/
public function getLevel(distance:Number, camera:Camera3D):int {
var level:int = Math.log(distance/(camera.focalLength*resolution))*1.442695040888963387;
if (level < 0) return 0; else if (level >= num) return num - 1;
return level;
}
}
}

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package alternativa.engine3d.core {
public class MipMapping {
/**
* Нет мипмаппинга.
*/
static public const NONE:int = 0;
/**
* Мипмаппинг по удалённости объекта от камеры.
*/
static public const PER_OBJECT:int = 1;
//static public const PER_POLYGON:int = 2;
//static public const PER_PIXEL:int = 3;
}
}

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package alternativa.engine3d.core {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import flash.geom.ColorTransform;
import flash.geom.Matrix3D;
import flash.geom.Utils3D;
import flash.utils.Dictionary;
import flash.utils.getQualifiedClassName;
import flash.utils.getDefinitionByName;
import flash.utils.getQualifiedSuperclassName;
use namespace alternativa3d;
/**
* Базовый трёхмерный объект
*/
public class Object3D {
public var name:String;
/**
* Матрица трансформации. Управлять трансформацией объекта можно только через это свойство
* путём назначения новой матрицы или с помощью методов матрицы.
*/
public var matrix:Matrix3D = new Matrix3D();
public var visible:Boolean = true;
public var alpha:Number = 1;
public var blendMode:String = "normal";
public var colorTransform:ColorTransform = null;
public var filters:Array = null;
/**
* @private
*/
alternativa3d var _parent:Object3DContainer;
/**
* @private
*/
alternativa3d var _boundBox:BoundBox;
/**
* @private
*/
alternativa3d var culling:int = 0;
/**
* @private
*/
alternativa3d var cameraMatrix:Matrix3D = new Matrix3D();
static private const boundBoxVertices:Vector.<Number> = new Vector.<Number>(24, true);
/**
* @private
* Может быть отрисован
*/
alternativa3d function get canDraw():Boolean {
return true;
}
/**
* @private
* Отрисовка
*/
alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {}
/**
* @private
* Дебаг
*/
alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {}
public function get boundBox():BoundBox {
return _boundBox;
}
public function set boundBox(value:BoundBox):void {
_boundBox = value;
}
/**
* Расчёт баунда
* @param matrix Трансформация пространства, в системе которого расчитывается баунд.
* Если этот параметр не указан, баунд расчитается в локальных координатах объекта.
* @param boundBox Баунд, в который записывается результат.
* Если этот параметр не указан, создаётся новый экземпляр.
* @return Расчитанный баунд.
*/
public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
return null;
}
public function get parent():Object3DContainer {
return _parent;
}
/**
* @private
*/
alternativa3d function cullingInCamera(camera:Camera3D, parentCulling:int):int {
if (camera.occludedAll) return -1;
culling = parentCulling;
var i:int, infront:Boolean, behind:Boolean, boundBox:BoundBox = this.boundBox, numOccluders:int = camera.numOccluders, cull:Boolean = culling > 0 && boundBox != null, occlude:Boolean = numOccluders > 0 && boundBox != null;
// Расчёт точек баунда в координатах камеры
if (cull || occlude) boundBoxVertices[0] = boundBoxVertices[3] = boundBoxVertices[6] = boundBoxVertices[9] = boundBox.minX, boundBoxVertices[1] = boundBoxVertices[4] = boundBoxVertices[13] = boundBoxVertices[16] = boundBox.minY, boundBoxVertices[2] = boundBoxVertices[8] = boundBoxVertices[14] = boundBoxVertices[20] = boundBox.minZ, boundBoxVertices[12] = boundBoxVertices[15] = boundBoxVertices[18] = boundBoxVertices[21] = boundBox.maxX, boundBoxVertices[7] = boundBoxVertices[10] = boundBoxVertices[19] = boundBoxVertices[22] = boundBox.maxY, boundBoxVertices[5] = boundBoxVertices[11] = boundBoxVertices[17] = boundBoxVertices[23] = boundBox.maxZ, cameraMatrix.transformVectors(boundBoxVertices, boundBoxVertices);
// Куллинг
if (cull) {
if (culling & 1) {
for (i = 2, infront = false, behind = false; i <= 23; i += 3) {
if (boundBoxVertices[i] > camera.nearClipping) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
// TODO: проверка не нужна
if (infront) culling &= 62;
}
}
if (culling & 2) {
for (i = 2, infront = false, behind = false; i <= 23; i += 3) {
if (boundBoxVertices[i] < camera.farClipping) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 61;
}
}
if (culling & 4) {
for (i = 0, infront = false, behind = false; i <= 21; i += 3) {
if (-boundBoxVertices[i] < boundBoxVertices[int(i + 2)]) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 59;
}
}
if (culling & 8) {
for (i = 0, infront = false, behind = false; i <= 21; i += 3) {
if (boundBoxVertices[i] < boundBoxVertices[int(i + 2)]) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 55;
}
}
if (culling & 16) {
for (i = 1, infront = false, behind = false; i <= 22; i += 3) {
if (-boundBoxVertices[i] < boundBoxVertices[int(i + 1)]) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 47;
}
}
if (culling & 32) {
for (i = 1, infront = false, behind = false; i <= 22; i += 3) {
if (boundBoxVertices[i] < boundBoxVertices[int(i + 1)]) {
infront = true;
if (behind) break;
} else {
behind = true;
if (infront) break;
}
}
if (behind) {
if (!infront) return -1;
} else {
if (infront) culling &= 31;
}
}
}
// Окклюдинг
if (occlude) {
for (var o:int = 0; o < numOccluders; o++) {
var planeOccluder:Vector.<Number> = camera.occlusionPlanes[o], planeOccluderLength:int = planeOccluder.length;
for (var ni:int = 0; ni < planeOccluderLength; ni += 3) {
var nx:Number = planeOccluder[ni], ny:Number = planeOccluder[int(ni + 1)], nz:Number = planeOccluder[int(ni + 2)];
for (i = 0; i < 24; i += 3) if (nx*boundBoxVertices[i] + ny*boundBoxVertices[int(i + 1)] + nz*boundBoxVertices[int(i + 2)] >= 0) break;
if (i < 24) break;
}
if (ni == planeOccluderLength) return -1;
}
}
return culling;
}
alternativa3d function drawAxes(camera:Camera3D, canvas:Canvas):void {
}
alternativa3d function drawCenter(camera:Camera3D, canvas:Canvas):void {
}
alternativa3d function drawName(camera:Camera3D, canvas:Canvas):void {
}
static private const boundBoxProjectedVertices:Vector.<Number> = new Vector.<Number>(16, true);
static private const boundBoxUVTs:Vector.<Number> = new Vector.<Number>(24, true);
alternativa3d function drawBoundBox(camera:Camera3D, canvas:Canvas, color:int = -1):void {
var boundBox:BoundBox = this.boundBox;
if (boundBox == null) return;
boundBoxVertices[0] = boundBoxVertices[3] = boundBoxVertices[6] = boundBoxVertices[9] = boundBox.minX;
boundBoxVertices[1] = boundBoxVertices[4] = boundBoxVertices[13] = boundBoxVertices[16] = boundBox.minY;
boundBoxVertices[2] = boundBoxVertices[8] = boundBoxVertices[14] = boundBoxVertices[20] = boundBox.minZ;
boundBoxVertices[12] = boundBoxVertices[15] = boundBoxVertices[18] = boundBoxVertices[21] = boundBox.maxX;
boundBoxVertices[7] = boundBoxVertices[10] = boundBoxVertices[19] = boundBoxVertices[22] = boundBox.maxY;
boundBoxVertices[5] = boundBoxVertices[11] = boundBoxVertices[17] = boundBoxVertices[23] = boundBox.maxZ;
cameraMatrix.transformVectors(boundBoxVertices, boundBoxVertices);
for (var i:int = 0; i < 8; i++) {
if (boundBoxVertices[int(i*3 +2)] <= 0) return;
}
Utils3D.projectVectors(camera.projectionMatrix, boundBoxVertices, boundBoxProjectedVertices, boundBoxUVTs);
canvas.gfx.endFill();
canvas.gfx.lineStyle(0, (color < 0) ? ((culling > 0) ? 0xFFFF00 : 0x00FF00) : color);
canvas.gfx.moveTo(boundBoxProjectedVertices[0], boundBoxProjectedVertices[1]);
canvas.gfx.lineTo(boundBoxProjectedVertices[2], boundBoxProjectedVertices[3]);
canvas.gfx.lineTo(boundBoxProjectedVertices[6], boundBoxProjectedVertices[7]);
canvas.gfx.lineTo(boundBoxProjectedVertices[4], boundBoxProjectedVertices[5]);
canvas.gfx.lineTo(boundBoxProjectedVertices[0], boundBoxProjectedVertices[1]);
canvas.gfx.moveTo(boundBoxProjectedVertices[8], boundBoxProjectedVertices[9]);
canvas.gfx.lineTo(boundBoxProjectedVertices[10], boundBoxProjectedVertices[11]);
canvas.gfx.lineTo(boundBoxProjectedVertices[14], boundBoxProjectedVertices[15]);
canvas.gfx.lineTo(boundBoxProjectedVertices[12], boundBoxProjectedVertices[13]);
canvas.gfx.lineTo(boundBoxProjectedVertices[8], boundBoxProjectedVertices[9]);
canvas.gfx.moveTo(boundBoxProjectedVertices[0], boundBoxProjectedVertices[1]);
canvas.gfx.lineTo(boundBoxProjectedVertices[8], boundBoxProjectedVertices[9]);
canvas.gfx.moveTo(boundBoxProjectedVertices[2], boundBoxProjectedVertices[3]);
canvas.gfx.lineTo(boundBoxProjectedVertices[10], boundBoxProjectedVertices[11]);
canvas.gfx.moveTo(boundBoxProjectedVertices[4], boundBoxProjectedVertices[5]);
canvas.gfx.lineTo(boundBoxProjectedVertices[12], boundBoxProjectedVertices[13]);
canvas.gfx.moveTo(boundBoxProjectedVertices[6], boundBoxProjectedVertices[7]);
canvas.gfx.lineTo(boundBoxProjectedVertices[14], boundBoxProjectedVertices[15]);
}
}
}

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package alternativa.engine3d.core {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Базовый контейнер трёхмерных объектов.
* Логика контейнеров и child-parent-отношений идентична логике
* displayObject'ов во Flash.
*/
public class Object3DContainer extends Object3D {
/**
* @private
*/
alternativa3d var _numChildren:int = 0;
/**
* @private
*/
alternativa3d var children:Vector.<Object3D> = new Vector.<Object3D>();
protected var numVisibleChildren:int = 0;
protected var visibleChildren:Vector.<Object3D> = new Vector.<Object3D>();
/**
* @private
*/
override alternativa3d function get canDraw():Boolean {
return _numChildren > 0;
}
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
// Определяем видимые объекты
numVisibleChildren = 0;
calculateVisibleChildren(camera, object);
// Если нет видимых дочерних объектов выходим без отрисовки
if (numVisibleChildren == 0) return;
// Расчёт порядка вывода видимых объектов
calculateOrder(camera, object);
// Отрисовка видимых объектов
drawVisibleChildren(camera, object, parentCanvas);
}
protected function calculateVisibleChildren(camera:Camera3D, object:Object3D):void {
var i:int = 0, child:Object3D;
while (i < _numChildren) {
child = children[i++];
if (child.visible && child.canDraw) {
child.cameraMatrix.identity();
child.cameraMatrix.prepend(object.cameraMatrix);
child.cameraMatrix.prepend(child.matrix);
if (child.cullingInCamera(camera, object.culling) >= 0) {
visibleChildren[numVisibleChildren++] = child;
}
}
}
// Подрезаем список видимых детей
visibleChildren.length = numVisibleChildren;
}
protected function calculateOrder(camera:Camera3D, object:Object3D):void {}
// Отрисовка сзади детей
protected function drawBack(camera:Camera3D, object:Object3D, canvas:Canvas):void {}
// Отрисовка перед детьми
protected function drawFront(camera:Camera3D, object:Object3D, canvas:Canvas):void {}
// Отрисовка видимых детей
protected function drawVisibleChildren(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(false, true, object.alpha, object.blendMode, object.colorTransform, object.filters);
canvas.numDraws = 0;
/*if (Debug.bounds) {
object.drawBoundBox(camera, canvas.getChildCanvas(true, false, 1, "normal", null, null));
}*/
// Отрисовываем перед детьми
drawFront(camera, object, canvas);
// Отрисовываем видимые дочерние объекты от ближних к дальним
for (var i:int = numVisibleChildren - 1; i >= 0; i--) {
var child:Object3D = visibleChildren[i];
if (camera.debugMode) child.debug(camera, child, canvas);
child.draw(camera, child, canvas);
}
// Отрисовываем после детей
drawBack(camera, object, canvas);
// Если не было отрисовки
if (canvas.numDraws == 0) {
parentCanvas.numDraws--;
return; //??????
}
// Зачищаем остатки
canvas.removeChildren(canvas.numDraws);
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
var m:Matrix3D = matrix != null ? matrix.clone() : new Matrix3D();
// Если указан баунд-бокс
if (boundBox != null) {
boundBox.infinity();
} else {
boundBox = new BoundBox();
}
// Расчитываем баунды объектов
var childBoundBox:BoundBox = new BoundBox();
var childMatrix:Matrix3D = new Matrix3D();
for (var i:int = 0; i < _numChildren; i++) {
var child:Object3D = children[i];
childMatrix.identity();
childMatrix.prepend(m);
childMatrix.prepend(child.matrix);
child.calculateBoundBox(childMatrix, childBoundBox);
boundBox.minX = (childBoundBox.minX < boundBox.minX) ? childBoundBox.minX : boundBox.minX;
boundBox.minY = (childBoundBox.minY < boundBox.minY) ? childBoundBox.minY : boundBox.minY;
boundBox.minZ = (childBoundBox.minZ < boundBox.minZ) ? childBoundBox.minZ : boundBox.minZ;
boundBox.maxX = (childBoundBox.maxX > boundBox.maxX) ? childBoundBox.maxX : boundBox.maxX;
boundBox.maxY = (childBoundBox.maxY > boundBox.maxY) ? childBoundBox.maxY : boundBox.maxY;
boundBox.maxZ = (childBoundBox.maxZ > boundBox.maxZ) ? childBoundBox.maxZ : boundBox.maxZ;
}
return boundBox;
}
public function addChild(child:Object3D):void {
children[_numChildren++] = child;
child._parent = this;
}
public function removeChild(child:Object3D):void {
var i:int = children.indexOf(child);
if (i < 0) throw new ArgumentError("Child not found");
_numChildren--;
for (; i < _numChildren; i++) children[i] = children[int(i + 1)];
children.length = _numChildren;
child._parent = null;
}
public function hasChild(child:Object3D):Boolean {
return children.indexOf(child) > -1;
}
public function getChildAt(index:uint):Object3D {
return children[index];
}
public function get numChildren():uint {
return _numChildren;
}
}
}

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package alternativa.engine3d.core {
public class Sorting {
/**
* Грани не сортируются.
*/
static public const NONE:int = 0;
/**
* Грани сортируются по средним Z.
*/
static public const AVERAGE_Z:int = 1;
/**
* Грани находятся в BSP-дереве.
*/
static public const BSP:int = 2;
}
}

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package alternativa.engine3d.loaders {
import __AS3__.vec.Vector;
import alternativa.engine3d.loaders.events.BatchTextureLoaderErrorEvent;
import alternativa.engine3d.loaders.events.LoaderEvent;
import alternativa.engine3d.loaders.events.LoaderProgressEvent;
import flash.display.BitmapData;
import flash.events.ErrorEvent;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.IOErrorEvent;
import flash.system.LoaderContext;
/**
* Событие посылается, когда начинается загрузка пакета.
*
* @eventType flash.events.Event.OPEN
*/
[Event (name="open", type="flash.events.Event")]
/**
* Событие посылается, когда загрузка пакета успешно завершена.
*
* @eventType flash.events.Event.COMPLETE
*/
[Event (name="complete", type="flash.events.Event")]
/**
* Событие посылается при возникновении ошибки загрузки.
*
* @eventType alternativa.engine3d.loaders.events.BatchTextureLoaderErrorEvent.LOADER_ERROR
*/
[Event (name="loaderError", type="alternativa.engine3d.loaders.events.BatchTextureLoaderErrorEvent")]
/**
* Событие посылается, когда начинается загрузка очередной текстуры.
*
* @eventType alternativa.engine3d.loaders.events.LoaderEvent.PART_OPEN
*/
[Event (name="partOpen", type="alternativa.engine3d.loaders.events.LoaderEvent")]
/**
* Событие посылается, когда загрузка очередной текстуры успешно завершена.
*
* @eventType alternativa.engine3d.loaders.events.LoaderEvent.PART_COMPLETE
*/
[Event (name="partComplete", type="alternativa.engine3d.loaders.events.LoaderEvent")]
/**
* Событие посылается для отображения прогресса загрузки.
*
* @eventType alternativa.engine3d.loaders.events.LoaderProgressEvent.LOADER_PROGRESS
*/
[Event (name="loaderProgress", type="alternativa.engine3d.loaders.events.LoaderProgressEvent")]
/**
* @private
* Пакетный загрузчик текстур.
*
* При возникновении ошибки во время загрузки очередной текстуры, пакетный загрузчик заменяет соответствующую текстуру изображением-заглушкой и
* генерирует событие ошибки пакетного загрузчика. Пользователь пакетного загрузчика в обработчике ошибки может решить, прерывать ли процесс
* загрузки вызовом метода close() или нет.
*/
public class BatchTextureLoader extends EventDispatcher {
/**
* Текстура-заглушка для замены незагруженных текстур.
*/
private static var stubBitmapData:BitmapData;
private static const IDLE:int = 0;
private static const LOADING:int = 1;
// Состояние загрузчика
private var state:int = IDLE;
// Загрузчик текстур
private var textureLoader:TextureLoader;
// Контекст безопасности загрузчика
private var loaderContext:LoaderContext;
// Базовый URL файлов текстур
private var baseURL:String;
// Пакет с описанием текстур материалов (textureName => TextureInfo)
private var batch:Object;
// Список имён текстур в пакете
private var textureNames:Vector.<String>;
// Индекс текущего материала.
private var textureIndex:int;
// Общее количество загружаемых текстур
private var numTextures:int;
// Результирующая таблица (textureName => BitmapData)
private var _textures:Object;
/**
* Создаёт новый экземпляр загрузчика.
*/
public function BatchTextureLoader() {
}
/**
* Результирующая таблица битмапов. Ключами являются имена текстур, значениями -- объекты класса BitmapData.
*/
public function get textures():Object {
return _textures;
}
/**
* Прекращает текущую загрузку.
*/
public function close():void {
if (state == LOADING) {
textureLoader.close();
cleanup();
_textures = null;
state = IDLE;
}
}
/**
* Очищает ссылку на загруженный список текстур материалов.
*/
public function unload():void {
_textures = null;
}
/**
* Запускает загрузку.
*
* @param baseURL базовый URL файлов текстур
* @param batch описание пакета текстур -- таблица textureName => TextureInfo
* @param loaderContext LoaderContext для загрузки
*/
public function load(baseURL:String, batch:Object, loaderContext:LoaderContext = null):void {
if (baseURL == null) {
throw ArgumentError("Parameter baseURL cannot be null");
}
if (batch == null) {
throw ArgumentError("Parameter batch cannot be null");
}
this.baseURL = baseURL;
this.batch = batch;
this.loaderContext = loaderContext;
if (textureLoader == null) {
textureLoader = new TextureLoader();
} else {
close();
}
textureLoader.addEventListener(Event.OPEN, onTextureLoadingStart);
textureLoader.addEventListener(LoaderProgressEvent.LOADER_PROGRESS, onProgress);
textureLoader.addEventListener(Event.COMPLETE, onTextureLoadingComplete);
textureLoader.addEventListener(IOErrorEvent.IO_ERROR, onLoadingError);
// Получение массива имён текстур
textureNames = new Vector.<String>();
for (var textureName:String in batch) {
textureNames.push(textureName);
}
numTextures = textureNames.length;
// Старт загрузки
textureIndex = 0;
_textures = {};
if (hasEventListener(Event.OPEN)) {
dispatchEvent(new Event(Event.OPEN));
}
state = LOADING;
loadNextTexture();
}
/**
* Запускает загрузку очередной текстуры.
*/
private function loadNextTexture():void {
var info:TextureInfo = batch[textureNames[textureIndex]];
var opacityMapFileUrl:String = info.opacityMapFileName == null || info.opacityMapFileName == "" ? null : baseURL + info.opacityMapFileName;
textureLoader.load(baseURL + info.diffuseMapFileName, opacityMapFileUrl, loaderContext);
}
/**
*
*/
private function onTextureLoadingStart(e:Event):void {
if (hasEventListener(LoaderEvent.PART_OPEN)) {
dispatchEvent(new LoaderEvent(LoaderEvent.PART_OPEN, numTextures, textureIndex));
}
}
/**
*
*/
private function onProgress(e:LoaderProgressEvent):void {
if (hasEventListener(LoaderProgressEvent.LOADER_PROGRESS)) {
var totalProgress:Number = (textureIndex + e.totalProgress)/numTextures;
dispatchEvent(new LoaderProgressEvent(LoaderProgressEvent.LOADER_PROGRESS, numTextures, textureIndex, totalProgress, e.bytesLoaded, e.bytesTotal));
}
}
/**
* Обрабатывает завершение загрузки текстуры.
*/
private function onTextureLoadingComplete(e:Event):void {
_textures[textureNames[textureIndex]] = textureLoader.bitmapData;
tryNextTexure();
}
/**
* Обрабатывает ошибку при загрузке текстуры. Незагруженная текстура заменяется изображением-заглушкой и
* генерируется событие ошибки пакетного загрузчика.
*/
private function onLoadingError(e:ErrorEvent):void {
var textureName:String = textureNames[textureIndex];
_textures[textureName] = getStubBitmapData();
dispatchEvent(new BatchTextureLoaderErrorEvent(BatchTextureLoaderErrorEvent.LOADER_ERROR, textureName, e.text));
tryNextTexure();
}
/**
*
*/
private function tryNextTexure():void {
// Проверка состояния необходима, т.к. оно могло измениться в результате вызова метода close() в обработчике события ошибки загрузки
if (state == IDLE) return;
if (hasEventListener(LoaderEvent.PART_COMPLETE)) {
dispatchEvent(new LoaderEvent(LoaderEvent.PART_COMPLETE, numTextures, textureIndex));
}
if (++textureIndex == numTextures) {
// Загружены все текстуры, отправляется сообщение о завершении
cleanup();
removeEventListeners();
state = IDLE;
if (hasEventListener(Event.COMPLETE)) {
dispatchEvent(new Event(Event.COMPLETE));
}
} else {
loadNextTexture();
}
}
/**
*
*/
private function removeEventListeners():void {
textureLoader.removeEventListener(Event.OPEN, onTextureLoadingStart);
textureLoader.removeEventListener(LoaderProgressEvent.LOADER_PROGRESS, onProgress);
textureLoader.removeEventListener(Event.COMPLETE, onTextureLoadingComplete);
textureLoader.removeEventListener(IOErrorEvent.IO_ERROR, onLoadingError);
}
/**
* Очищает внутренние ссылки на объекты.
*/
private function cleanup():void {
loaderContext = null;
textureNames = null;
}
/**
* Метод для получения текстуры-заглушки.
*
* @return текстура-заглушка для замещения незагруженных текстур
*/
private function getStubBitmapData():BitmapData {
if (stubBitmapData == null) {
var size:uint = 20;
stubBitmapData = new BitmapData(size, size, false, 0);
for (var i:uint = 0; i < size; i++) {
for (var j:uint = 0; j < size; j += 2) {
stubBitmapData.setPixel((i%2) ? j : (j + 1), i, 0xFF00FF);
}
}
}
return stubBitmapData;
}
}
}

