mirror of
https://github.com/MapMakersAndProgrammers/alternativa3d-archive.git
synced 2025-10-26 09:49:07 -07:00
861 lines
31 KiB
ActionScript
861 lines
31 KiB
ActionScript
package alternativa.utils {
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import alternativa.engine3d.*;
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import alternativa.engine3d.core.Face;
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import alternativa.engine3d.core.Mesh;
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import alternativa.engine3d.core.Surface;
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import alternativa.engine3d.core.Vertex;
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import alternativa.engine3d.materials.FillMaterial;
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import alternativa.engine3d.materials.SurfaceMaterial;
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import alternativa.engine3d.materials.TextureMaterial;
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import alternativa.engine3d.materials.TextureMaterialPrecision;
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import alternativa.engine3d.materials.WireMaterial;
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import alternativa.types.*;
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import flash.display.BlendMode;
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import flash.geom.Point;
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use namespace alternativa3d;
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use namespace alternativatypes;
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/**
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* Утилиты для работы с Mesh-объектами.
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*/
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public class MeshUtils {
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static private var verticesSort:Array = ["x", "y", "z"];
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static private var verticesSortOptions:Array = [Array.NUMERIC, Array.NUMERIC, Array.NUMERIC];
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/**
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* Объединение нескольких Mesh-объектов. Объекты, переданные как аргументы метода, не изменяются.
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*
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* @param meshes объединяемые объекты класса <code>alternativa.engine3d.core.Mesh</code>
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*
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* @return новый Mesh-объект, содержащий результат объединения переданных Mesh-объектов
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*/
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static public function uniteMeshes(... meshes):Mesh {
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var res:Mesh = new Mesh();
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var length:uint = meshes.length;
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var key:*;
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var vertex:Vertex;
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var face:Face;
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var j:uint;
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for (var i:uint = 0; i < length; i++) {
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var mesh:Mesh = meshes[i];
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var vertices:Map = mesh._vertices.clone();
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for (key in vertices) {
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vertex = vertices[key];
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vertices[key] = res.createVertex(vertex.x, vertex.y, vertex.z);
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}
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var faces:Map = mesh._faces.clone();
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for (key in faces) {
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face = faces[key];
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var faceVertices:Array = new Array().concat(face._vertices);
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for (j = 0; j < face._verticesCount; j++) {
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vertex = faceVertices[j];
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faceVertices[j] = vertices[vertex.id];
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}
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faces[key] = res.createFace(faceVertices);
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res.setUVsToFace(face._aUV, face._bUV, face._cUV, faces[key]);
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}
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for (key in mesh._surfaces) {
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var surface:Surface = mesh._surfaces[key];
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var surfaceFaces:Array = surface._faces.toArray();
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var numFaces:uint = surfaceFaces.length;
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for (j = 0; j < numFaces; j++) {
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face = surfaceFaces[j];
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surfaceFaces[j] = faces[face.id];
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}
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var newSurface:Surface = res.createSurface(surfaceFaces);
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newSurface.material = SurfaceMaterial(surface.material.clone());
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}
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}
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return res;
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}
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/**
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* Слияние вершин Mesh-объекта с одинаковыми координатами. Равенство координат проверяется с учётом погрешности.
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*
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* @param mesh объект, вершины которого объединяются
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* @param threshold погрешность измерения расстояний
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*/
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static public function autoWeldVertices(mesh:Mesh, threshold:Number = 0):void {
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// Получаем список вершин меша и сортируем по координатам
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var vertices:Array = mesh._vertices.toArray(true);
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vertices.sortOn(verticesSort, verticesSortOptions);
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// Поиск вершин с одинаковыми координатами
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var weld:Map = new Map(true);
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var vertex:Vertex;
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var currentVertex:Vertex = vertices[0];
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var length:uint = vertices.length;
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var i:uint;
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for (i = 1; i < length; i++) {
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vertex = vertices[i];
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if ((currentVertex.x - vertex.x <= threshold) && (currentVertex.x - vertex.x >= -threshold) && (currentVertex.y - vertex.y <= threshold) && (currentVertex.y - vertex.y >= -threshold) && (currentVertex.z - vertex.z <= threshold) && (currentVertex.z - vertex.z >= -threshold)) {
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weld[vertex] = currentVertex;
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} else {
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currentVertex = vertex;
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}
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}
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// Собираем грани объединяемых вершин
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var faces:Set = new Set(true);
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var keyVertex:*;
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var keyFace:*;
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for (keyVertex in weld) {
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vertex = keyVertex;
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for (keyFace in vertex._faces) {
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faces[keyFace] = true;
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}
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}
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// Заменяем грани
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for (keyFace in faces) {
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var face:Face = keyFace;
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var id:Object = mesh.getFaceId(face);
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var surface:Surface = face._surface;
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var aUV:Point = face._aUV;
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var bUV:Point = face._bUV;
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var cUV:Point = face._cUV;
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vertices = new Array().concat(face._vertices);
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length = vertices.length;
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for (i = 0; i < length; i++) {
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vertex = weld[vertices[i]];
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if (vertex != null) {
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vertices[i] = vertex;
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}
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}
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mesh.removeFace(face);
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face = mesh.createFace(vertices, id);
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if (surface != null) {
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surface.addFace(face);
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}
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face.aUV = aUV;
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face.bUV = bUV;
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face.cUV = cUV;
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}
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// Удаляем вершины
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for (keyVertex in weld) {
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mesh.removeVertex(keyVertex);
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}
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}
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/**
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* Объединение соседних граней, образующих плоский выпуклый многоугольник.