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package alternativa.engine3d.loaders {
import __AS3__.vec.Vector;
import alternativa.engine3d.objects.Mesh;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.IOErrorEvent;
import flash.events.SecurityErrorEvent;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Orientation3D;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.net.URLLoader;
import flash.net.URLLoaderDataFormat;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.utils.ByteArray;
import flash.utils.Endian;
[Event (name="complete", type="flash.events.Event")]
/**
*
*/
public class Loader3DS extends EventDispatcher {
private static const STATE_IDLE:int = -1;
private static const STATE_LOADING_MODEL:int = 0;
private static const STATE_LOADING_TEXTURES:int = 1;
private static var stubBitmapData:BitmapData;
private var _content:Vector.<Mesh>;
private var version:uint;
private var objectDatas:Object;
private var animationDatas:Array;
private var materialDatas:Array;
private var bitmaps:Array;
private var modelLoader:URLLoader;
private var textureLoader:TextureLoader;
private var data:ByteArray;
private var counter:int;
private var textureMaterialNames:Array;
private var context:LoaderContext;
private var path:String;
private var loaderState:int = STATE_IDLE;
/**
* Повтор текстуры при заливке для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var repeat:Boolean = true;
/**
* Сглаживание текстур при увеличении масштаба.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var smooth:Boolean = false;
/**
* Режим наложения цвета для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var blendMode:String = BlendMode.NORMAL;
/**
* Коэффициент пересчёта единиц измерения модели.
*/
public var units:Number = 1;
/**
* Устанавливаемый уровень мобильности загруженных объектов.
*/
public var mobility:int = 0;
/**
* Прекращение текущей загрузки.
*/
public function close():void {
if (loaderState == STATE_LOADING_MODEL) {
modelLoader.close();
}
if (loaderState == STATE_LOADING_TEXTURES) {
textureLoader.close();
}
loaderState = STATE_IDLE;
}
/**
* Метод очищает внутренние ссылки на загруженные данные чтобы сборщик мусора мог освободить занимаемую ими память. Метод не работает
* во время загрузки.
*/
public function unload():void {
if (loaderState == STATE_IDLE) {
clean();
}
}
private function clean():void {
_content = null;
objectDatas = null;
animationDatas = null;
materialDatas = null;
bitmaps = null;
textureMaterialNames = null;
}
public function load(url:String, context:LoaderContext = null):void {
path = url.substring(0, url.lastIndexOf("/") + 1);
this.context = context;
// Очистка
version = 0;
clean();
if (modelLoader == null) {
modelLoader = new URLLoader();
modelLoader.dataFormat = URLLoaderDataFormat.BINARY;
modelLoader.addEventListener(Event.COMPLETE, on3DSLoad);
modelLoader.addEventListener(IOErrorEvent.IO_ERROR, on3DSError);
modelLoader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, on3DSError);
} else {
close();
}
loaderState = STATE_LOADING_MODEL;
modelLoader.load(new URLRequest(url));
}
private function on3DSLoad(e:Event):void {
loaderState = STATE_IDLE;
data = modelLoader.data;
data.endian = Endian.LITTLE_ENDIAN;
parse3DSChunk(0, data.bytesAvailable);
}
private function on3DSError(e:Event):void {
loaderState = STATE_IDLE;
dispatchEvent(e);
}
private function loadBitmaps():void {
if (textureLoader == null) {
textureLoader = new TextureLoader();
textureLoader.addEventListener(Event.COMPLETE, loadNextBitmap);
textureLoader.addEventListener(IOErrorEvent.IO_ERROR, loadNextBitmap);
}
// Имена материалов с диффузными текстурами собираются в массив textureMaterialNames
bitmaps = new Array();
textureMaterialNames = new Array();
for each (var materialData:MaterialData in materialDatas) {
if (materialData.diffuseMap != null) {
textureMaterialNames.push(materialData.name);
}
}
loaderState = STATE_LOADING_TEXTURES;
loadNextBitmap();
}
private function loadNextBitmap(e:Event = null):void {
if (e != null) {
if (!(e is IOErrorEvent)) {
bitmaps[textureMaterialNames[counter]] = textureLoader.bitmapData;
} else {
if (stubBitmapData == null) {
var size:uint = 20;
stubBitmapData = new BitmapData(size, size, false, 0);
for (var i:uint = 0; i < size; i++) {
for (var j:uint = 0; j < size; j+=2) {
stubBitmapData.setPixel((i % 2) ? j : (j+1), i, 0xFF00FF);
}
}
}
bitmaps[textureMaterialNames[counter]] = stubBitmapData;
}
} else {
counter = -1;
}
counter++;
if (counter < textureMaterialNames.length) {
var materialData:MaterialData = materialDatas[textureMaterialNames[counter]];
textureLoader.load(path + materialData.diffuseMap.filename, materialData.opacityMap == null ? null : path + materialData.opacityMap.filename, context);
} else {
loaderState = STATE_IDLE;
buildContent();
}
}
private function buildContent():void {
var i:uint;
var length:uint;
// Формируем связи объектов
_content = new Vector.<Mesh>();
// Создаём материалы
var materialData:MaterialData;
for (var materialName:String in materialDatas) {
materialData = materialDatas[materialName];
var mapData:MapData = materialData.diffuseMap;
var materialMatrix:Matrix = new Matrix();
if (mapData != null) {
var rot:Number = mapData.rotation*Math.PI/180;
var rotSin:Number = Math.sin(rot);
var rotCos:Number = Math.cos(rot);
materialMatrix.translate(-mapData.offsetU, mapData.offsetV);
materialMatrix.translate(-0.5, -0.5);
materialMatrix.rotate(-rot);
materialMatrix.scale(mapData.scaleU, mapData.scaleV);
materialMatrix.translate(0.5, 0.5);
}
materialData.matrix = materialMatrix;
}
// Если есть данные об анимации и иерархии объектов
var objectName:String;
var objectData:ObjectData;
var mesh:Mesh;
if (animationDatas != null) {
if (objectDatas != null) {
length = animationDatas.length;
for (i = 0; i < length; i++) {
var animationData:AnimationData = animationDatas[i];
objectName = animationData.objectName;
objectData = objectDatas[objectName];
// Если на один объект приходится несколько данных об анимации
if (objectData != null) {
var nameCounter:uint = 2;
for (var j:uint = i + 1; j < length; j++) {
var animationData2:AnimationData = animationDatas[j];
if (objectName == animationData2.objectName) {
var newName:String = objectName + nameCounter;
var newObjectData:ObjectData = new ObjectData();
animationData2.objectName = newName;
newObjectData.name = newName;
if (objectData.vertices != null) {
newObjectData.vertices = new Vector.<Vector3D>().concat(objectData.vertices);
}
if (objectData.uvs != null) {
newObjectData.uvs = new new Vector.<Point>().concat(objectData.uvs);
}
if (objectData.matrix != null) {
newObjectData.matrix = objectData.matrix.clone();
}
if (objectData.faces != null) {
newObjectData.faces = new Array().concat(objectData.faces);
}
if (objectData.surfaces != null) {
newObjectData.surfaces = objectData.surfaces.clone();
}
objectDatas[newName] = newObjectData;
nameCounter++;
}
}
}
if (objectData != null && objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
animationData.object = mesh;
buildObject(animationData);
buildMesh(mesh, objectData, animationData);
_content.push(mesh);
}
}
}
} else {
for (objectName in objectDatas) {
objectData = objectDatas[objectName];
if (objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
buildMesh(mesh, objectData, null);
_content.push(mesh);
}
}
}
// Рассылаем событие о завершении
dispatchEvent(new Event(Event.COMPLETE));
}
private function buildObject(animationData:AnimationData):void {
var object:Mesh = animationData.object;
object.name = animationData.objectName;
var transform:Vector.<Vector3D> = new Vector.<Vector3D>(3, true);
transform[0] = (animationData.position == null) ? new Vector3D() : new Vector3D(animationData.position.x * units, animationData.position.y * units, animationData.position.z * units);
transform[1] = (animationData.rotation == null) ? new Vector3D() : animationData.rotation.clone();
transform[2] = (animationData.scale == null) ? new Vector3D(1, 1, 1) : animationData.scale.clone();
object.matrix.recompose(transform, Orientation3D.AXIS_ANGLE);
}
private function buildMesh(mesh:Mesh, objectData:ObjectData, animationData:AnimationData):void {
// Добавляем вершины
var i:uint;
var j:uint;
var k:uint;
var key:*;
var length:uint = objectData.vertices.length;
for (i = 0; i < length; i++) {
var vertexData:Vector3D = objectData.vertices[i];
var uv:Point = objectData.uvs[i];
j = i*3;
mesh.vertices[j] = vertexData.x;
mesh.vertices[j + 1] = vertexData.y;
mesh.vertices[j + 2] = vertexData.z;
mesh.uvts[j] = uv.x;
mesh.uvts[j + 1] = 1 - uv.y;
k = i << 1;
mesh.uvs[k] = uv.x;
mesh.uvs[k + 1] = 1 - uv.y;
}
// Коррекция вершин
if (animationData != null) {
// Инвертируем матрицу
objectData.matrix.invert();
// Вычитаем точку привязки из смещения матрицы
if (animationData.pivot != null) {
objectData.matrix.appendTranslation(-animationData.pivot.x, -animationData.pivot.y, -animationData.pivot.z);
}
// Трансформируем вершины
objectData.matrix.transformVectors(mesh.vertices, mesh.vertices);
}
for (i = 0; i < mesh.numVertices*3; i++) {
mesh.vertices[i] *= units;
}
// Добавляем грани
length = objectData.faces.length;
for (i = 0; i < length; i++) {
var faceData:FaceData = objectData.faces[i];
j = i*3;
mesh.indices[j] = faceData.a;
mesh.indices[j + 1] = faceData.b;
mesh.indices[j + 2] = faceData.c;
}
// Добавляем поверхности
if (objectData.surfaces != null) {
for (var surfaceId:String in objectData.surfaces) {
var materialData:MaterialData = materialDatas[surfaceId];
if (materialData.diffuseMap != null) {
mesh.texture = bitmaps[materialData.name];
}
}
}
}
private function parse3DSChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Главный
case 0x4D4D:
parseMainChunk(dataIndex, dataLength);
break;
}
parse3DSChunk(index + chunkLength, length - chunkLength);
} else {
// Загрузка битмап
loadBitmaps();
}
}
private function parseMainChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Версия
case 0x0002:
parseVersion(dataIndex);
break;
// 3D-сцена
case 0x3D3D:
parse3DChunk(dataIndex, dataLength);
break;
// Анимация
case 0xB000:
parseAnimationChunk(dataIndex, dataLength);
break;
}
parseMainChunk(index + chunkLength, length - chunkLength);
}
}
private function parseVersion(index:uint):void {
data.position = index;
version = data.readUnsignedInt();
}
private function parse3DChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Материал
case 0xAFFF:
// Парсим материал
var material:MaterialData = new MaterialData();
parseMaterialChunk(material, dataIndex, dataLength);
break;
// Объект
case 0x4000:
// Создаём данные объекта
var object:ObjectData = new ObjectData();
var objectLength:uint = parseObject(object, dataIndex);
// Парсим объект
parseObjectChunk(object, dataIndex + objectLength, dataLength - objectLength);
break;
}
parse3DChunk(index + chunkLength, length - chunkLength);
}
}
private function parseMaterialChunk(material:MaterialData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя материала
case 0xA000:
parseMaterialName(material, dataIndex);
break;
// Ambient color
case 0xA010:
break;
// Diffuse color
case 0xA020:
data.position = dataIndex + 6;
material.color = (data.readUnsignedByte() << 16) + (data.readUnsignedByte() << 8) + data.readUnsignedByte();
break;
// Specular color
case 0xA030:
break;
// Shininess percent
case 0xA040:
data.position = dataIndex + 6;
material.glossiness = data.readUnsignedShort();
break;
// Shininess strength percent
case 0xA041:
data.position = dataIndex + 6;
material.specular = data.readUnsignedShort();
break;
// Transperensy
case 0xA050:
data.position = dataIndex + 6;
material.transparency = data.readUnsignedShort();
break;
// Texture map 1
case 0xA200:
material.diffuseMap = new MapData();
parseMapChunk(material.name, material.diffuseMap, dataIndex, dataLength);
break;
// Texture map 2
case 0xA33A:
break;
// Opacity map
case 0xA210:
material.opacityMap = new MapData();
parseMapChunk(material.name, material.opacityMap, dataIndex, dataLength);
break;
// Bump map
case 0xA230:
//material.normalMap = new MapData();
//parseMapChunk(material.normalMap, dataIndex, dataLength);
break;
// Shininess map
case 0xA33C:
break;
// Specular map
case 0xA204:
break;
// Self-illumination map
case 0xA33D:
break;
// Reflection map
case 0xA220:
break;
}
parseMaterialChunk(material, index + chunkLength, length - chunkLength);
}
}
private function parseMaterialName(material:MaterialData, index:uint):void {
// Создаём список материалов, если надо
if (materialDatas == null) {
materialDatas = new Array();
}
// Получаем название материала
material.name = getString(index);
// Помещаем данные материала в список
materialDatas[material.name] = material;
}
private function parseMapChunk(materialName:String, map:MapData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя файла
case 0xA300:
map.filename = getString(dataIndex).toLowerCase();
break;
// Масштаб по U
case 0xA354:
data.position = dataIndex;
map.scaleU = data.readFloat();
break;
// Масштаб по V
case 0xA356:
data.position = dataIndex;
map.scaleV = data.readFloat();
break;
// Смещение по U
case 0xA358:
data.position = dataIndex;
map.offsetU = data.readFloat();
break;
// Смещение по V
case 0xA35A:
data.position = dataIndex;
map.offsetV = data.readFloat();
break;
// Угол поворота
case 0xA35C:
data.position = dataIndex;
map.rotation = data.readFloat();
break;
}
parseMapChunk(materialName, map, index + chunkLength, length - chunkLength);
}
}
private function parseObject(object:ObjectData, index:uint):uint {
// Создаём список объектов, если надо
if (objectDatas == null) {
objectDatas = new Object();
}
// Получаем название объекта
object.name = getString(index);
// Помещаем данные объекта в список
objectDatas[object.name] = object;
return object.name.length + 1;
}
private function parseObjectChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Меш
case 0x4100:
parseMeshChunk(object, dataIndex, dataLength);
break;
// Источник света
case 0x4600:
break;
// Камера
case 0x4700:
break;
}
parseObjectChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseMeshChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Вершины
case 0x4110:
parseVertices(object, dataIndex);
break;
// UV
case 0x4140:
parseUVs(object, dataIndex);
break;
// Трансформация
case 0x4160:
parseMatrix(object, dataIndex);
break;
// Грани
case 0x4120:
var facesLength:uint = parseFaces(object, dataIndex);
parseFacesChunk(object, dataIndex + facesLength, dataLength - facesLength);
break;
}
parseMeshChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseVertices(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.vertices = new Vector.<Vector3D>();
for (var i:uint = 0; i < num; i++) {
object.vertices.push(new Vector3D(data.readFloat(), data.readFloat(), data.readFloat()));
}
}
private function parseUVs(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.uvs = new Vector.<Point>();
for (var i:uint = 0; i < num; i++) {
object.uvs.push(new Point(data.readFloat(), data.readFloat()));
}
}
private function parseMatrix(object:ObjectData, index:uint):void {
data.position = index;
object.matrix = new Matrix3D(Vector.<Number>([
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 1
]));
}
private function parseFaces(object:ObjectData, index:uint):uint {
data.position = index;
var num:uint = data.readUnsignedShort();
object.faces = new Array();
for (var i:uint = 0; i < num; i++) {
var face:FaceData = new FaceData();
face.a = data.readUnsignedShort();
face.b = data.readUnsignedShort();
face.c = data.readUnsignedShort();
object.faces.push(face);
data.position += 2; // Пропускаем флаг
}
return 2 + num*8;
}
private function parseFacesChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Поверхности
case 0x4130:
parseSurface(object, dataIndex);
break;
// Группы сглаживания
case 0x4150:
break;
}
parseFacesChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseSurface(object:ObjectData, index:uint):void {
// Создаём данные поверхности
var surface:SurfaceData = new SurfaceData();
// Создаём список поверхностей, если надо
if (object.surfaces == null) {
object.surfaces = new Object();
}
// Получаем название материала
surface.materialName = getString(index);
// Помещаем данные поверхности в список
object.surfaces[surface.materialName] = surface;
// Получаем грани поверхности
data.position = index + surface.materialName.length + 1;
var num:uint = data.readUnsignedShort();
surface.faces = new Array();
for (var i:uint = 0; i < num; i++) {
surface.faces.push(data.readUnsignedShort());
}
}
private function parseAnimationChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Анимация объекта
case 0xB001:
case 0xB002:
case 0xB003:
case 0xB004:
case 0xB005:
case 0xB006:
case 0xB007:
var animation:AnimationData = new AnimationData();
if (animationDatas == null) {
animationDatas = new Array();
}
animationDatas.push(animation);
parseObjectAnimationChunk(animation, dataIndex, dataLength);
break;
// Таймлайн
case 0xB008:
break;
}
parseAnimationChunk(index + chunkLength, length - chunkLength);
}
}
private function parseObjectAnimationChunk(animation:AnimationData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Идентификация объекта и его связь
case 0xB010:
parseObjectAnimationInfo(animation, dataIndex);
break;
// Точка привязки объекта (pivot)
case 0xB013:
parseObjectAnimationPivot(animation, dataIndex);
break;
// Смещение объекта относительно родителя
case 0xB020:
parseObjectAnimationPosition(animation, dataIndex);
break;
// Поворот объекта относительно родителя (angle-axis)
case 0xB021:
parseObjectAnimationRotation(animation, dataIndex);
break;
// Масштабирование объекта относительно родителя
case 0xB022:
parseObjectAnimationScale(animation, dataIndex);
break;
}
parseObjectAnimationChunk(animation, index + chunkLength, length - chunkLength);
}
}
private function parseObjectAnimationInfo(animation:AnimationData, index:uint):void {
var name:String = getString(index);
data.position = index + name.length + 1 + 4;
animation.objectName = name;
animation.parentIndex = data.readUnsignedShort();
}
private function parseObjectAnimationPivot(animation:AnimationData, index:uint):void {
data.position = index;
animation.pivot = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
private function parseObjectAnimationPosition(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.position = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
private function parseObjectAnimationRotation(animation:AnimationData, index:uint):void {
data.position = index + 20;
var angle:Number = data.readFloat();
animation.rotation = new Vector3D(-data.readFloat(), -data.readFloat(), -data.readFloat(), angle);
}
private function parseObjectAnimationScale(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.scale = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
* Объект-контейнер, содержащий все загруженные объекты.
*/
public function get content():Vector.<Mesh> {
return _content;
}
// Считываем строку заканчивающуюся на нулевой байт
private function getString(index:uint):String {
data.position = index;
var charCode:uint = data.readByte();
var res:String = "";
while (charCode != 0) {
res += String.fromCharCode(charCode);
charCode = data.readByte();
}
return res;
}
private function getRotationFrom3DSAngleAxis(angle:Number, x:Number, z:Number, y:Number):Vector3D {
var res:Vector3D = new Vector3D();
var s:Number = Math.sin(angle);
var c:Number = Math.cos(angle);
var t:Number = 1 - c;
var k:Number = x*y*t + z*s;
var half:Number;
if (k > 0.998) {
half = angle/2;
res.z = -2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = -Math.PI/2;
res.x = 0;
return res;
}
if (k < -0.998) {
half = angle/2;
res.z = 2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = Math.PI/2;
res.x = 0;
return res;
}
res.z = -Math.atan2(y*s - x*z*t, 1 - (y*y + z*z)*t);
res.y = -Math.asin(x*y*t + z*s);
res.x = -Math.atan2(x*s - y*z*t, 1 - (x*x + z*z)*t);
return res;
}
}
}
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
import __AS3__.vec.Vector;
import flash.geom.Point;
import alternativa.engine3d.objects.Mesh;
class MaterialData {
public var name:String;
public var color:uint;
public var specular:uint;
public var glossiness:uint;
public var transparency:uint;
public var diffuseMap:MapData;
public var opacityMap:MapData;
//public var normalMap:MapData;
public var matrix:Matrix;
}
class MapData {
public var filename:String;
public var scaleU:Number = 1;
public var scaleV:Number = 1;
public var offsetU:Number = 0;
public var offsetV:Number = 0;
public var rotation:Number = 0;
}
class ObjectData {
public var name:String;
public var vertices:Vector.<Vector3D>;
public var uvs:Vector.<Point>;
public var matrix:Matrix3D;
public var faces:Array;
public var surfaces:Object;
}
class FaceData {
public var a:uint;
public var b:uint;
public var c:uint;
}
class SurfaceData {
public var materialName:String;
public var faces:Array;
}
class AnimationData {
public var objectName:String;
public var object:Mesh;
public var parentIndex:uint;
public var pivot:Vector3D;
public var position:Vector3D;
public var rotation:Vector3D;
public var scale:Vector3D;
}

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package alternativa.engine3d.loaders {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.objects.Mesh;
import flash.display.BlendMode;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Orientation3D;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.net.URLLoader;
import flash.system.LoaderContext;
import flash.utils.ByteArray;
import flash.utils.Endian;
use namespace alternativa3d;
public class Loader3DSByteArray extends EventDispatcher {
private var _content:Vector.<Mesh>;
private var version:uint;
private var objectDatas:Object;
private var animationDatas:Array;
private var materialDatas:Array;
private var bitmaps:Array;
private var modelLoader:URLLoader;
private var textureLoader:TextureLoader;
alternativa3d var data:ByteArray;
private var counter:int;
private var textureMaterialNames:Array;
private var context:LoaderContext;
private var path:String;
/**
* Повтор текстуры при заливке для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var repeat:Boolean = true;
/**
* Сглаживание текстур при увеличении масштаба.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var smooth:Boolean = false;
/**
* Режим наложения цвета для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var blendMode:String = BlendMode.NORMAL;
/**
* Коэффициент пересчёта единиц измерения модели.
*/
public var units:Number = 1;
/**
* Устанавливаемый уровень мобильности загруженных объектов.
*/
public var mobility:int = 0;
private function clean():void {
_content = null;
objectDatas = null;
animationDatas = null;
materialDatas = null;
bitmaps = null;
textureMaterialNames = null;
}
public function parseByteArray(data:ByteArray):void {
this.data = data;
this.data.endian = Endian.LITTLE_ENDIAN;
parse3DSChunk(0, this.data.bytesAvailable);
}
private function buildContent():void {
var i:uint;
var length:uint;
// Формируем связи объектов
_content = new Vector.<Mesh>();
// Создаём материалы
var materialData:MaterialData;
for (var materialName:String in materialDatas) {
materialData = materialDatas[materialName];
var mapData:MapData = materialData.diffuseMap;
var materialMatrix:Matrix = new Matrix();
if (mapData != null) {
var rot:Number = mapData.rotation*Math.PI/180;
var rotSin:Number = Math.sin(rot);
var rotCos:Number = Math.cos(rot);
materialMatrix.translate(-mapData.offsetU, mapData.offsetV);
materialMatrix.translate(-0.5, -0.5);
materialMatrix.rotate(-rot);
materialMatrix.scale(mapData.scaleU, mapData.scaleV);
materialMatrix.translate(0.5, 0.5);
}
materialData.matrix = materialMatrix;
}
// Если есть данные об анимации и иерархии объектов
var objectName:String;
var objectData:ObjectData;
var mesh:Mesh;
if (animationDatas != null) {
if (objectDatas != null) {
length = animationDatas.length;
for (i = 0; i < length; i++) {
var animationData:AnimationData = animationDatas[i];
objectName = animationData.objectName;
objectData = objectDatas[objectName];
// Если на один объект приходится несколько данных об анимации
if (objectData != null) {
var nameCounter:uint = 2;
for (var j:uint = i + 1; j < length; j++) {
var animationData2:AnimationData = animationDatas[j];
if (objectName == animationData2.objectName) {
var newName:String = objectName + nameCounter;
var newObjectData:ObjectData = new ObjectData();
animationData2.objectName = newName;
newObjectData.name = newName;
if (objectData.vertices != null) {
newObjectData.vertices = new Vector.<Vector3D>().concat(objectData.vertices);
}
if (objectData.uvs != null) {
newObjectData.uvs = new new Vector.<Point>().concat(objectData.uvs);
}
if (objectData.matrix != null) {
newObjectData.matrix = objectData.matrix.clone();
}
if (objectData.faces != null) {
newObjectData.faces = new Array().concat(objectData.faces);
}
if (objectData.surfaces != null) {
newObjectData.surfaces = objectData.surfaces.clone();
}
objectDatas[newName] = newObjectData;
nameCounter++;
}
}
}
if (objectData != null && objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
animationData.object = mesh;
buildObject(animationData);
buildMesh(mesh, objectData, animationData);
_content.push(mesh);
}
}
}
} else {
for (objectName in objectDatas) {
objectData = objectDatas[objectName];
if (objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
buildMesh(mesh, objectData, null);
_content.push(mesh);
}
}
}
// Рассылаем событие о завершении
dispatchEvent(new Event(Event.COMPLETE));
}
private function buildObject(animationData:AnimationData):void {
var object:Mesh = animationData.object;
var transform:Vector.<Vector3D> = new Vector.<Vector3D>(3, true);
transform[0] = (animationData.position == null) ? new Vector3D() : new Vector3D(animationData.position.x * units, animationData.position.y * units, animationData.position.z * units);
transform[1] = (animationData.rotation == null) ? new Vector3D() : animationData.rotation.clone();
transform[2] = (animationData.scale == null) ? new Vector3D(1, 1, 1) : animationData.scale.clone();
object.matrix.recompose(transform, Orientation3D.AXIS_ANGLE);
}
private function buildMesh(mesh:Mesh, objectData:ObjectData, animationData:AnimationData):void {
// Добавляем вершины
var i:uint;
var j:uint;
var k:uint;
var key:*;
var length:uint = objectData.vertices.length;
for (i = 0; i < length; i++) {
var vertexData:Vector3D = objectData.vertices[i];
var uv:Point = objectData.uvs[i];
j = i*3;
mesh.vertices[j] = vertexData.x;
mesh.vertices[j + 1] = vertexData.y;
mesh.vertices[j + 2] = vertexData.z;
mesh.uvts[j] = uv.x;
mesh.uvts[j + 1] = 1 - uv.y;
k = i << 1;
mesh.uvs[k] = uv.x;
mesh.uvs[k + 1] = 1 - uv.y;
}
// Коррекция вершин
if (animationData != null) {
// Инвертируем матрицу
objectData.matrix.invert();
// Вычитаем точку привязки из смещения матрицы
if (animationData.pivot != null) {
objectData.matrix.appendTranslation(-animationData.pivot.x, -animationData.pivot.y, -animationData.pivot.z);
}
// Трансформируем вершины
objectData.matrix.transformVectors(mesh.vertices, mesh.vertices);
}
for (i = 0; i < mesh.numVertices*3; i++) {
mesh.vertices[i] *= units;
}
// Добавляем грани
length = objectData.faces.length;
for (i = 0; i < length; i++) {
var faceData:FaceData = objectData.faces[i];
j = i*3;
mesh.indices[j] = faceData.a;
mesh.indices[j + 1] = faceData.b;
mesh.indices[j + 2] = faceData.c;
}
// Добавляем поверхности
/*if (objectData.surfaces != null) {
for (var surfaceId:String in objectData.surfaces) {
var materialData:MaterialData = materialDatas[surfaceId];
if (materialData.diffuseMap != null) {
mesh.texture = bitmaps[materialData.name];
}
}
}*/
}
alternativa3d function parse3DSChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Главный
case 0x4D4D:
parseMainChunk(dataIndex, dataLength);
break;
}
parse3DSChunk(index + chunkLength, length - chunkLength);
} else {
// Загрузка битмап
//loadBitmaps();
buildContent(); // Без подгрузки битмап
}
}
private function parseMainChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Версия
case 0x0002:
parseVersion(dataIndex);
break;
// 3D-сцена
case 0x3D3D:
parse3DChunk(dataIndex, dataLength);
break;
// Анимация
case 0xB000:
parseAnimationChunk(dataIndex, dataLength);
break;
}
parseMainChunk(index + chunkLength, length - chunkLength);
}
}
private function parseVersion(index:uint):void {
data.position = index;
version = data.readUnsignedInt();
}
private function parse3DChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Материал
case 0xAFFF:
// Парсим материал
var material:MaterialData = new MaterialData();
parseMaterialChunk(material, dataIndex, dataLength);
break;
// Объект
case 0x4000:
// Создаём данные объекта
var object:ObjectData = new ObjectData();
var objectLength:uint = parseObject(object, dataIndex);
// Парсим объект
parseObjectChunk(object, dataIndex + objectLength, dataLength - objectLength);
break;
}
parse3DChunk(index + chunkLength, length - chunkLength);
}
}
private function parseMaterialChunk(material:MaterialData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя материала
case 0xA000:
parseMaterialName(material, dataIndex);
break;
// Ambient color
case 0xA010:
break;
// Diffuse color
case 0xA020:
data.position = dataIndex + 6;
material.color = (data.readUnsignedByte() << 16) + (data.readUnsignedByte() << 8) + data.readUnsignedByte();
break;
// Specular color
case 0xA030:
break;
// Shininess percent
case 0xA040:
data.position = dataIndex + 6;
material.glossiness = data.readUnsignedShort();
break;
// Shininess strength percent
case 0xA041:
data.position = dataIndex + 6;
material.specular = data.readUnsignedShort();
break;
// Transperensy
case 0xA050:
data.position = dataIndex + 6;
material.transparency = data.readUnsignedShort();
break;
// Texture map 1
case 0xA200:
material.diffuseMap = new MapData();
parseMapChunk(material.name, material.diffuseMap, dataIndex, dataLength);
break;
// Texture map 2
case 0xA33A:
break;
// Opacity map
case 0xA210:
material.opacityMap = new MapData();
parseMapChunk(material.name, material.opacityMap, dataIndex, dataLength);
break;
// Bump map
case 0xA230:
//material.normalMap = new MapData();
//parseMapChunk(material.normalMap, dataIndex, dataLength);
break;
// Shininess map
case 0xA33C:
break;
// Specular map
case 0xA204:
break;
// Self-illumination map
case 0xA33D:
break;
// Reflection map
case 0xA220:
break;
}
parseMaterialChunk(material, index + chunkLength, length - chunkLength);
}
}
private function parseMaterialName(material:MaterialData, index:uint):void {
// Создаём список материалов, если надо
if (materialDatas == null) {
materialDatas = new Array();
}
// Получаем название материала
material.name = getString(index);
// Помещаем данные материала в список
materialDatas[material.name] = material;
}
private function parseMapChunk(materialName:String, map:MapData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя файла
case 0xA300:
map.filename = getString(dataIndex).toLowerCase();
break;
// Масштаб по U
case 0xA354:
data.position = dataIndex;
map.scaleU = data.readFloat();
break;
// Масштаб по V
case 0xA356:
data.position = dataIndex;
map.scaleV = data.readFloat();
break;
// Смещение по U
case 0xA358:
data.position = dataIndex;
map.offsetU = data.readFloat();
break;
// Смещение по V
case 0xA35A:
data.position = dataIndex;
map.offsetV = data.readFloat();
break;
// Угол поворота
case 0xA35C:
data.position = dataIndex;
map.rotation = data.readFloat();
break;
}
parseMapChunk(materialName, map, index + chunkLength, length - chunkLength);
}
}
private function parseObject(object:ObjectData, index:uint):uint {
// Создаём список объектов, если надо
if (objectDatas == null) {
objectDatas = new Object();
}
// Получаем название объекта
object.name = getString(index);
// Помещаем данные объекта в список
objectDatas[object.name] = object;
return object.name.length + 1;
}
private function parseObjectChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Меш
case 0x4100:
parseMeshChunk(object, dataIndex, dataLength);
break;
// Источник света
case 0x4600:
break;
// Камера
case 0x4700:
break;
}
parseObjectChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseMeshChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Вершины
case 0x4110:
parseVertices(object, dataIndex);
break;
// UV
case 0x4140:
parseUVs(object, dataIndex);
break;
// Трансформация
case 0x4160:
parseMatrix(object, dataIndex);
break;
// Грани
case 0x4120:
var facesLength:uint = parseFaces(object, dataIndex);
parseFacesChunk(object, dataIndex + facesLength, dataLength - facesLength);
break;
}
parseMeshChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseVertices(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.vertices = new Vector.<Vector3D>();
for (var i:uint = 0; i < num; i++) {
object.vertices.push(new Vector3D(data.readFloat(), data.readFloat(), data.readFloat()));
}
}
private function parseUVs(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.uvs = new Vector.<Point>();
for (var i:uint = 0; i < num; i++) {
object.uvs.push(new Point(data.readFloat(), data.readFloat()));
}
}
private function parseMatrix(object:ObjectData, index:uint):void {
data.position = index;
object.matrix = new Matrix3D(Vector.<Number>([
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 1
]));
}
private function parseFaces(object:ObjectData, index:uint):uint {
data.position = index;
var num:uint = data.readUnsignedShort();
object.faces = new Array();
for (var i:uint = 0; i < num; i++) {
var face:FaceData = new FaceData();
face.a = data.readUnsignedShort();
face.b = data.readUnsignedShort();
face.c = data.readUnsignedShort();
object.faces.push(face);
data.position += 2; // Пропускаем флаг
}
return 2 + num*8;
}
private function parseFacesChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Поверхности
case 0x4130:
parseSurface(object, dataIndex);
break;
// Группы сглаживания
case 0x4150:
break;
}
parseFacesChunk(object, index + chunkLength, length - chunkLength);
}
}
private function parseSurface(object:ObjectData, index:uint):void {
// Создаём данные поверхности
var surface:SurfaceData = new SurfaceData();
// Создаём список поверхностей, если надо
if (object.surfaces == null) {
object.surfaces = new Object();
}
// Получаем название материала
surface.materialName = getString(index);
// Помещаем данные поверхности в список
object.surfaces[surface.materialName] = surface;
// Получаем грани поверхности
data.position = index + surface.materialName.length + 1;
var num:uint = data.readUnsignedShort();
surface.faces = new Array();
for (var i:uint = 0; i < num; i++) {
surface.faces.push(data.readUnsignedShort());
}
}
private function parseAnimationChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Анимация объекта
case 0xB001:
case 0xB002:
case 0xB003:
case 0xB004:
case 0xB005:
case 0xB006:
case 0xB007:
var animation:AnimationData = new AnimationData();
if (animationDatas == null) {
animationDatas = new Array();
}
animationDatas.push(animation);
parseObjectAnimationChunk(animation, dataIndex, dataLength);
break;
// Таймлайн
case 0xB008:
break;
}
parseAnimationChunk(index + chunkLength, length - chunkLength);
}
}
private function parseObjectAnimationChunk(animation:AnimationData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Идентификация объекта и его связь
case 0xB010:
parseObjectAnimationInfo(animation, dataIndex);
break;
// Точка привязки объекта (pivot)
case 0xB013:
parseObjectAnimationPivot(animation, dataIndex);
break;
// Смещение объекта относительно родителя
case 0xB020:
parseObjectAnimationPosition(animation, dataIndex);
break;
// Поворот объекта относительно родителя (angle-axis)
case 0xB021:
parseObjectAnimationRotation(animation, dataIndex);
break;
// Масштабирование объекта относительно родителя
case 0xB022:
parseObjectAnimationScale(animation, dataIndex);
break;
}
parseObjectAnimationChunk(animation, index + chunkLength, length - chunkLength);
}
}
private function parseObjectAnimationInfo(animation:AnimationData, index:uint):void {
var name:String = getString(index);
data.position = index + name.length + 1 + 4;
animation.objectName = name;
animation.parentIndex = data.readUnsignedShort();
}
private function parseObjectAnimationPivot(animation:AnimationData, index:uint):void {
data.position = index;
animation.pivot = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
private function parseObjectAnimationPosition(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.position = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
private function parseObjectAnimationRotation(animation:AnimationData, index:uint):void {
data.position = index + 20;
var angle:Number = data.readFloat();
animation.rotation = new Vector3D(data.readFloat(), -data.readFloat(), data.readFloat(), angle);
}
private function parseObjectAnimationScale(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.scale = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
* Объект-контейнер, содержащий все загруженные объекты.
*/
public function get content():Vector.<Mesh> {
return _content;
}
// Считываем строку заканчивающуюся на нулевой байт
private function getString(index:uint):String {
data.position = index;
var charCode:uint = data.readByte();
var res:String = "";
while (charCode != 0) {
res += String.fromCharCode(charCode);
charCode = data.readByte();
}
return res;
}
private function getRotationFrom3DSAngleAxis(angle:Number, x:Number, z:Number, y:Number):Vector3D {
var res:Vector3D = new Vector3D();
var s:Number = Math.sin(angle);
var c:Number = Math.cos(angle);
var t:Number = 1 - c;
var k:Number = x*y*t + z*s;
var half:Number;
if (k > 0.998) {
half = angle/2;
res.z = -2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = -Math.PI/2;
res.x = 0;
return res;
}
if (k < -0.998) {
half = angle/2;
res.z = 2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = Math.PI/2;
res.x = 0;
return res;
}
res.z = -Math.atan2(y*s - x*z*t, 1 - (y*y + z*z)*t);
res.y = -Math.asin(x*y*t + z*s);
res.x = -Math.atan2(x*s - y*z*t, 1 - (x*x + z*z)*t);
return res;
}
}
}
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
import __AS3__.vec.Vector;
import flash.geom.Point;
import alternativa.engine3d.objects.Mesh;
class MaterialData {
public var name:String;
public var color:uint;
public var specular:uint;
public var glossiness:uint;
public var transparency:uint;
public var diffuseMap:MapData;
public var opacityMap:MapData;
//public var normalMap:MapData;
public var matrix:Matrix;
}
class MapData {
public var filename:String;
public var scaleU:Number = 1;
public var scaleV:Number = 1;
public var offsetU:Number = 0;
public var offsetV:Number = 0;
public var rotation:Number = 0;
}
class ObjectData {
public var name:String;
public var vertices:Vector.<Vector3D>;
public var uvs:Vector.<Point>;
public var matrix:Matrix3D;
public var faces:Array;
public var surfaces:Object;
}
class FaceData {
public var a:uint;
public var b:uint;
public var c:uint;
}
class SurfaceData {
public var materialName:String;
public var faces:Array;
}
class AnimationData {
public var objectName:String;
public var object:Mesh;
public var parentIndex:uint;
public var pivot:Vector3D;
public var position:Vector3D;
public var rotation:Vector3D;
public var scale:Vector3D;
}

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@@ -0,0 +1,15 @@
package alternativa.engine3d.loaders {
public class MaterialParams {
public var color:uint;
public var opacity:Number;
public var diffuseMap:String;
public var opacityMap:String;
public function toString():String {
return "[MaterialParams color=" + color + ", opacity=" + opacity + ", diffuseMap=" + diffuseMap + ", opacityMap=" + opacityMap + "]";
}
}
}

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package alternativa.engine3d.loaders {
import __AS3__.vec.Vector;
import alternativa.engine3d.core.Object3D;
public class Parsed3DSData {
/**
* Список объектов в порядке их появления в 3DS-данных.
**/
public var objects:Vector.<Object3D>;
/**
* Список материалов каждого объекта. Если для объекта нет назначенных материалов, соответствующий элемент списка равен null.
**/
public var objectMaterials:Vector.<Vector.<String>>;
/**
* Список материалов 3DS-файла (materialName => MaterialParams).
*/
public var materials:Object;
}
}

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package alternativa.engine3d.loaders {
import __AS3__.vec.Vector;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.objects.Mesh;
import flash.display.BlendMode;
import flash.events.EventDispatcher;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Orientation3D;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.net.URLLoader;
import flash.utils.ByteArray;
import flash.utils.Endian;
/**
*
*/
public class Parser3DS extends EventDispatcher {
private var version:uint;
private var objectDatas:Object;
private var animationDatas:Vector.<AnimationData>;
private var materialDatas:Object;
private var modelLoader:URLLoader;
private var data:ByteArray;
/**
* Повтор текстуры при заливке для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var repeat:Boolean = true;
/**
* Сглаживание текстур при увеличении масштаба.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var smooth:Boolean = false;
/**
* Режим наложения цвета для создаваемых текстурных материалов.
*
* @see alternativa.engine3d.materials.TextureMaterial
*/
public var blendMode:String = BlendMode.NORMAL;
/**
* Коэффициент пересчёта единиц измерения модели.
*/
public var units:Number = 1;
/**
*
* @param data
*/
public function Parser3DS() {
}
/**
*
* @param data
*/
public function parse(data:ByteArray):Parsed3DSData {
this.data = data;
data.endian = Endian.LITTLE_ENDIAN;
parse3DSChunk(0, data.bytesAvailable);
return buildContent();
}
/**
*
*/
private function clean():void {
objectDatas = null;
animationDatas = null;
materialDatas = null;
}
/**
*
*/
private function buildContent():Parsed3DSData {
var result:Parsed3DSData = new Parsed3DSData();
var i:uint;
var length:uint;
// Формируем связи объектов
result.objects = new Vector.<Object3D>();
result.objectMaterials = new Vector.<Vector.<String>>();
result.materials = {};
// Создаём материалы
var materialData:MaterialData;
for (var materialName:String in materialDatas) {
materialData = materialDatas[materialName];
var mapData:MapData = materialData.diffuseMap;
var materialMatrix:Matrix = new Matrix();
if (mapData != null) {
var rot:Number = mapData.rotation*Math.PI/180;
var rotSin:Number = Math.sin(rot);
var rotCos:Number = Math.cos(rot);
materialMatrix.translate(-mapData.offsetU, mapData.offsetV);
materialMatrix.translate(-0.5, -0.5);
materialMatrix.rotate(-rot);
materialMatrix.scale(mapData.scaleU, mapData.scaleV);
materialMatrix.translate(0.5, 0.5);
}
materialData.matrix = materialMatrix;
var mat:MaterialParams = new MaterialParams();
mat.color = materialData.color;
mat.opacity = 1 - 0.01*materialData.transparency;
if (materialData.diffuseMap != null) {
mat.diffuseMap = materialData.diffuseMap.filename;
}
if (materialData.opacityMap != null) {
mat.opacityMap = materialData.opacityMap.filename;
}
result.materials[materialName] = mat;
}
// Если есть данные об анимации и иерархии объектов
var objectName:String;
var objectData:ObjectData;
var mesh:Mesh;
if (animationDatas != null) {
if (objectDatas != null) {
length = animationDatas.length;
for (i = 0; i < length; i++) {
var animationData:AnimationData = animationDatas[i];
objectName = animationData.objectName;
objectData = objectDatas[objectName];
// Если на один объект приходится несколько данных об анимации
if (objectData != null) {
var nameCounter:uint = 2;
for (var j:uint = i + 1; j < length; j++) {
var animationData2:AnimationData = animationDatas[j];
if (objectName == animationData2.objectName) {
var newName:String = objectName + nameCounter;
var newObjectData:ObjectData = new ObjectData();
animationData2.objectName = newName;
newObjectData.name = newName;
if (objectData.vertices != null) {
newObjectData.vertices = new Vector.<Vector3D>().concat(objectData.vertices);
}
if (objectData.uvs != null) {
newObjectData.uvs = new Vector.<Point>().concat(objectData.uvs);
}
if (objectData.matrix != null) {
newObjectData.matrix = objectData.matrix.clone();
}
if (objectData.faces != null) {
newObjectData.faces = new Array().concat(objectData.faces);
}
if (objectData.surfaces != null) {
newObjectData.surfaces = objectData.surfaces.clone();
}
objectDatas[newName] = newObjectData;
nameCounter++;
}
}
}
if (objectData != null && objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
animationData.object = mesh;
buildObject(animationData);
buildMesh(mesh, objectData, animationData, result);
}
}
}
} else {
for (objectName in objectDatas) {
objectData = objectDatas[objectName];
if (objectData.vertices != null) {
// Меш
mesh = new Mesh();
mesh.createEmptyGeometry(objectData.vertices.length, objectData.faces.length);
buildMesh(mesh, objectData, null, result);
}
}
}
clean();
return result;
}
/**
*
* @param animationData
*/
private function buildObject(animationData:AnimationData):void {
var object:Mesh = animationData.object;
var transform:Vector.<Vector3D> = new Vector.<Vector3D>(3, true);
transform[0] = (animationData.position == null) ? new Vector3D() : new Vector3D(animationData.position.x*units, animationData.position.y*units, animationData.position.z*units);
transform[1] = (animationData.rotation == null) ? new Vector3D() : animationData.rotation.clone();
transform[2] = (animationData.scale == null) ? new Vector3D(1, 1, 1) : animationData.scale.clone();
// trace("transform[2]", transform[2]);
object.matrix.recompose(transform, Orientation3D.AXIS_ANGLE);
}
/**
*
* @param mesh
* @param objectData
* @param animationData
*/
private function buildMesh(mesh:Mesh, objectData:ObjectData, animationData:AnimationData, parsedData:Parsed3DSData):void {
mesh.name = objectData.name;
// Добавляем вершины
var i:uint;
var j:uint;
var k:uint;
var key:*;
var length:uint = objectData.vertices.length;
for (i = 0; i < length; i++) {
var vertexData:Vector3D = objectData.vertices[i];
var uv:Point = objectData.uvs[i];
j = i*3;
mesh.vertices[j] = vertexData.x;
mesh.vertices[j + 1] = vertexData.y;
mesh.vertices[j + 2] = vertexData.z;
mesh.uvts[j] = uv.x;
mesh.uvts[j + 1] = 1 - uv.y;
k = i << 1;
mesh.uvs[k] = uv.x;
mesh.uvs[k + 1] = 1 - uv.y;
}
// Коррекция вершин
if (animationData != null) {
// Инвертируем матрицу
objectData.matrix.invert();
// Вычитаем точку привязки из смещения матрицы
if (animationData.pivot != null) {
objectData.matrix.appendTranslation(-animationData.pivot.x, -animationData.pivot.y, -animationData.pivot.z);
}
// Трансформируем вершины
objectData.matrix.transformVectors(mesh.vertices, mesh.vertices);
}
for (i = 0; i < mesh.numVertices*3; i++) {
mesh.vertices[i] *= units;
}
// Добавляем грани
length = objectData.faces.length;
for (i = 0; i < length; i++) {
var faceData:FaceData = objectData.faces[i];
j = i*3;
mesh.indices[j] = faceData.a;
mesh.indices[j + 1] = faceData.b;
mesh.indices[j + 2] = faceData.c;
}
parsedData.objects.push(mesh);
// Добавляем поверхности
if (objectData.surfaces != null) {
var meshMaterials:Vector.<String> = new Vector.<String>();
for (var surfaceId:String in objectData.surfaces) {
meshMaterials.push(surfaceId);
// var materialData:MaterialData = materialDatas[surfaceId];
// if (materialData.diffuseMap != null) {
// mesh.texture = bitmaps[materialData.name];
// }
}
parsedData.objectMaterials.push(meshMaterials);
} else {
parsedData.objectMaterials.push(null);
}
// trace("mesh.matrix.decompose()", mesh.matrix.decompose());
}
/**
*
* @param index
* @param length
*/
private function parse3DSChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Главный
case 0x4D4D:
parseMainChunk(dataIndex, dataLength);
break;
}
parse3DSChunk(index + chunkLength, length - chunkLength);
}
}
/**
*
* @param index
* @param length
*/
private function parseMainChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Версия
case 0x0002:
parseVersion(dataIndex);
break;
// 3D-сцена
case 0x3D3D:
parse3DChunk(dataIndex, dataLength);
break;
// Анимация
case 0xB000:
parseAnimationChunk(dataIndex, dataLength);
break;
}
parseMainChunk(index + chunkLength, length - chunkLength);
}
}
/**
*
* @param index
*/
private function parseVersion(index:uint):void {
data.position = index;
version = data.readUnsignedInt();
}
/**
*
* @param index
* @param length
*/
private function parse3DChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Материал
case 0xAFFF:
// Парсим материал
var material:MaterialData = new MaterialData();
parseMaterialChunk(material, dataIndex, dataLength);
break;
// Объект
case 0x4000:
// Создаём данные объекта
var object:ObjectData = new ObjectData();
var objectLength:uint = parseObject(object, dataIndex);
// Парсим объект
parseObjectChunk(object, dataIndex + objectLength, dataLength - objectLength);
break;
}
parse3DChunk(index + chunkLength, length - chunkLength);
}
}
/**
*
* @param material
* @param index
* @param length
*/
private function parseMaterialChunk(material:MaterialData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя материала
case 0xA000:
parseMaterialName(material, dataIndex);
break;
// Ambient color
case 0xA010:
break;
// Diffuse color
case 0xA020:
data.position = dataIndex + 6;
material.color = (data.readUnsignedByte() << 16) + (data.readUnsignedByte() << 8) + data.readUnsignedByte();
break;
// Specular color
case 0xA030:
break;
// Shininess percent
case 0xA040:
data.position = dataIndex + 6;
material.glossiness = data.readUnsignedShort();
break;
// Shininess strength percent
case 0xA041:
data.position = dataIndex + 6;
material.specular = data.readUnsignedShort();
break;
// Transperensy
case 0xA050:
data.position = dataIndex + 6;
material.transparency = data.readUnsignedShort();
break;
// Texture map 1
case 0xA200:
material.diffuseMap = new MapData();
parseMapChunk(material.name, material.diffuseMap, dataIndex, dataLength);
break;
// Texture map 2
case 0xA33A:
break;
// Opacity map
case 0xA210:
material.opacityMap = new MapData();
parseMapChunk(material.name, material.opacityMap, dataIndex, dataLength);
break;
// Bump map
case 0xA230:
//material.normalMap = new MapData();
//parseMapChunk(material.normalMap, dataIndex, dataLength);
break;
// Shininess map
case 0xA33C:
break;
// Specular map
case 0xA204:
break;
// Self-illumination map
case 0xA33D:
break;
// Reflection map
case 0xA220:
break;
}
parseMaterialChunk(material, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param material
* @param index
*/
private function parseMaterialName(material:MaterialData, index:uint):void {
// Создаём список материалов, если надо
if (materialDatas == null) {
materialDatas = {};
}
// Получаем название материала
material.name = getString(index);
// Помещаем данные материала в список
materialDatas[material.name] = material;
}
/**
*
* @param materialName
* @param map
* @param index
* @param length
*/
private function parseMapChunk(materialName:String, map:MapData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Имя файла
case 0xA300:
map.filename = getString(dataIndex).toLowerCase();
break;
// Масштаб по U
case 0xA354:
data.position = dataIndex;
map.scaleU = data.readFloat();
break;
// Масштаб по V
case 0xA356:
data.position = dataIndex;
map.scaleV = data.readFloat();
break;
// Смещение по U
case 0xA358:
data.position = dataIndex;
map.offsetU = data.readFloat();
break;
// Смещение по V
case 0xA35A:
data.position = dataIndex;
map.offsetV = data.readFloat();
break;
// Угол поворота
case 0xA35C:
data.position = dataIndex;
map.rotation = data.readFloat();
break;
}
parseMapChunk(materialName, map, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param object
* @param index
* @return
*/
private function parseObject(object:ObjectData, index:uint):uint {
// Создаём список объектов, если надо
if (objectDatas == null) {
objectDatas = new Object();
}
// Получаем название объекта
object.name = getString(index);
// Помещаем данные объекта в список
objectDatas[object.name] = object;
return object.name.length + 1;
}
/**
*
* @param object
* @param index
* @param length
*/
private function parseObjectChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Меш
case 0x4100:
parseMeshChunk(object, dataIndex, dataLength);
break;
// Источник света
case 0x4600:
break;
// Камера
case 0x4700:
break;
}
parseObjectChunk(object, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param object
* @param index
* @param length
*/
private function parseMeshChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Вершины
case 0x4110:
parseVertices(object, dataIndex);
break;
// UV
case 0x4140:
parseUVs(object, dataIndex);
break;
// Трансформация
case 0x4160:
parseMatrix(object, dataIndex);
break;
// Грани
case 0x4120:
var facesLength:uint = parseFaces(object, dataIndex);
parseFacesChunk(object, dataIndex + facesLength, dataLength - facesLength);
break;
}
parseMeshChunk(object, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param object
* @param index
*/
private function parseVertices(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.vertices = new Vector.<Vector3D>();
for (var i:uint = 0; i < num; i++) {
object.vertices.push(new Vector3D(data.readFloat(), data.readFloat(), data.readFloat()));
}
}
/**
*
* @param object
* @param index
*/
private function parseUVs(object:ObjectData, index:uint):void {
data.position = index;
var num:uint = data.readUnsignedShort();
object.uvs = new Vector.<Point>();
for (var i:uint = 0; i < num; i++) {
object.uvs.push(new Point(data.readFloat(), data.readFloat()));
}
}
/**
*
* @param object
* @param index
*/
private function parseMatrix(object:ObjectData, index:uint):void {
data.position = index;
object.matrix = new Matrix3D(Vector.<Number>([
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 0,
data.readFloat(), data.readFloat(), data.readFloat(), 1
]));
}
/**
*
* @param object
* @param index
* @return
*/
private function parseFaces(object:ObjectData, index:uint):uint {
data.position = index;
var num:uint = data.readUnsignedShort();
object.faces = new Array();
for (var i:uint = 0; i < num; i++) {
var face:FaceData = new FaceData();
face.a = data.readUnsignedShort();
face.b = data.readUnsignedShort();
face.c = data.readUnsignedShort();
object.faces.push(face);
data.position += 2; // Пропускаем флаг
}
return 2 + num*8;
}
/**
*
* @param object
* @param index
* @param length
*/
private function parseFacesChunk(object:ObjectData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Поверхности
case 0x4130:
parseSurface(object, dataIndex);
break;
// Группы сглаживания
case 0x4150:
break;
}
parseFacesChunk(object, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param object
* @param index
*/
private function parseSurface(object:ObjectData, index:uint):void {
// Создаём данные поверхности
var surface:SurfaceData = new SurfaceData();
// Создаём список поверхностей, если надо
if (object.surfaces == null) {
object.surfaces = new Object();
}
// Получаем название материала
surface.materialName = getString(index);
// Помещаем данные поверхности в список
object.surfaces[surface.materialName] = surface;
// Получаем грани поверхности
data.position = index + surface.materialName.length + 1;
var num:uint = data.readUnsignedShort();
surface.faces = new Array();
for (var i:uint = 0; i < num; i++) {
surface.faces.push(data.readUnsignedShort());
}
}
/**
*
* @param index
* @param length
*/
private function parseAnimationChunk(index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Анимация объекта
case 0xB001:
case 0xB002:
case 0xB003:
case 0xB004:
case 0xB005:
case 0xB006:
case 0xB007:
var animation:AnimationData = new AnimationData();
if (animationDatas == null) {
animationDatas = new Vector.<AnimationData>();
}
animationDatas.push(animation);
parseObjectAnimationChunk(animation, dataIndex, dataLength);
break;
// Таймлайн
case 0xB008:
break;
}
parseAnimationChunk(index + chunkLength, length - chunkLength);
}
}
/**
*
* @param animation
* @param index
* @param length
*/
private function parseObjectAnimationChunk(animation:AnimationData, index:uint, length:uint):void {
if (length > 6) {
data.position = index;
var chunkId:uint = data.readUnsignedShort();
var chunkLength:uint = data.readUnsignedInt();
var dataIndex:uint = index + 6;
var dataLength:uint = chunkLength - 6;
switch (chunkId) {
// Идентификация объекта и его связь
case 0xB010:
parseObjectAnimationInfo(animation, dataIndex);
break;
// Точка привязки объекта (pivot)
case 0xB013:
parseObjectAnimationPivot(animation, dataIndex);
break;
// Смещение объекта относительно родителя
case 0xB020:
parseObjectAnimationPosition(animation, dataIndex);
break;
// Поворот объекта относительно родителя (angle-axis)
case 0xB021:
parseObjectAnimationRotation(animation, dataIndex);
break;
// Масштабирование объекта относительно родителя
case 0xB022:
parseObjectAnimationScale(animation, dataIndex);
break;
}
parseObjectAnimationChunk(animation, index + chunkLength, length - chunkLength);
}
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationInfo(animation:AnimationData, index:uint):void {
var name:String = getString(index);
data.position = index + name.length + 1 + 4;
animation.objectName = name;
animation.parentIndex = data.readUnsignedShort();
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationPivot(animation:AnimationData, index:uint):void {
data.position = index;
animation.pivot = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationPosition(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.position = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationRotation(animation:AnimationData, index:uint):void {
data.position = index + 20;
var angle:Number = data.readFloat();
animation.rotation = new Vector3D(-data.readFloat(), -data.readFloat(), -data.readFloat(), angle);
}
/**
*
* @param animation
* @param index
*/
private function parseObjectAnimationScale(animation:AnimationData, index:uint):void {
data.position = index + 20;
animation.scale = new Vector3D(data.readFloat(), data.readFloat(), data.readFloat());
}
/**
* Считывает строку, заканчивающуюся на нулевой байт.
*
* @param index
* @return
*/
private function getString(index:uint):String {
data.position = index;
var charCode:uint = data.readByte();
var res:String = "";
while (charCode != 0) {
res += String.fromCharCode(charCode);
charCode = data.readByte();
}
return res;
}
/**
*
* @param angle
* @param x
* @param z
* @param y
* @return
*/
private function getRotationFrom3DSAngleAxis(angle:Number, x:Number, z:Number, y:Number):Vector3D {
var res:Vector3D = new Vector3D();
var s:Number = Math.sin(angle);
var c:Number = Math.cos(angle);
var t:Number = 1 - c;
var k:Number = x*y*t + z*s;
var half:Number;
if (k >= 1) {
half = 0.5*angle;
res.z = -2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = -0.5*Math.PI;
res.x = 0;
return res;
}
if (k <= -1) {
half = 0.5*angle;
res.z = 2*Math.atan2(x*Math.sin(half), Math.cos(half));
res.y = 0.5*Math.PI;
res.x = 0;
return res;
}
res.z = -Math.atan2(y*s - x*z*t, 1 - (y*y + z*z)*t);
res.y = -Math.asin(k);
res.x = -Math.atan2(x*s - y*z*t, 1 - (x*x + z*z)*t);
return res;
}
}
}
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
import __AS3__.vec.Vector;
import flash.geom.Point;
import alternativa.engine3d.objects.Mesh;
class MaterialData {
public var name:String;
public var color:uint;
public var specular:uint;
public var glossiness:uint;
public var transparency:uint;
public var diffuseMap:MapData;
public var opacityMap:MapData;
//public var normalMap:MapData;
public var matrix:Matrix;
}
class MapData {
public var filename:String;
public var scaleU:Number = 1;
public var scaleV:Number = 1;
public var offsetU:Number = 0;
public var offsetV:Number = 0;
public var rotation:Number = 0;
}
class ObjectData {
public var name:String;
public var vertices:Vector.<Vector3D>;
public var uvs:Vector.<Point>;
public var matrix:Matrix3D;
public var faces:Array;
public var surfaces:Object;
}
class FaceData {
public var a:uint;
public var b:uint;
public var c:uint;
}
class SurfaceData {
public var materialName:String;
public var faces:Array;
}
class AnimationData {
public var objectName:String;
public var object:Mesh;
public var parentIndex:uint;
public var pivot:Vector3D;
public var position:Vector3D;
public var rotation:Vector3D;
public var scale:Vector3D;
}

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package alternativa.engine3d.loaders {
public class TextureFilesData {
public var diffuseMap:String;
public var opacityMap:String;
public function TextureFilesData(diffuseMap:String, opacityMap:String) {
this.diffuseMap = diffuseMap;
this.opacityMap = opacityMap;
}
}
}

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package alternativa.engine3d.loaders {
/**
* Структура для хранения имён файла диффузной текстуры и файла карты прозрачности.
*/
public class TextureInfo {
/**
* Имя файла диффузной текстуры.
*/
public var diffuseMapFileName:String;
/**
* Имя файла карты прозрачности.
*/
public var opacityMapFileName:String;
/**
* Создаёт новый экземпляр.
*
* @param diffuseMapFileName имя файла диффузной текстуры
* @param opacityMapFileName имя файла карты прозрачности
*/
public function TextureInfo(diffuseMapFileName:String = null, opacityMapFileName:String = null) {
this.diffuseMapFileName = diffuseMapFileName;
this.opacityMapFileName = opacityMapFileName;
}
/**
* Создаёт строковое представление объекта.
*
* @return строковое представление объекта
*/
public function toString():String {
return "[TextureInfo diffuseMapFileName=" + diffuseMapFileName + ", opacityMapFileName=" + opacityMapFileName + "]";
}
}
}

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package alternativa.engine3d.loaders {
import alternativa.engine3d.loaders.events.LoaderEvent;
import alternativa.engine3d.loaders.events.LoaderProgressEvent;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BitmapDataChannel;
import flash.display.BlendMode;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.IOErrorEvent;
import flash.events.ProgressEvent;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.net.URLRequest;
import flash.system.LoaderContext;
/**
* Событие посылается, когда начинается загрузка ресурса.
*
* @eventType flash.events.Event.OPEN
*/
[Event (name="open", type="flash.events.Event")]
/**
* Событие посылается, когда загрузка ресурса успешно завершена.
*
* @eventType flash.events.Event.COMPLETE
*/
[Event (name="complete", type="flash.events.Event")]
/**
* Событие посылается при возникновении ошибки загрузки.
*
* @eventType flash.events.IOErrorEvent.IO_ERROR
*/
[Event (name="ioError", type="flash.events.IOErrorEvent")]
/**
* Событие посылается, когда начинается загрузка очередной части ресурса.
*
* @eventType alternativa.engine3d.loaders.events.LoaderEvent.PART_OPEN
*/
[Event (name="partOpen", type="alternativa.engine3d.loaders.events.LoaderEvent")]
/**
* Событие посылается, когда загрузка очередной части ресурса успешно завершена.
*
* @eventType alternativa.engine3d.loaders.events.LoaderEvent.PART_COMPLETE
*/
[Event (name="partComplete", type="alternativa.engine3d.loaders.events.LoaderEvent")]
/**
* Событие посылается для отображения прогресса загрузки.
*
* @eventType alternativa.engine3d.loaders.events.LoaderProgressEvent.LOADER_PROGRESS
*/
[Event (name="loaderProgress", type="alternativa.engine3d.loaders.events.LoaderProgressEvent")]
/**
* Загрузчик текстуры, состоящей из одного или двух файлов. В случае, если указан второй файл, он используется для заполнения альфа-канала
* получаемой текстуры.
*/
public class TextureLoader extends EventDispatcher {
private static const IDLE:int = -1;
private static const LOADING_DIFFUSE_MAP:int = 0;
private static const LOADING_ALPHA_MAP:int = 1;
private var state:int = IDLE;
private var bitmapLoader:Loader;
private var loaderContext:LoaderContext;
private var alphaTextureUrl:String;
private var _bitmapData:BitmapData;
/**
* Создаёт новый экземпляр. Если указан URL диффузной части текстуры, то сразу начинается загрузка.
*
* @param diffuseTextureUrl URL диффузной части текстуры
* @param alphaTextureUrl URL карты прозрачности
* @param loaderContext LoaderContext, используемый при загрузке
*/
public function TextureLoader() {
}
/**
* Загруженная текстура.
*/
public function get bitmapData():BitmapData {
return _bitmapData;
}
/**
* Загрузка текстурных карт. При успешной загрузке посылается сообщение <code>Event.COMPLETE</code>.
*
* @param diffuseTextureUrl URL файла диффузной карты
* @param alphaTextureUrl URL файла карты прозрачности
* @param loaderContext LoaderContext, используемый при загрузке
*/
public function load(diffuseTextureUrl:String, alphaTextureUrl:String = null, loaderContext:LoaderContext = null):void {
unload();
this.alphaTextureUrl = alphaTextureUrl == "" ? null : alphaTextureUrl;
this.loaderContext = loaderContext;
loadPart(LOADING_DIFFUSE_MAP, diffuseTextureUrl);
}
/**
* Прекращвет текущую загрузку. Если нет активных загрузок, не происходит ничего.
*/
public function close():void {
if (state == IDLE) return;
state = IDLE;
bitmapLoader.unload();
destroyLoader();
alphaTextureUrl = null;
loaderContext = null;
}
/**
* Очищает внутренние ссылки на загруженные объекты, чтобы сборщик мусора смог их удалить.
*/
public function unload():void {
close();
_bitmapData = null;
}
/**
* Очищает временные внутренние ссылки.
*/
private function cleanup():void {
destroyLoader();
alphaTextureUrl = null;
loaderContext = null;
}
/**
* Запускает загрузку части текстуры.
*
* @param state фаза загрузки
* @param url URL загружаемого файла
*/
private function loadPart(state:int, url:String):void {
this.state = state;
createLoader();
bitmapLoader.load(new URLRequest(url), loaderContext);
}
/**
* Обрабатывает начало загрузки очередной части текстуры.
*/
private function onPartLoadingOpen(e:Event):void {
if (_bitmapData == null && hasEventListener(Event.OPEN)) {
dispatchEvent(new Event(Event.OPEN));
}
if (hasEventListener(LoaderEvent.PART_OPEN)) {
dispatchEvent(new LoaderEvent(LoaderEvent.PART_OPEN, 2, state == LOADING_DIFFUSE_MAP ? 0 : 1));
}
}
/**
*
*/
private function onPartLoadingProgress(e:ProgressEvent):void {
if (hasEventListener(LoaderProgressEvent.LOADER_PROGRESS)) {
var partNumber:int = state == LOADING_DIFFUSE_MAP ? 0 : 1;
var totalProgress:Number = 0.5*(partNumber + e.bytesLoaded/e.bytesTotal);
dispatchEvent(new LoaderProgressEvent(LoaderProgressEvent.LOADER_PROGRESS, 2, partNumber, totalProgress, e.bytesLoaded, e.bytesTotal));
}
}
/**
*
*/
private function onPartLoadingComplete(e:Event):void {
switch (state) {
case LOADING_DIFFUSE_MAP: {
// Загрузилась диффузная текстура. При необходимости загружается карта прозрачности.
_bitmapData = Bitmap(bitmapLoader.content).bitmapData;
destroyLoader();
dispatchPartComplete(0);
if (alphaTextureUrl != null) {
loadPart(LOADING_ALPHA_MAP, alphaTextureUrl);
} else {
complete();
}
break;
}
case LOADING_ALPHA_MAP: {
// Загрузилась карта прозрачности. Выполняется копирование прозрачности в альфа-канал диффузной текстуры.
var pt:Point = new Point();
var tmpBmd:BitmapData = _bitmapData;
_bitmapData = new BitmapData(_bitmapData.width, _bitmapData.height);
_bitmapData.copyPixels(tmpBmd, tmpBmd.rect, pt);
var alpha:BitmapData = Bitmap(bitmapLoader.content).bitmapData;
destroyLoader();
if (_bitmapData.width != alpha.width || _bitmapData.height != alpha.height) {
tmpBmd.draw(alpha, new Matrix(_bitmapData.width/alpha.width, 0, 0, _bitmapData.height/alpha.height), null, BlendMode.NORMAL, null, true);
alpha.dispose();
alpha = tmpBmd;
} else {
tmpBmd.dispose();
}
_bitmapData.copyChannel(alpha, alpha.rect, pt, BitmapDataChannel.RED, BitmapDataChannel.ALPHA);
alpha.dispose();
dispatchPartComplete(1);
complete();
break;
}
}
}
/**
* Создаёт событие завершения загрузки части текстуры.
*
* @param partnNumber номер загруженной части текстуры
*/
private function dispatchPartComplete(partNumber:int):void {
if (hasEventListener(LoaderEvent.PART_COMPLETE)) {
dispatchEvent(new LoaderEvent(LoaderEvent.PART_COMPLETE, 2, partNumber));
}
}
/**
*
*/
private function onLoadError(e:Event):void {
state = IDLE;
cleanup();
dispatchEvent(e);
}
/**
*
*/
private function complete():void {
state = IDLE;
cleanup();
if (hasEventListener(Event.COMPLETE)) {
dispatchEvent(new Event(Event.COMPLETE));
}
}
/**
*
*/
private function createLoader():void {
bitmapLoader = new Loader();
var loaderInfo:LoaderInfo = bitmapLoader.contentLoaderInfo;
loaderInfo.addEventListener(Event.OPEN, onPartLoadingOpen);
loaderInfo.addEventListener(ProgressEvent.PROGRESS, onPartLoadingProgress);
loaderInfo.addEventListener(Event.COMPLETE, onPartLoadingComplete);
loaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError);
}
/**
*
*/
private function destroyLoader():void {
if (bitmapLoader == null) return;
bitmapLoader.unload();
var loaderInfo:LoaderInfo = bitmapLoader.contentLoaderInfo;
loaderInfo.removeEventListener(Event.OPEN, onPartLoadingOpen);
loaderInfo.removeEventListener(ProgressEvent.PROGRESS, onPartLoadingProgress);
loaderInfo.removeEventListener(Event.COMPLETE, onPartLoadingComplete);
loaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, onLoadError);
bitmapLoader = null;
}
}
}

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package alternativa.engine3d.loaders.events {
import flash.events.ErrorEvent;
import flash.events.Event;
/**
* Класс представляет событие ошибки, генерируемое пакетным загрузчиком текстур.
*/
public class BatchTextureLoaderErrorEvent extends ErrorEvent {
/**
*
*/
public static const LOADER_ERROR:String = "loaderError";
// Имя текстуры, с которой произошла проблема
private var _textureName:String;
/**
* Создаёт новый экземпляр.
*
* @param type тип события
* @param textureName имя текстуры, с которой произошла проблема
* @param text описание ошибки
*/
public function BatchTextureLoaderErrorEvent(type:String, textureName:String, text:String) {
super(type);
this.text = text;
_textureName = textureName;
}
/**
* Имя текстуры, с которой произошла проблема.
*/
public function get textureName():String {
return _textureName;
}
/**
* Клонирует объект.
*
* @return клон объекта
*/
override public function clone():Event {
return new BatchTextureLoaderErrorEvent(type, _textureName, text);
}
/**
* Создаёт строкове представление объекта.
*
* @return строкове представление объекта
*/
override public function toString():String {
return "[BatchTextureLoaderErrorEvent textureName=" + _textureName + ", text=" + text + "]";
}
}
}

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package alternativa.engine3d.loaders.events {
import flash.events.Event;
/**
* Событие загрузчиков ресурсов, состоящих из нескольких частей.
*/
public class LoaderEvent extends Event {
/**
* Событие начала загрузки очередной части ресурса.
*/
public static const PART_OPEN:String = "partOpen";
/**
* Событие окончания загрузки очередной части ресурса.
*/
public static const PART_COMPLETE:String = "partComplete";
// Общее количество загружаемых частей
private var _partsTotal:int;
// Номер загружаемой в настоящий момент части. Нумерация начинается с нуля.
private var _currentPart:int;
/**
* Создаёт новый экземпляр.
*
* @param type тип события
* @param totalParts общее количество загружаемых частей
* @param currentPart номер части, к которой относится событие. Нумерация начинается с нуля
*/
public function LoaderEvent(type:String, partsTotal:int, currentPart:int) {
super(type);
_partsTotal = partsTotal;
_currentPart= currentPart;
}
/**
* Общее количество загружаемых частей.
*/
public function get partsTotal():int {
return _partsTotal;
}
/**
* Номер загружаемой в настоящий момент части. Нумерация начинается с нуля.
*/
public function get currentPart():int {
return _currentPart;
}
/**
* Клонирует объект.
*
* @return клон объекта
*/
override public function clone():Event {
return new LoaderEvent(type, _partsTotal, _currentPart);
}
/**
* Создаёт строкове представление объекта.
*
* @return строкове представление объекта
*/
override public function toString():String {
return "[LoaderEvent type=" + type + ", partsTotal=" + _partsTotal + ", currentPart=" + _currentPart + "]";
}
}
}

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package alternativa.engine3d.loaders.events {
import flash.events.Event;
import flash.events.ProgressEvent;
/**
* Событие прогресса загрузки ресурсов, состоящих из нескольких частей.
*/
public class LoaderProgressEvent extends ProgressEvent {
/**
* Событие прогресса загрузки очередной части ресурса.
*/
public static const LOADER_PROGRESS:String = "loaderProgress";
// Общее количество загружаемых частей
private var _partsTotal:int;
// Номер загружаемой в настоящий момент части. Нумерация начинается с нуля.
private var _currentPart:int;
// Общий прогресс загрузки, выраженный числом в интервале [0, 1]
private var _totalProgress:Number = 0;
/**
* Создаёт новый экземпляр.
*
* @param type тип события
* @param totalParts общее количество загружаемых частей
* @param currentPart номер загружаемой в настоящий момент части. Нумерация начинается с нуля
* @param totalProgress общий прогресс загрузки, выраженный числом в интервале [0, 1]
* @param bytesLoaded количество загруженных байт текущей части
* @param bytesTotal объём текущей части
*/
public function LoaderProgressEvent(type:String, partsTotal:int, currentPart:int, totalProgress:Number = 0, bytesLoaded:uint=0, bytesTotal:uint=0) {
super(type, false, false, bytesLoaded, bytesTotal);
_partsTotal = partsTotal;
_currentPart= currentPart;
_totalProgress = totalProgress;
}
/**
* Общее количество загружаемых частей.
*/
public function get partsTotal():int {
return _partsTotal;
}
/**
* Номер загружаемой в настоящий момент части. Нумерация начинается с нуля.
*/
public function get currentPart():int {
return _currentPart;
}
/**
* Общий прогресс загрузки, выраженный числом в интервале [0, 1].
*/
public function get totalProgress():Number {
return _totalProgress;
}
/**
* Клонирует объект.
*
* @return клон объекта
*/
override public function clone():Event {
return new LoaderProgressEvent(type, _partsTotal, _currentPart, _totalProgress, bytesLoaded, bytesTotal);
}
/**
* Создаёт строкове представление объекта.
*
* @return строкове представление объекта
*/
override public function toString():String {
return "[LoaderProgressEvent partsTotal=" + _partsTotal + ", currentPart=" + _currentPart + ", totalProgress=" + _totalProgress.toFixed(2) + "]";
}
}
}

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package alternativa.engine3d.objects {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.MipMap;
import alternativa.engine3d.core.Object3D;
import flash.display.BitmapData;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Анимированный спрайт.
* Анимация осуществляется путём переключения изображений,
* хранящихся в списке textures
*/
public class AnimSprite extends Sprite3D {
/**
* Список кадров изображений
*/
public var textures:Vector.<BitmapData>;
public var mipMaps:Vector.<MipMap>;
/**
* Устанавливаемый кадр
*/
public var frame:uint = 0;
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
if (mipMapping == 0) texture = textures[frame]; else mipMap = mipMaps[frame];
super.draw(camera, object, parentCanvas);
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
if (mipMapping == 0) texture = textures[frame]; else mipMap = mipMaps[frame];
return super.calculateBoundBox(matrix, boundBox);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.display.Graphics;
import flash.geom.Utils3D;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
use namespace alternativa3d;
/**
* Вспомогательный объект, иллюстрирующий систему коордщинат
*/
public class Axes extends Object3D {
public var axisLength:Number;
public var lineThickness:Number;
public var dotRadius:Number;
public var textSize:Number;
public function Axes(axisLength:Number = 30, lineThickness:Number = 0, dotRadius:Number = 2, textSize:Number = 10):void {
this.axisLength = axisLength;
this.lineThickness = lineThickness;
this.dotRadius = dotRadius;
this.textSize = textSize;
_boundBox = new BoundBox();
_boundBox.setSize(-dotRadius, -dotRadius, -dotRadius, axisLength, axisLength, axisLength);
}
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var p:Vector.<Number> = Vector.<Number>([0, 0, 0, axisLength, 0, 0, 0, axisLength, 0, 0, 0, axisLength]);
var d:Vector.<Number> = new Vector.<Number>(8);
object.cameraMatrix.transformVectors(p, p);
// Центр за камерой
if (p[2] < camera.nearClipping) return;
Utils3D.projectVectors(camera.projectionMatrix, p, d, new Vector.<Number>());
var size:Number = camera.viewSize/p[2];
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(true, false, object.alpha, object.blendMode, object.colorTransform, object.filters);
var gfx:Graphics = canvas.gfx;
var text:TextField;
// Ось X
if (p[5] >= camera.nearClipping) {
gfx.lineStyle(lineThickness*size, 0xFF0000);
gfx.moveTo(d[0], d[1]);
gfx.lineTo(d[2], d[3]);
text = new TextField();
text.autoSize = TextFieldAutoSize.LEFT;
text.selectable = false;
text.x = d[2];
text.y = d[3];
text.text = "X";
text.setTextFormat(new TextFormat("Tahoma", textSize*size, 0xFF0000));
canvas.addChild(text);
canvas._numChildren++;
}
// Ось Y
if (p[8] >= camera.nearClipping) {
gfx.lineStyle(lineThickness*size, 0x00FF00);
gfx.moveTo(d[0], d[1]);
gfx.lineTo(d[4], d[5]);
text = new TextField();
text.autoSize = TextFieldAutoSize.LEFT;
text.selectable = false;
text.x = d[4];
text.y = d[5];
text.text = "Y";
text.setTextFormat(new TextFormat("Tahoma", textSize*size, 0x00FF00));
canvas.addChild(text);
canvas._numChildren++;
}
// Ось Z
if (p[11] >= camera.nearClipping) {
gfx.lineStyle(lineThickness*size, 0x0000FF);
gfx.moveTo(d[0], d[1]);
gfx.lineTo(d[6], d[7]);
text = new TextField();
text.autoSize = TextFieldAutoSize.LEFT;
text.selectable = false;
text.x = d[6];
text.y = d[7];
text.text = "Z";
text.setTextFormat(new TextFormat("Tahoma", textSize*size, 0x0000FF));
canvas.addChild(text);
canvas._numChildren++;
}
// Начало координат
gfx.lineStyle();
gfx.beginFill(0xFFFFFF);
gfx.drawCircle(d[0], d[1], dotRadius*size);
//debugDrawBoundRaduis(camera, object, canvas);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import flash.geom.Matrix3D;
import __AS3__.vec.Vector;
import flash.geom.Vector3D;
use namespace alternativa3d;
public class Bone extends Mesh {
public var localTransform:Vector.<Vector3D>;
/**
* @private
*/
alternativa3d var localMatrix:Matrix3D;
/**
* @private
*/
alternativa3d var length:Number;
/**
* @private
*/
alternativa3d var distance:Number;
/**
* @private
*/
alternativa3d var _numChildren:uint = 0;
/**
* @private
*/
alternativa3d var children:Vector.<Bone> = new Vector.<Bone>();
public function Bone(length:Number, distance:Number) {
this.length = length;
this.distance = distance;
}
public function addChild(child:Bone):void {
children[_numChildren++] = child;
child.localTransform = child.matrix.decompose();
child.localMatrix = new Matrix3D();
}
public function calculateMatrix():void {
for (var i:int = 0; i < _numChildren; i++) {
var child:Bone = children[i];
child.matrix.identity();
child.matrix.prepend(matrix);
child.localMatrix.recompose(child.localTransform);
child.matrix.prepend(child.localMatrix);
child.calculateMatrix();
}
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Объект, имеющий набор объектов с разной детализацией.
* При отрисовке, он выбирает в зависимости от расстояния от камеры
* объект с нужной детализацией и отрисовывает его вместо себя.
* Это позволяет получить лучший визуальный результат и большую производительность.
*/
public class LOD extends Object3D {
/**
* Объекты с разной детализацией
*/
public var lodObjects:Vector.<Object3D>;
/**
* Расстояния до камеры соответствующие объектам с разной детализацией
*/
public var lodDistances:Vector.<Number>;
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var cameraDistance:Number = object.cameraMatrix.position.length;
// Поиск ближайшего лода
var min:Number = Infinity;
var length:uint = lodObjects.length;
var lod:Object3D;
for (var i:uint = 0; i < length; i++) {
var d:Number = Math.abs(cameraDistance - lodDistances[i]);
if (d < min) {
min = d;
lod = lodObjects[i];
}
}
if (camera.debugMode) lod.debug(camera, object, parentCanvas);
lod.draw(camera, object, parentCanvas);
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
return (lodObjects[0] as Object3D).calculateBoundBox(matrix, boundBox);
}
}
}

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package alternativa.engine3d.objects {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.geom.Matrix3D;
import flash.geom.Utils3D;
import alternativa.engine3d.core.Debug;
use namespace alternativa3d;
/**
* Полигональный объект-перекрытие.
* Объекты, которые он перекрывает от видимости камеры, исключаются из отрисовки.
* Сам окклюдер не отрисовывается.
* Должен быть конвексным
*/
public class Occluder extends Object3D {
/**
* Режим представления полигонов.
* Если false, в indices записаны треугольники (тройки индексов).
* Если true, в indices записаны многоугольники в виде: количество вершин грани, индексы вершин
*/
public var poly:Boolean = false;
public var vertices:Vector.<Number>;
public var edges:Vector.<int>; // Два индекса - вершины, два - грани
public var indices:Vector.<int>;
public var normals:Vector.<Number>;
// Отношение площади перекрытия к площади вьюпорта (0 - 1)
/**
* Минимальное отношение площади перекрытия окклюдером вьюпорта к площади вьюпорта (от 0 до 1)
* Если окклюдер перекрывает больше, он помещается в очередь и учитывается
* при дальнейшей отрисовке в пределах кадра, иначе игнорируется
*/
public var minSize:Number = 0;
private const cameraVertices:Vector.<Number> = new Vector.<Number>();
private const visibilityMap:Vector.<Boolean> = new Vector.<Boolean>;
/**
* Коприрование геометрии меша
* @param mesh Объект копирования
* Меш, геометрия которого копируется, обязан быть конвексным, иначе окклюдер будет некорректно работать
*/
public function copyFrom(mesh:Mesh):void {
poly = mesh.poly;
vertices = mesh.vertices;
indices = mesh.indices;
normals = mesh.normals;
matrix.identity();
matrix.prepend(mesh.matrix);
if (_boundBox != null) {
_boundBox.copyFrom(mesh._boundBox);
} else {
_boundBox = mesh._boundBox;
}
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
var v:Vector.<Number> = vertices;
// Если указана матрица трансформации, переводим
if (matrix != null) {
matrix.transformVectors(vertices, cameraVertices);
v = cameraVertices;
}
// Если указан баунд-бокс
if (boundBox != null) {
boundBox.infinity();
} else {
boundBox = new BoundBox();
}
// Ищем баунд-бокс
for (var i:int = 0, length:int = vertices.length; i < length;) {
boundBox.addPoint(v[i++], v[i++], v[i++]);
}
return boundBox;
}
/**
* Расчёт рёбер по имеющимся вершинам и граням
*/
public function calculateEdges():void {
// Подготавливаем массив рёбер
if (edges == null) edges = new Vector.<int>();
// Собираем рёбра
for (var i:int = 0, j:int = 0, n:int = 0, k:int = 0, a:int, b:int, length:int = indices.length; i < length;) {
if (i == k) {
k = poly ? (indices[i++] + i) : (i + 3);
a = indices[int(k - 1)];
}
b = indices[i];
edges[j++] = a;
edges[j++] = b;
edges[j++] = n;
edges[j++] = -1;
if (++i == k) n++; else a = b;
}
edges.length = j;
// Убираем дубли
length = j, i = 0; k = 0;
var ac:int, bc:int;
while (i < length) {
if ((a = edges[i++]) >= 0) {
b = edges[i++];
edges[k++] = a;
edges[k++] = b;
edges[k++] = edges[i++];
j = ++i;
while (j < length) {
ac = edges[j++];
bc = edges[j++];
if (ac == a && bc == b || ac == b && bc == a) {
edges[int(j - 2)] = -1;
edges[k] = edges[j];
break;
}
j += 2;
}
k++;
} else i += 3;
}
edges.length = k;
}
static private const inverseCameraMatrix:Matrix3D = new Matrix3D();
static private const center:Vector.<Number> = new Vector.<Number>(3, true);
private var cameraX:Number;
private var cameraY:Number;
private var cameraZ:Number;
static private const projectedEdges:Vector.<Number> = new Vector.<Number>();
static private const uvts:Vector.<Number> = new Vector.<Number>();
static private const viewEdges:Vector.<Number> = new Vector.<Number>();
static private const debugEdges:Vector.<Number> = new Vector.<Number>();
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
// Перевод в координаты камеры
object.cameraMatrix.transformVectors(vertices, cameraVertices);
// Определение центра камеры в объекте
inverseCameraMatrix.identity();
inverseCameraMatrix.prepend(object.cameraMatrix);
inverseCameraMatrix.invert();
center[0] = center[1] = center[2] = 0;
inverseCameraMatrix.transformVectors(center, center);
cameraX = center[0], cameraY = center[1], cameraZ = center[2];
// Расчёт карты видимости граней
for (var i:int = 0, n:int = 0, normalsLength:int = normals.length >> 2, cameraInside:Boolean = true, infront:Boolean; i < normalsLength;) visibilityMap[i++] = infront = normals[n++]*cameraX + normals[n++]*cameraY + normals[n++]*cameraZ > normals[n++], cameraInside &&= !infront;
// Если камера внутри окклюдера
if (cameraInside) return;
// Подготовка окклюдера в камере
var occludeAll:Boolean = true, culling:int = object.culling, direction:Boolean, ax:Number, ay:Number, az:Number, bx:Number, by:Number, bz:Number, t:Number;
var planeOccluder:Vector.<Number>, edgeOccluder:Vector.<Number>, planeOccluderLength:int = 0, edgeOccluderLength:int = 0, viewEdgesLength:int = 0;
if (camera.occlusionPlanes.length > camera.numOccluders) planeOccluder = camera.occlusionPlanes[camera.numOccluders], edgeOccluder = camera.occlusionEdges[camera.numOccluders] else planeOccluder = camera.occlusionPlanes[camera.numOccluders] = new Vector.<Number>(), edgeOccluder = camera.occlusionEdges[camera.numOccluders] = new Vector.<Number>();
for (i = edges.length - 1; i > 0;) {
if ((direction = visibilityMap[edges[i--]]) != visibilityMap[edges[i--]]) {
// Определение порядка вершин (против часовой)
if (direction) ax = cameraVertices[n = int(edges[i--]*3)], ay = cameraVertices[++n], az = cameraVertices[++n], bx = cameraVertices[n = int(edges[i--]*3)], by = cameraVertices[++n], bz = cameraVertices[++n] else bx = cameraVertices[n = int(edges[i--]*3)], by = cameraVertices[++n], bz = cameraVertices[++n], ax = cameraVertices[n = int(edges[i--]*3)], ay = cameraVertices[++n], az = cameraVertices[++n];
// Клиппинг
if (culling > 0) {
if (az <= -ax && bz <= -bx) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > -bx && az <= -ax) {
t = (ax + az)/(ax + az - bx - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= -bx && az > -ax) {
t = (ax + az)/(ax + az - bx - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= ax && bz <= bx) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > bx && az <= ax) {
t = (az - ax)/(az - ax + bx - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= bx && az > ax) {
t = (az - ax)/(az - ax + bx - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= -ay && bz <= -by) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > -by && az <= -ay) {
t = (ay + az)/(ay + az - by - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= -by && az > -ay) {
t = (ay + az)/(ay + az - by - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= ay && bz <= by) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > by && az <= ay) {
t = (az - ay)/(az - ay + by - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= by && az > ay) {
t = (az - ay)/(az - ay + by - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
occludeAll = false;
}
// Расчёт нормали плоскости отсечения
planeOccluder[planeOccluderLength++] = bz*ay - by*az, planeOccluder[planeOccluderLength++] = bx*az - bz*ax, planeOccluder[planeOccluderLength++] = by*ax - bx*ay;
// Сохранение рёбер
edgeOccluder[edgeOccluderLength++] = ax, edgeOccluder[edgeOccluderLength++] = ay, edgeOccluder[edgeOccluderLength++] = az, edgeOccluder[edgeOccluderLength++] = bx, edgeOccluder[edgeOccluderLength++] = by, edgeOccluder[edgeOccluderLength++] = bz;
} else i -= 2;
}
if (planeOccluderLength > 0) {
// Проверка размера на экране
if (minSize > 0) {
// Проецирование рёбер контура
var projectedEdgesLength:int = projectedEdges.length = ((edgeOccluder.length = edgeOccluderLength)/3) << 1;
Utils3D.projectVectors(camera.projectionMatrix, edgeOccluder, projectedEdges, uvts);
// Клиппинг рамки вьюпорта
if (culling > 0) {
if (culling & 4) viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY, viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY;
if (culling & 8) viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY, viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY;
if (culling & 16) viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY, viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY;
if (culling & 32) viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY, viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY;
if (viewEdgesLength > 0) {
for (i = 0; i < projectedEdgesLength;) {
ax = projectedEdges[i++], ay = projectedEdges[i++], bx = projectedEdges[i++], by = projectedEdges[i++];
var nx:Number = ay - by, ny:Number = bx - ax, no:Number = nx*ax + ny*ay;
for (var j:int = 0, j2:int = 0; j < viewEdgesLength;) {
ax = viewEdges[j++], ay = viewEdges[j++], bx = viewEdges[j++], by = viewEdges[j++], az = ax*nx + ay*ny - no, bz = bx*nx + by*ny - no;
if (az < 0 || bz < 0) {
if (az >= 0 && bz < 0) {
t = az/(az - bz), viewEdges[j2++] = ax + (bx - ax)*t, viewEdges[j2++] = ay + (by - ay)*t, viewEdges[j2++] = bx, viewEdges[j2++] = by;
} else if (az < 0 && bz >= 0) {
t = az/(az - bz), viewEdges[j2++] = ax, viewEdges[j2++] = ay, viewEdges[j2++] = ax + (bx - ax)*t, viewEdges[j2++] = ay + (by - ay)*t;
} else {
viewEdges[j2++] = ax, viewEdges[j2++] = ay, viewEdges[j2++] = bx, viewEdges[j2++] = by;
}
}
}
viewEdgesLength = j2;
if (viewEdgesLength == 0) break;
}
}
}
// Нахождение площади перекрытия
var square:Number = 0;
for (i = 0, az = projectedEdges[i++], bz = projectedEdges[i++], i += 2; i < projectedEdgesLength;) ax = projectedEdges[i++] - az, ay = projectedEdges[i++] - bz, bx = projectedEdges[i++] - az, by = projectedEdges[i++] - bz, square += bx*ay - by*ax;
for (i = 0; i < viewEdgesLength;) ax = viewEdges[i++] - az, ay = viewEdges[i++] - bz, bx = viewEdges[i++] - az, by = viewEdges[i++] - bz, square += bx*ay - by*ax;
if (square/(camera.viewSizeX*camera.viewSizeY*8) < minSize) return;
}
// Добавление окклюдера
camera.numOccluders++, planeOccluder.length = planeOccluderLength;
} else {
if (occludeAll) camera.numOccluders = 0, camera.occludedAll = true else return;
}
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var inDebug:int = camera.checkInDebug(this);
if (inDebug == 0) return;
var canvas:Canvas = parentCanvas.getChildCanvas(true, false);
// Рёбра
if (inDebug & Debug.EDGES) {
object.cameraMatrix.transformVectors(vertices, cameraVertices);
inverseCameraMatrix.identity();
inverseCameraMatrix.prepend(object.cameraMatrix);
inverseCameraMatrix.invert();
center[0] = center[1] = center[2] = 0;
inverseCameraMatrix.transformVectors(center, center);
cameraX = center[0], cameraY = center[1], cameraZ = center[2];
// Расчёт карты видимости граней
for (var i:int = 0, n:int = 0, normalsLength:int = normals.length >> 2, cameraInside:Boolean = true, infront:Boolean; i < normalsLength;) visibilityMap[i++] = infront = normals[n++]*cameraX + normals[n++]*cameraY + normals[n++]*cameraZ > normals[n++], cameraInside &&= !infront;
// Если камера внутри окклюдера
if (!cameraInside) {
// Подготовка окклюдера в камере
var occludeAll:Boolean = true, culling:int = object.culling, direction:Boolean, ax:Number, ay:Number, az:Number, bx:Number, by:Number, bz:Number, t:Number;
var debugEdgesLength:int = 0, viewEdgesLength:int = 0;
for (i = edges.length - 1; i > 0;) {
if ((direction = visibilityMap[edges[i--]]) != visibilityMap[edges[i--]]) {
// Определение порядка вершин (против часовой)
if (direction) ax = cameraVertices[n = int(edges[i--]*3)], ay = cameraVertices[++n], az = cameraVertices[++n], bx = cameraVertices[n = int(edges[i--]*3)], by = cameraVertices[++n], bz = cameraVertices[++n] else bx = cameraVertices[n = int(edges[i--]*3)], by = cameraVertices[++n], bz = cameraVertices[++n], ax = cameraVertices[n = int(edges[i--]*3)], ay = cameraVertices[++n], az = cameraVertices[++n];
// Клиппинг
if (culling > 0) {
if (az <= -ax && bz <= -bx) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > -bx && az <= -ax) {
t = (ax + az)/(ax + az - bx - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= -bx && az > -ax) {
t = (ax + az)/(ax + az - bx - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= ax && bz <= bx) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > bx && az <= ax) {
t = (az - ax)/(az - ax + bx - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= bx && az > ax) {
t = (az - ax)/(az - ax + bx - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= -ay && bz <= -by) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > -by && az <= -ay) {
t = (ay + az)/(ay + az - by - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= -by && az > -ay) {
t = (ay + az)/(ay + az - by - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
if (az <= ay && bz <= by) {
if (occludeAll && by*ax - bx*ay > 0) occludeAll = false;
continue;
} else if (bz > by && az <= ay) {
t = (az - ay)/(az - ay + by - bz), ax = ax + (bx - ax)*t, ay = ay + (by - ay)*t, az = az + (bz - az)*t;
} else if (bz <= by && az > ay) {
t = (az - ay)/(az - ay + by - bz), bx = ax + (bx - ax)*t, by = ay + (by - ay)*t, bz = az + (bz - az)*t;
}
occludeAll = false;
}
debugEdges[debugEdgesLength++] = ax;
debugEdges[debugEdgesLength++] = ay;
debugEdges[debugEdgesLength++] = az;
debugEdges[debugEdgesLength++] = bx;
debugEdges[debugEdgesLength++] = by;
debugEdges[debugEdgesLength++] = bz;
} else i -= 2;
}
if (debugEdgesLength > 0) {
// Проецирование рёбер контура
var projectedEdgesLength:int = projectedEdges.length = ((debugEdges.length = debugEdgesLength)/3) << 1;
Utils3D.projectVectors(camera.projectionMatrix, debugEdges, projectedEdges, uvts);
// Проверка размера на экране
var square:Number = Number.MAX_VALUE;
if (minSize > 0) {
// Клиппинг рамки вьюпорта
if (culling > 0) {
if (culling & 4) viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY, viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY;
if (culling & 8) viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY, viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY;
if (culling & 16) viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY, viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = -camera.viewSizeY;
if (culling & 32) viewEdges[viewEdgesLength++] = -camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY, viewEdges[viewEdgesLength++] = camera.viewSizeX, viewEdges[viewEdgesLength++] = camera.viewSizeY;
if (viewEdgesLength > 0) {
for (i = 0; i < projectedEdgesLength;) {
ax = projectedEdges[i++], ay = projectedEdges[i++], bx = projectedEdges[i++], by = projectedEdges[i++];
var nx:Number = ay - by, ny:Number = bx - ax, no:Number = nx*ax + ny*ay;
for (var j:int = 0, j2:int = 0; j < viewEdgesLength;) {
ax = viewEdges[j++], ay = viewEdges[j++], bx = viewEdges[j++], by = viewEdges[j++], az = ax*nx + ay*ny - no, bz = bx*nx + by*ny - no;
if (az < 0 || bz < 0) {
if (az >= 0 && bz < 0) {
t = az/(az - bz), viewEdges[j2++] = ax + (bx - ax)*t, viewEdges[j2++] = ay + (by - ay)*t, viewEdges[j2++] = bx, viewEdges[j2++] = by;
} else if (az < 0 && bz >= 0) {
t = az/(az - bz), viewEdges[j2++] = ax, viewEdges[j2++] = ay, viewEdges[j2++] = ax + (bx - ax)*t, viewEdges[j2++] = ay + (by - ay)*t;
} else {
viewEdges[j2++] = ax, viewEdges[j2++] = ay, viewEdges[j2++] = bx, viewEdges[j2++] = by;
}
}
}
viewEdgesLength = j2;
if (viewEdgesLength == 0) break;
}
}
}
// Нахождение площади перекрытия
square = 0;
for (i = 0, az = projectedEdges[i++], bz = projectedEdges[i++], i += 2; i < projectedEdgesLength;) ax = projectedEdges[i++] - az, ay = projectedEdges[i++] - bz, bx = projectedEdges[i++] - az, by = projectedEdges[i++] - bz, square += bx*ay - by*ax;
for (i = 0; i < viewEdgesLength;) ax = viewEdges[i++] - az, ay = viewEdges[i++] - bz, bx = viewEdges[i++] - az, by = viewEdges[i++] - bz, square += bx*ay - by*ax;
}
if (canvas == null) canvas = parentCanvas.getChildCanvas(true, false);
var color:int, thickness:Number;
if (square/(camera.viewSizeX*camera.viewSizeY*8) >= minSize) {
color = 0x0000FF, thickness = 3;
} else {
color = 0x0077AA, thickness = 1;
}
for (i = 0; i < projectedEdges.length;) {
ax = projectedEdges[i++], ay = projectedEdges[i++], bx = projectedEdges[i++], by = projectedEdges[i++];
canvas.gfx.moveTo(ax, ay);
canvas.gfx.lineStyle(thickness, color);
canvas.gfx.lineTo(ax + (bx - ax)*0.8, ay + (by - ay)*0.8);
canvas.gfx.lineStyle(thickness, 0xFF0000);
canvas.gfx.lineTo(bx, by);
}
for (i = 0; i < viewEdgesLength;) {
canvas.gfx.moveTo(viewEdges[i++], viewEdges[i++]);
canvas.gfx.lineTo(viewEdges[i++], viewEdges[i++]);
}
} else {
if (occludeAll) {
if (canvas == null) canvas = parentCanvas.getChildCanvas(true, false);
canvas.gfx.lineStyle(6, 0xFF0000);
canvas.gfx.moveTo(-camera.viewSizeX, -camera.viewSizeY);
canvas.gfx.lineTo(-camera.viewSizeX, camera.viewSizeY);
canvas.gfx.lineTo(camera.viewSizeX, camera.viewSizeY);
canvas.gfx.lineTo(camera.viewSizeX, -camera.viewSizeY);
canvas.gfx.lineTo(-camera.viewSizeX, -camera.viewSizeY);
}
}
}
}
// Оси, центры, имена, баунды
if (inDebug & Debug.AXES) object.drawAxes(camera, canvas);
if (inDebug & Debug.CENTERS) object.drawCenter(camera, canvas);
if (inDebug & Debug.NAMES) object.drawName(camera, canvas);
if (inDebug & Debug.BOUNDS) object.drawBoundBox(camera, canvas);
}
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.geom.Matrix3D;
use namespace alternativa3d;
/**
* Объект-ссылка.
* Может ссылаться на любой трёхмерный объект, в том числе контейнер с любой вложенностью или Reference.
* При отрисовке он отрисовывает вместо себя объект,
* на который ссылается, подставляя только свою трансформацию, alpha, blendMode, colorTransform и filters.
*/
public class Reference extends Object3D {
/**
* Объект, который подставляется при отрисовке вместо себя
*/
public var referenceObject:Object3D;
public function Reference(referenceObject:Object3D = null) {
this.referenceObject = referenceObject;
}
/**
* @private
*/
override alternativa3d function get canDraw():Boolean {
return referenceObject.canDraw;
}
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
referenceObject.draw(camera, object, parentCanvas);
}
/**
* @private
*/
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
referenceObject.debug(camera, object, parentCanvas);
}
override public function get boundBox():BoundBox {
return referenceObject.boundBox;
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
return referenceObject.calculateBoundBox(matrix, boundBox);
}
}
}

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package alternativa.engine3d.objects {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
use namespace alternativa3d;
public class SkeletalMesh extends Mesh {
alternativa3d var _numBones:uint = 0;
alternativa3d var bones:Vector.<Bone> = new Vector.<Bone>();
private var weights:Vector.<Vector.<Number>>;
private var originalVertices:Vector.<Number>;
private var originalBonesMatrices:Vector.<Matrix3D>;
private var boneVertices:Vector.<Number>;
public function initBones():void {
// Инициализируем массив весов и сохраняем оригинальные матрицы костей
originalBonesMatrices = new Vector.<Matrix3D>(_numBones, true);
weights = new Vector.<Vector.<Number>>(_numBones, true);
for (var j:int = 0; j < _numBones; j++) {
originalBonesMatrices[j] = new Matrix3D();
originalBonesMatrices[j].prepend(bones[j].matrix);
originalBonesMatrices[j].invert();
weights[j] = new Vector.<Number>(numVertices, true);
}
// Формируем вспомогательные массивы для вершин
originalVertices = new Vector.<Number>(numVertices*3, true);
boneVertices = new Vector.<Number>(numVertices*3, true);
// Обрабатываем вершины
var v:Vector3D = new Vector3D();
for (var i:int = 0; i < numVertices; i++) {
var k:int = i*3;
// Сохраняем оригинальные координаты вершин
originalVertices[k] = vertices[k];
originalVertices[k + 1] = vertices[k + 1];
originalVertices[k + 2] = vertices[k + 2];
// Находим веса для каждой кости
var sumWeight:Number = 0;
for (j = 0; j < _numBones; j++) {
// Находим расстояние от вершины до кости
var b1:Vector3D = bones[j].matrix.transformVector(new Vector3D());
var b2:Vector3D = bones[j].matrix.transformVector(new Vector3D(0, 0, bones[j].length));
v.x = originalVertices[k];
v.y = originalVertices[k + 1];
v.z = originalVertices[k + 2];
var w:Number = 1 - distanceToBone(b1, b2, v)/bones[j].distance;
//trace(w);
w = (w > 0) ? w : 0;
weights[j][i] = w;
sumWeight += w;
}
// Нормализуем веса
if (sumWeight > 0) {
for (j = 0; j < _numBones; j++) {
weights[j][i] /= sumWeight;
}
} else {
// Если вершина не относится ни к какой кости, помечаем
for (j = 0; j < _numBones; j++) {
weights[j][i] = -1;
}
}
}
}
private function distanceToBone(b1:Vector3D, b2:Vector3D, p:Vector3D):Number {
var v:Vector3D = b2.subtract(b1);
var w:Vector3D = p.subtract(b1);
var c1:Number = w.dotProduct(v);
if ( c1 <= 0 )
return Vector3D.distance(p, b1);
var c2:Number = v.dotProduct(v);
if ( c2 <= c1 )
return Vector3D.distance(p, b2);
v.scaleBy(c1 / c2);
var Pb:Vector3D = b1.add(v);
return Vector3D.distance(p, Pb);
}
private var m:Matrix3D = new Matrix3D();
public function calculateBones():void {
// Обнуление координат
for (var i:int = 0; i < numVertices*3; i++) {
vertices[i] = 0;
}
// Добавление трансформации через кости
for (var j:int = 0; j < _numBones; j++) {
m.identity();
m.prepend(bones[j].matrix);
m.prepend(originalBonesMatrices[j]);
m.transformVectors(originalVertices, boneVertices);
var boneWeights:Vector.<Number> = weights[j];
for (i = 0; i < numVertices; i++) {
var weight:Number = boneWeights[i];
var k1:int = i*3;
var k2:int = k1 + 1;
var k3:int = k1 + 2;
if (weight >= 0) {
vertices[k1] += boneVertices[k1]*weight;
vertices[k2] += boneVertices[k2]*weight;
vertices[k3] += boneVertices[k3]*weight;
} else {
vertices[k1] = originalVertices[k1];
vertices[k2] = originalVertices[k2];
vertices[k3] = originalVertices[k3];
}
}
}
}
public function addBone(bone:Bone):void {
bones[_numBones++] = bone;
}
/*
public function removeChild(bone:Bone):void {
var i:int = bones.indexOf(bone);
if (i < 0) throw new ArgumentError();
children.splice(i, 1);
_numBones--;
var len:uint = drawChildren.length;
for (i = 0; i < len; i++) {
if (drawChildren[i] == bone) {
drawChildren.splice(i, 1);
break;
}
}
bone._parent = null;
bone.setStage(null);
}
*/
}
}

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package alternativa.engine3d.objects {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.MipMap;
import alternativa.engine3d.core.Object3D;
import flash.display.BitmapData;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import alternativa.engine3d.core.Debug;
use namespace alternativa3d;
/**
* Плоский, всегда развёрнутый к камере трёхмерный объект
*/
public class Sprite3D extends Object3D {
static private const axes:Vector.<Number> = Vector.<Number>([0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1]);
static private const cameraAxes:Vector.<Number> = new Vector.<Number>(12, true);
/**
* @private
*/
static alternativa3d const textureMatrix:Matrix = new Matrix();
/**
* @private
*/
static alternativa3d const vertices:Vector.<Number> = new Vector.<Number>();
/**
* @private
*/
alternativa3d var drawTexture:BitmapData;
/**
* @private
*/
alternativa3d var projectionX:Number;
/**
* @private
*/
alternativa3d var projectionY:Number;
public var texture:BitmapData;
public var mipMap:MipMap;
/**
* X точки привязки
*/
public var originX:Number = 0.5;
/**
* Y точки привязки
*/
public var originY:Number = 0.5;
public var smooth:Boolean = false;
/**
* Режим отсечения объекта по пирамиде видимости камеры.
* 0 - весь объект
* 2 - клиппинг граней по пирамиде видимости камеры
*/
public var clipping:int = 0; // 0 - весь объект, 2 - с обрезкой
public var mipMapping:int = 0; // 0 - без мипмаппинга, 1 - по дальности
/**
* Угол поворота в радианах в плоскости экрана
*/
public var rotation:Number = 0;
/**
* Зависимость размера на экране от удалённости от камеры
*/
public var perspectiveScale:Boolean = true;
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var length:int;
if ((length = calculateVertices(object, camera)) == 0) return;
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(true, false, object.alpha, object.blendMode, object.colorTransform, object.filters);
canvas.gfx.beginBitmapFill(drawTexture, textureMatrix, false, smooth);
if (rotation == 0) {
// Простая отрисовка
var x:Number = vertices[0]*projectionX, y:Number = vertices[1]*projectionY;
canvas.gfx.drawRect(x, y, vertices[6]*projectionX - x, vertices[7]*projectionY - y);
} else {
// Отрисовка
canvas.gfx.moveTo(vertices[length - 3]*projectionX, vertices[length - 2]*projectionY);
for (var i:int = 0; i < length; i++) canvas.gfx.lineTo(vertices[i++]*projectionX, vertices[i++]*projectionY);
}
}
override alternativa3d function debug(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
var inDebug:int = camera.checkInDebug(this);
if (inDebug == 0) return;
var canvas:Canvas = parentCanvas.getChildCanvas(true, false);
var i:int, length:int, x:Number, y:Number, t:Number = 0.1;
// Рёбра
if (inDebug & Debug.EDGES) {
if ((length = calculateVertices(object, camera)) > 0) {
if (canvas == null) canvas = parentCanvas.getChildCanvas(true, false);
canvas.gfx.lineStyle(0, 0xFFFFFF);
if (rotation == 0) {
x = vertices[0]*projectionX, y = vertices[1]*projectionY;
canvas.gfx.drawRect(x, y, vertices[6]*projectionX - x, vertices[7]*projectionY - y);
} else {
// Отрисовка
canvas.gfx.moveTo(vertices[length - 3]*projectionX, vertices[length - 2]*projectionY);
for (i = 0; i < length; i++) canvas.gfx.lineTo(vertices[i++]*projectionX, vertices[i++]*projectionY);
}
}
}
// Вершины
if (inDebug & Debug.VERTICES) {
if ((length = calculateVertices(object, camera)) > 0) {
if (canvas == null) canvas = parentCanvas.getChildCanvas(true, false);
canvas.gfx.lineStyle();
if (rotation == 0) {
var x1:Number = vertices[0]*projectionX, y1:Number = vertices[1]*projectionY;
var x2:Number = vertices[6]*projectionX, y2:Number = vertices[7]*projectionY;
if (x1 > -camera.viewSizeX + t && x1 < camera.viewSizeX - t && y1 > -camera.viewSizeY + t && y1 < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x1, y1, 2);
}
if (x1 > -camera.viewSizeX + t && x1 < camera.viewSizeX - t && y2 > -camera.viewSizeY + t && y2 < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x1, y2, 2);
}
if (x2 > -camera.viewSizeX + t && x2 < camera.viewSizeX - t && y2 > -camera.viewSizeY + t && y2 < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x2, y2, 2);
}
if (x2 > -camera.viewSizeX + t && x2 < camera.viewSizeX - t && y1 > -camera.viewSizeY + t && y1 < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x2, y1, 2);
}
} else {
for (i = 0; i < length; i++) {
x = vertices[i++]*projectionX, y = vertices[i++]*projectionY;
if (x > -camera.viewSizeX + t && x < camera.viewSizeX - t && y > -camera.viewSizeY + t && y < camera.viewSizeY - t) {
canvas.gfx.beginFill(0xFFFF00);
canvas.gfx.drawCircle(x, y, 2);
}
}
}
}
}
// Оси, центры, имена, баунды
if (inDebug & Debug.AXES) object.drawAxes(camera, canvas);
if (inDebug & Debug.CENTERS) object.drawCenter(camera, canvas);
if (inDebug & Debug.NAMES) object.drawName(camera, canvas);
if (inDebug & Debug.BOUNDS) object.drawBoundBox(camera, canvas);
}
/**
* @private
*/
alternativa3d function calculateVertices(object:Object3D, camera:Camera3D):int {
// Получение матрицы и позиции
object.cameraMatrix.transformVectors(axes, cameraAxes);
var cz:Number = cameraAxes[2];
if (cz < camera.nearClipping || cz > camera.farClipping) return 0;
var cx:Number = cameraAxes[0];
var cy:Number = cameraAxes[1];
// Нахождение среднего размера спрайта
var ax:Number = (cameraAxes[3] - cx)*camera.invertPerspectiveScaleX;
var ay:Number = (cameraAxes[4] - cy)*camera.invertPerspectiveScaleY;
var az:Number = cameraAxes[5] - cz;
var size:Number = Math.sqrt(ax*ax + ay*ay + az*az);
ax = (cameraAxes[6] - cx)*camera.invertPerspectiveScaleX;
ay = (cameraAxes[7] - cy)*camera.invertPerspectiveScaleY;
az = cameraAxes[8] - cz;
size += Math.sqrt(ax*ax + ay*ay + az*az);
ax = (cameraAxes[9] - cx)*camera.invertPerspectiveScaleX;
ay = (cameraAxes[10] - cy)*camera.invertPerspectiveScaleY;
az = cameraAxes[11] - cz;
size = (size + Math.sqrt(ax*ax + ay*ay + az*az))/3;
// Определение текстуры и коррекция размера
var level:int;
if (mipMapping == 0) {
drawTexture = texture;
} else {
size *= Math.pow(2, level = mipMap.getLevel(cz/size, camera));
drawTexture = mipMap.textures[level];
}
// Проекция на экран
var projectionZ:Number = camera.focalLength/cz;
projectionX = camera.viewSizeX/cz;
projectionY = camera.viewSizeY/cz;
if (!perspectiveScale) size /= projectionZ;
var x1:Number, y1:Number, x2:Number, y2:Number;
if (rotation == 0) {
// Размеры спрайта в матрице камеры
var cameraWidth:Number = drawTexture.width*camera.perspectiveScaleX*size;
var cameraHeight:Number = drawTexture.height*camera.perspectiveScaleY*size;
// Расчёт вершин в матрице камеры
x1 = cx - originX*cameraWidth;
y1 = cy - originY*cameraHeight;
x2 = x1 + cameraWidth;
y2 = y1 + cameraHeight;
// Отсечение по вьюпорту
if (object.culling > 0 && (x1 > cz || y1 > cz || x2 < -cz || y2 < -cz)) return 0;
// Подготовка матрицы отрисовки
textureMatrix.a = textureMatrix.d = size*projectionZ;
textureMatrix.b = textureMatrix.c = 0;
textureMatrix.tx = x1*projectionX;
textureMatrix.ty = y1*projectionY;
// Подрезка
if (clipping == 2) {
if (x1 < -cz) x1 = -cz;
if (y1 < -cz) y1 = -cz;
if (x2 > cz) x2 = cz;
if (y2 > cz) y2 = cz;
}
// Заполняем вершины
vertices[0] = x1;
vertices[1] = y1;
vertices[2] = cz;
vertices[3] = x1;
vertices[4] = y2;
vertices[5] = cz;
vertices[6] = x2;
vertices[7] = y2;
vertices[8] = cz;
vertices[9] = x2;
vertices[10] = y1;
vertices[11] = cz;
return 12;
} else {
// Размер спрайта в камере без коррекции под FOV90
var textureWidth:Number = drawTexture.width;
var textureHeight:Number = drawTexture.height;
// Расчёт векторов ширины и высоты
var sin:Number = Math.sin(rotation)*size;
var cos:Number = Math.cos(rotation)*size;
var cameraWidthX:Number = cos*textureWidth*camera.perspectiveScaleX;
var cameraWidthY:Number = -sin*textureWidth*camera.perspectiveScaleY;
var cameraHeightX:Number = sin*textureHeight*camera.perspectiveScaleX;
var cameraHeightY:Number = cos*textureHeight*camera.perspectiveScaleY;
// Заполняем вершины
var length:int = 12;
vertices[0] = x1 = cx - originX*cameraWidthX - originY*cameraHeightX;
vertices[1] = y1 = cy - originX*cameraWidthY - originY*cameraHeightY;
vertices[2] = cz;
vertices[3] = x1 + cameraHeightX;
vertices[4] = y1 + cameraHeightY;
vertices[5] = cz;
vertices[6] = x1 + cameraWidthX + cameraHeightX;
vertices[7] = y1 + cameraWidthY + cameraHeightY;
vertices[8] = cz;
vertices[9] = x1 + cameraWidthX;
vertices[10] = y1 + cameraWidthY;
vertices[11] = cz;
if (object.culling > 0) {
// Отсечение по вьюпорту
var i:int, infront:Boolean, behind:Boolean, inside:Boolean;
var clipLeft:Boolean = false;
if (object.culling & 4) {
for (i = 0; i < length; i += 3) if ((inside = -vertices[i] < cz) && (infront = true) && behind || !inside && (behind = true) && infront) break;
if (behind) if (!infront) return 0; else clipLeft = true;
infront = false; behind = false;
}
var clipRight:Boolean = false;
if (object.culling & 8) {
for (i = 0; i < length; i += 3) if ((inside = vertices[i] < cz) && (infront = true) && behind || !inside && (behind = true) && infront) break;
if (behind) if (!infront) return 0; else clipRight = true;
infront = false; behind = false;
}
var clipTop:Boolean = false;
if (object.culling & 16) {
for (i = 1; i < length; i += 3) if ((inside = -vertices[i] < cz) && (infront = true) && behind || !inside && (behind = true) && infront) break;
if (behind) if (!infront) return 0; else clipTop = true;
infront = false; behind = false;
}
var clipBottom:Boolean = false;
if (object.culling & 32) {
for (i = 1; i < length; i += 3) if ((inside = vertices[i] < cz) && (infront = true) && behind || !inside && (behind = true) && infront) break;
if (behind) if (!infront) return 0; else clipBottom = true;
}
// Подрезка
if (clipping == 2) {
var n:int = 0, t:Number, bx:Number, by:Number;
if (clipLeft) {
ax = cx = vertices[0]; ay = cy = vertices[1];
for (i = 3; i <= length; i++) {
if (i < length) {
bx = vertices[i++]; by = vertices[i++];
} else {
bx = cx; by = cy;
}
if (-bx < cz && -ax >= cz || -bx >= cz && -ax < cz) {
t = (ax + cz)/(ax - bx);
vertices[n++] = ax + (bx - ax)*t;
vertices[n++] = ay + (by - ay)*t;
vertices[n++] = cz;
}
if (-bx < cz) {
vertices[n++] = bx; vertices[n++] = by; vertices[n++] = cz;
}
ax = bx; ay = by;
}
if (n == 0) return 0;
length = n; n = 0;
}
if (clipRight) {
ax = cx = vertices[0]; ay = cy = vertices[1];
for (i = 3; i <= length; i++) {
if (i < length) {
bx = vertices[i++]; by = vertices[i++];
} else {
bx = cx; by = cy;
}
if (bx < cz && ax >= cz || bx >= cz && ax < cz) {
t = (cz - ax)/(bx - ax);
vertices[n++] = ax + (bx - ax)*t;
vertices[n++] = ay + (by - ay)*t;
vertices[n++] = cz;
}
if (bx < cz) {
vertices[n++] = bx; vertices[n++] = by; vertices[n++] = cz;
}
ax = bx; ay = by;
}
if (n == 0) return 0;
length = n; n = 0;
}
if (clipTop) {
ax = cx = vertices[0]; ay = cy = vertices[1];
for (i = 3; i <= length; i++) {
if (i < length) {
bx = vertices[i++]; by = vertices[i++];
} else {
bx = cx; by = cy;
}
if (-by < cz && -ay >= cz || -by >= cz && -ay < cz) {
t = (ay + cz)/(ay - by);
vertices[n++] = ax + (bx - ax)*t;
vertices[n++] = ay + (by - ay)*t;
vertices[n++] = cz;
}
if (-by < cz) {
vertices[n++] = bx; vertices[n++] = by; vertices[n++] = cz;
}
ax = bx; ay = by;
}
if (n == 0) return 0;
length = n; n = 0;
}
if (clipBottom) {
ax = cx = vertices[0]; ay = cy = vertices[1];
for (i = 3; i <= length; i++) {
if (i < length) {
bx = vertices[i++]; by = vertices[i++];
} else {
bx = cx; by = cy;
}
if (by < cz && ay >= cz || by >= cz && ay < cz) {
t = (cz - ay)/(by - ay);
vertices[n++] = ax + (bx - ax)*t;
vertices[n++] = ay + (by - ay)*t;
vertices[n++] = cz;
}
if (by < cz) {
vertices[n++] = bx; vertices[n++] = by; vertices[n++] = cz;
}
ax = bx; ay = by;
}
if (n == 0) return 0;
length = n; n = 0;
}
}
}
// Подготовка матрицы отрисовки
textureMatrix.a = textureMatrix.d = cos*projectionZ;
textureMatrix.b = -sin*projectionZ;
textureMatrix.c = sin*projectionZ;
textureMatrix.tx = x1*projectionX;
textureMatrix.ty = y1*projectionY;
return length;
}
}
override public function calculateBoundBox(matrix:Matrix3D = null, boundBox:BoundBox = null):BoundBox {
// Если указан баунд-бокс
if (boundBox != null) {
boundBox.infinity();
} else {
boundBox = new BoundBox();
}
// Расчёт локального радиуса
var t:BitmapData = (mipMapping == 0) ? texture : mipMap.textures[0];
var w:Number = ((originX >= 0.5) ? originX : (1 - originX))*t.width;
var h:Number = ((originY >= 0.5) ? originY : (1 - originY))*t.height;
var radius:Number = Math.sqrt(w*w + h*h);
// Если указана матрица трансформации, переводим
if (matrix != null) {
matrix.transformVectors(axes, cameraAxes);
var cz:Number = cameraAxes[2];
var cx:Number = cameraAxes[0];
var cy:Number = cameraAxes[1];
// Нахождение среднего размера спрайта
var ax:Number = cameraAxes[3] - cx;
var ay:Number = cameraAxes[4] - cy;
var az:Number = cameraAxes[5] - cz;
var size:Number = Math.sqrt(ax*ax + ay*ay + az*az);
ax = cameraAxes[6] - cx;
ay = cameraAxes[7] - cy;
az = cameraAxes[8] - cz;
size += Math.sqrt(ax*ax + ay*ay + az*az);
ax = cameraAxes[9] - cx;
ay = cameraAxes[10] - cy;
az = cameraAxes[11] - cz;
size = radius*(size + Math.sqrt(ax*ax + ay*ay + az*az))/3;
boundBox.setSize(cx - size, cy - size, cz - size, cx + size, cy + size, cz + size);
} else {
boundBox.setSize(-radius, -radius, -radius, radius, radius, radius);
}
return boundBox;
}
public function copyFrom(source:Sprite3D):void {
visible = source.visible;
alpha = source.alpha;
blendMode = source.blendMode;
originX = source.originX;
originY = source.originY;
smooth = source.smooth;
clipping = source.clipping;
rotation = source.rotation;
perspectiveScale = source.perspectiveScale;
texture = source.texture;
mipMapping = source.mipMapping;
mipMap = source.mipMap;
matrix.identity();
matrix.append(source.matrix);
if (source.boundBox != null) {
if (boundBox == null) boundBox = new BoundBox();
boundBox.copyFrom(source.boundBox);
} else boundBox = null;
}
}
}

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package alternativa.engine3d.objects {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.geom.Utils3D;
use namespace alternativa3d;
public class WireBoundBox extends Object3D {
static private const cameraVertices:Vector.<Number> = new Vector.<Number>(24, true);
static private const projectedVertices:Vector.<Number> = new Vector.<Number>(16, true);
static private const uvts:Vector.<Number> = new Vector.<Number>(24, true);
public var thickness:Number = 0;
public var color:uint = 0xFFFFFF;
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
cameraVertices[0] = _boundBox.minX;
cameraVertices[1] = _boundBox.minY;
cameraVertices[2] = _boundBox.minZ;
cameraVertices[3] = _boundBox.minX;
cameraVertices[4] = _boundBox.minY;
cameraVertices[5] = _boundBox.maxZ;
cameraVertices[6] = _boundBox.minX;
cameraVertices[7] = _boundBox.maxY;
cameraVertices[8] = _boundBox.minZ;
cameraVertices[9] = _boundBox.minX;
cameraVertices[10] = _boundBox.maxY;
cameraVertices[11] = _boundBox.maxZ;
cameraVertices[12] = _boundBox.maxX;
cameraVertices[13] = _boundBox.minY;
cameraVertices[14] = _boundBox.minZ;
cameraVertices[15] = _boundBox.maxX;
cameraVertices[16] = _boundBox.minY;
cameraVertices[17] = _boundBox.maxZ;
cameraVertices[18] = _boundBox.maxX;
cameraVertices[19] = _boundBox.maxY;
cameraVertices[20] = _boundBox.minZ;
cameraVertices[21] = _boundBox.maxX;
cameraVertices[22] = _boundBox.maxY;
cameraVertices[23] = _boundBox.maxZ;
object.cameraMatrix.transformVectors(cameraVertices, cameraVertices);
for (var i:int = 0; i < 8; i++) {
if (cameraVertices[int(i*3 + 2)] <= 0) return;
}
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(true, false, object.alpha, object.blendMode, object.colorTransform, object.filters);
// Проецируем точки
Utils3D.projectVectors(camera.projectionMatrix, cameraVertices, projectedVertices, uvts);
// Отрисовка
canvas.gfx.lineStyle(thickness, color);
canvas.gfx.moveTo(projectedVertices[0], projectedVertices[1]);
canvas.gfx.lineTo(projectedVertices[2], projectedVertices[3]);
canvas.gfx.lineTo(projectedVertices[6], projectedVertices[7]);
canvas.gfx.lineTo(projectedVertices[4], projectedVertices[5]);
canvas.gfx.lineTo(projectedVertices[0], projectedVertices[1]);
canvas.gfx.moveTo(projectedVertices[8], projectedVertices[9]);
canvas.gfx.lineTo(projectedVertices[10], projectedVertices[11]);
canvas.gfx.lineTo(projectedVertices[14], projectedVertices[15]);
canvas.gfx.lineTo(projectedVertices[12], projectedVertices[13]);
canvas.gfx.lineTo(projectedVertices[8], projectedVertices[9]);
canvas.gfx.moveTo(projectedVertices[0], projectedVertices[1]);
canvas.gfx.lineTo(projectedVertices[8], projectedVertices[9]);
canvas.gfx.moveTo(projectedVertices[2], projectedVertices[3]);
canvas.gfx.lineTo(projectedVertices[10], projectedVertices[11]);
canvas.gfx.moveTo(projectedVertices[4], projectedVertices[5]);
canvas.gfx.lineTo(projectedVertices[12], projectedVertices[13]);
canvas.gfx.moveTo(projectedVertices[6], projectedVertices[7]);
canvas.gfx.lineTo(projectedVertices[14], projectedVertices[15]);
}
}
}

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package alternativa.engine3d.objects {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import flash.geom.Utils3D;
use namespace alternativa3d;
public class WireQuad extends Object3D {
public var vertices:Vector.<Number>;
static private const cameraVertices:Vector.<Number> = new Vector.<Number>(12, true);
static private const projectedVertices:Vector.<Number> = new Vector.<Number>(8, true);
static private const uvts:Vector.<Number> = new Vector.<Number>(12, true);
public var thickness:Number = 0;
public var color:uint = 0xFFFFFF;
/**
* @private
*/
override alternativa3d function draw(camera:Camera3D, object:Object3D, parentCanvas:Canvas):void {
object.cameraMatrix.transformVectors(vertices, cameraVertices);
for (var i:int = 0; i < 4; i++) {
if (cameraVertices[(i*3 + 2)] <= 0) return;
}
// Подготовка канваса
var canvas:Canvas = parentCanvas.getChildCanvas(true, false, object.alpha, object.blendMode, object.colorTransform, object.filters);
// Проецируем точки
Utils3D.projectVectors(camera.projectionMatrix, cameraVertices, projectedVertices, uvts);
// Отрисовка
canvas.gfx.lineStyle(thickness, color);
canvas.gfx.moveTo(projectedVertices[0], projectedVertices[1]);
canvas.gfx.lineTo(projectedVertices[2], projectedVertices[3]);
canvas.gfx.lineTo(projectedVertices[4], projectedVertices[5]);
canvas.gfx.lineTo(projectedVertices[6], projectedVertices[7]);
canvas.gfx.lineTo(projectedVertices[0], projectedVertices[1]);
}
}
}

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package alternativa.engine3d.primitives {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.objects.Mesh;
use namespace alternativa3d;
public class Box extends Mesh {
public function Box(width:Number = 100, length:Number = 100, height:Number = 100, widthSegments:uint = 1, lengthSegments:uint = 1, heightSegments:uint = 1, reverse:Boolean = false) {
var wp:uint = widthSegments + 1;
var lp:uint = lengthSegments + 1;
var hp:uint = heightSegments + 1;
createEmptyGeometry((wp*(lp + hp) + lp*hp) << 1, (widthSegments*(lengthSegments + heightSegments) + lengthSegments*heightSegments) << 2);
var wh:Number = width*0.5;
var lh:Number = length*0.5;
var hh:Number = height*0.5;
var wd:Number = 1/widthSegments;
var ld:Number = 1/lengthSegments;
var hd:Number = 1/heightSegments;
var ws:Number = width/widthSegments;
var ls:Number = length/lengthSegments;
var hs:Number = height/heightSegments;
var x:uint;
var y:uint;
var z:uint;
var v:uint = 0;
var u:uint = 0;
var f:uint = 0;
// Нижняя грань
for (x = 0; x < wp; x++) {
for (y = 0; y < lp; y++) {
vertices[v] = x*ws - wh;
uvts[v] = (widthSegments - x)*wd;
uvs[u++] = uvts[v++];
vertices[v] = y*ls - lh;
uvts[v] = (lengthSegments - y)*ld;
uvs[u++] = uvts[v++];
vertices[v++] = -hh;
if (x < widthSegments && y < lengthSegments) {
if (reverse) {
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = x*lp + y + 1;
indices[f++] = x*lp + y;
indices[f++] = (x + 1)*lp + y;
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = x*lp + y;
} else {
indices[f++] = x*lp + y;
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = (x + 1)*lp + y;
indices[f++] = x*lp + y;
indices[f++] = x*lp + y + 1;
indices[f++] = (x + 1)*lp + y + 1;
}
}
}
}
var o:uint = wp*lp;
// Верхняя грань
for (x = 0; x < wp; x++) {
for (y = 0; y < lp; y++) {
vertices[v] = x*ws - wh;
uvts[v] = x*wd;
uvs[u++] = uvts[v++];
vertices[v] = y*ls - lh;
uvts[v] = (lengthSegments - y)*ld;
uvs[u++] = uvts[v++];
vertices[v++] = hh;
if (x < widthSegments && y < lengthSegments) {
if (reverse) {
indices[f++] = o + x*lp + y + 1;
indices[f++] = o + (x + 1)*lp + y + 1;
indices[f++] = o + x*lp + y;
indices[f++] = o + (x + 1)*lp + y + 1;
indices[f++] = o + (x + 1)*lp + y;
indices[f++] = o + x*lp + y;
} else {
indices[f++] = o + x*lp + y;
indices[f++] = o + (x + 1)*lp + y;
indices[f++] = o + (x + 1)*lp + y + 1;
indices[f++] = o + x*lp + y;
indices[f++] = o + (x + 1)*lp + y + 1;
indices[f++] = o + x*lp + y + 1;
}
}
}
}
o += wp*lp;
// Передняя грань
for (x = 0; x < wp; x++) {
for (z = 0; z < hp; z++) {
vertices[v] = x*ws - wh;
uvts[v] = x*wd;
uvs[u++] = uvts[v++];
vertices[v] = -lh;
uvts[v] = (heightSegments - z)*hd;
uvs[u++] = uvts[v++];
vertices[v++] = z*hs - hh;
if (x < widthSegments && z < heightSegments) {
if (reverse) {
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + x*hp + z;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + x*hp + z;
} else {
indices[f++] = o + x*hp + z;
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + x*hp + z;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + x*hp + z + 1;
}
}
}
}
o += wp*hp;
// Задняя грань
for (x = 0; x < wp; x++) {
for (z = 0; z < hp; z++) {
vertices[v] = x*ws - wh;
uvts[v] = (widthSegments - x)*wd;
uvs[u++] = uvts[v++];
vertices[v] = lh;
uvts[v] = (heightSegments - z)*hd;
uvs[u++] = uvts[v++];
vertices[v++] = z*hs - hh;
if (x < widthSegments && z < heightSegments) {
if (reverse) {
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + x*hp + z;
} else {
indices[f++] = o + x*hp + z;
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z;
indices[f++] = o + x*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z + 1;
indices[f++] = o + (x + 1)*hp + z;
}
}
}
}
o += wp*hp;
// Левая грань
for (y = 0; y < lp; y++) {
for (z = 0; z < hp; z++) {
vertices[v] = -wh;
uvts[v] = (lengthSegments - y)*ld;
uvs[u++] = uvts[v++];
vertices[v] = y*ls - lh;
uvts[v] = (heightSegments - z)*hd;
uvs[u++] = uvts[v++];
vertices[v++] = z*hs - hh;
if (y < lengthSegments && z < heightSegments) {
if (reverse) {
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + y*hp + z;
} else {
indices[f++] = o + y*hp + z;
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z;
}
}
}
}
o += lp*hp;
// Правая грань
for (y = 0; y < lp; y++) {
for (z = 0; z < hp; z++) {
vertices[v] = wh;
uvts[v] = y*ld;
uvs[u++] = uvts[v++];
vertices[v] = y*ls - lh;
uvts[v] = (heightSegments - z)*hd;
uvs[u++] = uvts[v++];
vertices[v++] = z*hs - hh;
if (y < lengthSegments && z < heightSegments) {
if (reverse) {
indices[f++] = o + y*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + y*hp + z;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + y*hp + z;
} else {
indices[f++] = o + y*hp + z;
indices[f++] = o + (y + 1)*hp + z;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + y*hp + z;
indices[f++] = o + (y + 1)*hp + z + 1;
indices[f++] = o + y*hp + z + 1;
}
}
}
}
// Установка границ
_boundBox = new BoundBox();
_boundBox.setSize(-wh, -lh, -hh, wh, lh, hh);
}
}
}

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package alternativa.engine3d.primitives {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.objects.Mesh;
use namespace alternativa3d;
public class GeoSphere extends Mesh {
public function GeoSphere(radius:Number = 100, segments:uint = 2, reverse:Boolean = false) {
const sections:uint = 20;
var i:uint;
var theta:Number;
var sin:Number;
var cos:Number;
// z расстояние до нижней и верхней крышки полюса
var subz:Number = 4.472136E-001*radius;
// радиус на расстоянии subz
var subrad:Number = 2*subz;
var v:uint = 0;
var f:uint = sections*segments*segments;
createEmptyGeometry(f/2 + 2, f);
vertices[v++] = 0;
vertices[v++] = 0;
vertices[v++] = radius;
// Создание вершин верхней крышки
for (i = 0; i < 5; i++) {
theta = Math.PI*2*i/5;
sin = Math.sin(theta);
cos = Math.cos(theta);
vertices[v++] = subrad*cos;
vertices[v++] = subrad*sin;
vertices[v++] = subz;
}
// Создание вершин нижней крышки
for (i = 0; i < 5; i++) {
theta = Math.PI*((i << 1) + 1)/5;
sin = Math.sin(theta);
cos = Math.cos(theta);
vertices[v++] = subrad*cos;
vertices[v++] = subrad*sin;
vertices[v++] = -subz;
}
vertices[v++] = 0;
vertices[v++] = 0;
vertices[v++] = -radius;
for (i = 1; i < 6; i++) {
v = interpolate(0, i, segments, v);
}
for (i = 1; i < 6; i++) {
v = interpolate(i, i % 5 + 1, segments, v);
}
for (i = 1; i < 6; i++) {
v = interpolate(i, i + 5, segments, v);
}
for (i = 1; i < 6; i++) {
v = interpolate(i, (i + 3) % 5 + 6, segments, v);
}
for (i = 1; i < 6; i++) {
v = interpolate(i + 5, i % 5 + 6, segments, v);
}
for (i = 6; i < 11; i++) {
v = interpolate(11, i, segments, v);
}
for (f = 0; f < 5; f++) {
for (i = 1; i <= segments - 2; i++) {
v = interpolate(12 + f*(segments - 1) + i, 12 + (f + 1) % 5*(segments - 1) + i, i + 1, v);
}
}
for (f = 0; f < 5; f++) {
for (i = 1; i <= segments - 2; i++) {
v = interpolate(12 + (f + 15)*(segments - 1) + i, 12 + (f + 10)*(segments - 1) + i, i + 1, v);
}
}
for (f = 0; f < 5; f++) {
for (i = 1; i <= segments - 2; i++) {
v = interpolate(12 + ((f + 1) % 5 + 15)*(segments - 1) + segments - 2 - i, 12 + (f + 10)*(segments - 1) + segments - 2 - i, i + 1, v);
}
}
for (f = 0; f < 5; f++) {
for (i = 1; i <= segments - 2; i++) {
v = interpolate(12 + ((f + 1) % 5 + 25)*(segments - 1) + i, 12 + (f + 25)*(segments - 1) + i, i + 1, v);
}
}
for (i = 0; i < numVertices; i++) {
var j:uint = i*3;
uvts[j] = Math.atan2(vertices[j + 1], vertices[j])/(Math.PI*2);
uvts[j] = 0.5 + (reverse ? -uvts[j] : uvts[j]);
uvts[j + 1] = 0.5 + Math.asin(vertices[j + 2]/radius)/Math.PI;
uvs[i << 1] = uvts[j];
uvs[(i << 1) + 1] = uvts[j + 1];
}
var num:uint = 0;
for (f = 0; f <= sections - 1; f++) {
for (var row:uint = 0; row <= segments - 1; row++) {
for (var column:uint = 0; column <= row; column++) {
var a:uint = findVertices(segments, f, row, column);
var b:uint = findVertices(segments, f, row + 1, column);
var c:uint = findVertices(segments, f, row + 1, column + 1);
if (reverse) {
indices[num++] = a;
indices[num++] = c;
indices[num++] = b;
} else {
indices[num++] = a;
indices[num++] = b;
indices[num++] = c;
}
if (column < row) {
var d:uint = findVertices(segments, f, row, column + 1);
if (reverse) {
indices[num++] = a;
indices[num++] = d;
indices[num++] = c;
} else {
indices[num++] = a;
indices[num++] = c;
indices[num++] = d;
}
}
}
}
}
// Установка границ
_boundBox = new BoundBox();
_boundBox.setSize(-radius, -radius, -radius, radius, radius, radius);
}
private function interpolate(a:uint, b:uint, num:uint, v:uint):uint {
if (num < 2) {
return v;
}
a *= 3;
b *= 3;
var ax:Number = vertices[a];
var ay:Number = vertices[a + 1];
var az:Number = vertices[a + 2];
var bx:Number = vertices[b];
var by:Number = vertices[b + 1];
var bz:Number = vertices[b + 2];
var cos:Number = (ax*bx + ay*by + az*bz)/(ax*ax + ay*ay + az*az);
cos = (cos < -1) ? -1 : ((cos > 1) ? 1 : cos);
var theta:Number = Math.acos(cos);
var sin:Number = Math.sin(theta);
for (var e:uint = 1; e < num; e++) {
var theta1:Number = theta*e/num;
var theta2:Number = theta*(num - e)/num;
var st1:Number = Math.sin(theta1);
var st2:Number = Math.sin(theta2);
vertices[v++] = (ax*st2 + bx*st1)/sin;
vertices[v++] = (ay*st2 + by*st1)/sin;
vertices[v++] = (az*st2 + bz*st1)/sin;
}
return v;
}
private function findVertices(segments:uint, section:uint, row:uint, column:uint):uint {
if (row == 0) {
if (section < 5) {
return (0);
}
if (section > 14) {
return (11);
}
return (section - 4);
}
if (row == segments && column == 0) {
if (section < 5) {
return (section + 1);
}
if (section < 10) {
return ((section + 4) % 5 + 6);
}
if (section < 15) {
return ((section + 1) % 5 + 1);
}
return ((section + 1) % 5 + 6);
}
if (row == segments && column == segments) {
if (section < 5) {
return ((section + 1) % 5 + 1);
}
if (section < 10) {
return (section + 1);
}
if (section < 15) {
return (section - 9);
}
return (section - 9);
}
if (row == segments) {
if (section < 5) {
return (12 + (5 + section)*(segments - 1) + column - 1);
}
if (section < 10) {
return (12 + (20 + (section + 4) % 5)*(segments - 1) + column - 1);
}
if (section < 15) {
return (12 + (section - 5)*(segments - 1) + segments - 1 - column);
}
return (12 + (5 + section)*(segments - 1) + segments - 1 - column);
}
if (column == 0) {
if (section < 5) {
return (12 + section*(segments - 1) + row - 1);
}
if (section < 10) {
return (12 + (section % 5 + 15)*(segments - 1) + row - 1);
}
if (section < 15) {
return (12 + ((section + 1) % 5 + 15)*(segments - 1) + segments - 1 - row);
}
return (12 + ((section + 1) % 5 + 25)*(segments - 1) + row - 1);
}
if (column == row) {
if (section < 5) {
return (12 + (section + 1) % 5*(segments - 1) + row - 1);
}
if (section < 10) {
return (12 + (section % 5 + 10)*(segments - 1) + row - 1);
}
if (section < 15) {
return (12 + (section % 5 + 10)*(segments - 1) + segments - row - 1);
}
return (12 + (section % 5 + 25)*(segments - 1) + row - 1);
}
return (12 + 30*(segments - 1) + section*(segments - 1)*(segments - 2)/2 + (row - 1)*(row - 2)/2 + column - 1);
}
}
}

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package alternativa.engine3d.primitives {
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.BoundBox;
import alternativa.engine3d.objects.Mesh;
use namespace alternativa3d;
/**
*
*/
public class Plane extends Mesh {
/**
*
* @param width
* @param length
* @param widthSegments
* @param lengthSegments
*/
public function Plane(width:Number = 100, length:Number = 100, widthSegments:uint = 1, lengthSegments:uint = 1) {
var wp:uint = widthSegments + 1;
var lp:uint = lengthSegments + 1;
createEmptyGeometry(wp*lp, (widthSegments*lengthSegments) << 2);
var wh:Number = width*0.5;
var lh:Number = length*0.5;
var wd:Number = 1/widthSegments;
var ld:Number = 1/lengthSegments;
var ws:Number = width/widthSegments;
var ls:Number = length/lengthSegments;
var x:uint;
var y:uint;
var z:uint;
var v:uint = 0;
var u:uint = 0;
var f:uint = 0;
// Верхняя грань
for (x = 0; x < wp; x++) {
for (y = 0; y < lp; y++) {
vertices[v] = x*ws - wh;
uvts[v] = x*wd;
uvs[u++] = uvts[v++];
vertices[v] = y*ls - lh;
uvts[v] = (lengthSegments - y)*ld;
uvs[u++] = uvts[v++];
vertices[v++] = 0;
if (x < widthSegments && y < lengthSegments) {
indices[f++] = x*lp + y;
indices[f++] = (x + 1)*lp + y;
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = x*lp + y;
indices[f++] = (x + 1)*lp + y + 1;
indices[f++] = x*lp + y + 1;
}
}
}
// Установка границ
_boundBox = new BoundBox();
_boundBox.setSize(-wh, -lh, 0, wh, lh, 0);
}
}
}

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package alternativa {
/**
* Класс содержит информацию о версии библиотеки.
* Также используется для интеграции библиотеки в среду разработки Adobe Flash.
*/
public class Alternativa3D {
/**
* Версия библиотеки в формате: поколение.feature-версия.fix-версия
*/
public static const version:String = "7.0.0";
}
}

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@@ -0,0 +1,3 @@
package alternativa.engine3d {
public namespace alternativa3d = "http://alternativaplatform.com/en/alternativa3d";
}

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@@ -0,0 +1,77 @@
package alternativa.engine3d.containers {
import __AS3__.vec.Vector;
import alternativa.engine3d.alternativa3d;
import alternativa.engine3d.core.Camera3D;
import alternativa.engine3d.core.Canvas;
import alternativa.engine3d.core.Object3D;
import alternativa.engine3d.core.Object3DContainer;
use namespace alternativa3d;
/**
* Контейнер, дочерние объекты которого отрисовываются по удалённости от камеры
*/
public class AverageZContainer extends Object3DContainer {
static private const averageZ:Vector.<Number> = new Vector.<Number>();
static private const center:Vector.<Number> = Vector.<Number>([0, 0, 0]);
static private const cameraCenter:Vector.<Number> = new Vector.<Number>(3, true);
static private const sortingStack:Vector.<int> = new Vector.<int>();
override protected function drawVisibleChildren(camera:Camera3D, object:Object3D, canvas:Canvas):void {
var i:int;
var j:int;
var l:int = 0;
var r:int = numVisibleChildren - 1;
var child:Object3D;
var sortingStackIndex:int;
var sortingLeft:Number;
var sortingMedian:Number;
var sortingRight:Number;
var sortingChild:Object3D;
// Сортировка
for (i = 0; i < numVisibleChildren; i++) {
child = visibleChildren[i];
child.cameraMatrix.transformVectors(center, cameraCenter);
averageZ[i] = cameraCenter[0]*cameraCenter[0] + cameraCenter[1]*cameraCenter[1] + cameraCenter[2]*cameraCenter[2];
}
sortingStack[0] = l;
sortingStack[1] = r;
sortingStackIndex = 2;
while (sortingStackIndex > 0) {
j = r = sortingStack[--sortingStackIndex];
i = l = sortingStack[--sortingStackIndex];
sortingMedian = averageZ[(r + l) >> 1];
do {
while ((sortingLeft = averageZ[i]) > sortingMedian) i++;
while ((sortingRight = averageZ[j]) < sortingMedian) j--;
if (i <= j) {
sortingChild = visibleChildren[i];
visibleChildren[i] = visibleChildren[j];
visibleChildren[j] = sortingChild;
averageZ[i++] = sortingRight;
averageZ[j--] = sortingLeft;
}
} while (i <= j);
if (l < j) {
sortingStack[sortingStackIndex++] = l;
sortingStack[sortingStackIndex++] = j;
}
if (i < r) {
sortingStack[sortingStackIndex++] = i;
sortingStack[sortingStackIndex++] = r;
}
}
// Отрисовка
for (i = numVisibleChildren - 1; i >= 0; i--) {
child = visibleChildren[i];
if (camera.debugMode) child.debug(camera, child, canvas);
child.draw(camera, child, canvas);
visibleChildren[i] = null;
}
}
}
}

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