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*
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* @param mesh объект, грани которого объединяются
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* @param angleThreshold погрешность измерения углов
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* @param uvThreshold погрешность измерения UV-координат
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*/
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static public function autoWeldFaces(mesh:Mesh, angleThreshold:Number = 0, uvThreshold:Number = 0):void {
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angleThreshold = Math.cos(angleThreshold);
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var face:Face;
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var sibling:Face;
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var key:*;
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var i:uint;
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// Формируем списки граней
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var faces1:Set = new Set(true);
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var faces2:Set = new Set(true);
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// Формируем список нормалей
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var normals:Map = new Map(true);
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for each (face in mesh._faces.clone()) {
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var faceNormal:Point3D = face.normal;
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if (faceNormal.x != 0 || faceNormal.y != 0 || faceNormal.z != 0) {
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faces1[face] = true;
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normals[face] = faceNormal;
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} else {
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mesh.removeFace(face);
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}
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}
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// Объединение
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do {
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// Флаг объединения
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var weld:Boolean = false;
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// Объединяем грани
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while ((face = faces1.take()) != null) {
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//var num:uint = face.num;
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//var vertices:Array = face.vertices;
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var currentWeld:Boolean = false;
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// Проверка общих граней по точкам
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// Проверка общих граней по рёбрам
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// Перебираем точки грани
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for (i = 0; (i < face._verticesCount) && !currentWeld; i++) {
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var faceIndex1:uint = i;
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var faceIndex2:uint;
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var siblingIndex1:int;
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var siblingIndex2:uint;
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// Перебираем грани текущей точки
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var vertex:Vertex = face._vertices[faceIndex1];
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var vertexFaces:Set = vertex.faces;
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for (key in vertexFaces) {
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sibling = key;
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// Если грань в списке на объединение и в одной поверхности
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if (faces1[sibling] && face._surface == sibling._surface) {
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faceIndex2 = (faceIndex1 < face._verticesCount - 1) ? (faceIndex1 + 1) : 0;
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siblingIndex1 = sibling._vertices.indexOf(face._vertices[faceIndex2]);
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// Если общее ребро
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if (siblingIndex1 >= 0) {
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// Если грани сонаправлены
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var normal:Point3D = normals[face];
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if (Point3D.dot(normal, normals[sibling]) >= angleThreshold) {
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// Если в точках объединения нет перегибов
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siblingIndex2 = (siblingIndex1 < sibling._verticesCount - 1) ? (siblingIndex1 + 1) : 0;
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// Расширяем грани объединения
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var i1:uint;
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var i2:uint;
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while (true) {
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i1 = (faceIndex1 > 0) ? (faceIndex1 - 1) : (face._verticesCount - 1);
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i2 = (siblingIndex2 < sibling._verticesCount - 1) ? (siblingIndex2 + 1) : 0;
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if (face._vertices[i1] == sibling._vertices[i2]) {
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faceIndex1 = i1;
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siblingIndex2 = i2;
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} else {
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break;
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}
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}
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while (true) {
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i1 = (faceIndex2 < face._verticesCount - 1) ? (faceIndex2 + 1) : 0;
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i2 = (siblingIndex1 > 0) ? (siblingIndex1 - 1) : (sibling._verticesCount - 1);
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if (face._vertices[i1] == sibling._vertices[i2]) {
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faceIndex2 = i1;
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siblingIndex1 = i2;
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} else {
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break;
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}
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}
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vertex = face._vertices[faceIndex1];
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var a:Point3D = vertex.coords;
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vertex = face._vertices[faceIndex2];
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var b:Point3D = vertex.coords;
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// Считаем первый перегиб
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vertex = sibling._vertices[(siblingIndex2 < sibling._verticesCount - 1) ? (siblingIndex2 + 1) : 0];
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var c:Point3D = vertex.coords;
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vertex = face._vertices[(faceIndex1 > 0) ? (faceIndex1 - 1) : (face._verticesCount - 1)];
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var d:Point3D = vertex.coords;
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var cx:Number = c.x - a.x;
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var cy:Number = c.y - a.y;
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var cz:Number = c.z - a.z;
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var dx:Number = d.x - a.x;
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var dy:Number = d.y - a.y;
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var dz:Number = d.z - a.z;
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var crossX:Number = cy*dz - cz*dy;
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var crossY:Number = cz*dx - cx*dz;
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var crossZ:Number = cx*dy - cy*dx;
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if (crossX == 0 && crossY == 0 && crossZ == 0) {
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if (cx*dx + cy*dy + cz*dz > 0) {
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break;
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}
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}
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var dot:Number = crossX*normal.x + crossY*normal.y + crossZ*normal.z;
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// Если в первой точке перегиба нет
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if (dot >= 0) {
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// Считаем второй перегиб
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vertex = face._vertices[(faceIndex2 < face._verticesCount - 1) ? (faceIndex2 + 1) : 0];
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c = vertex.coords;
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vertex = sibling._vertices[(siblingIndex1 > 0) ? (siblingIndex1 - 1) : (sibling._verticesCount - 1)];
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d = vertex.coords;
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cx = c.x - b.x;
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cy = c.y - b.y;
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cz = c.z - b.z;
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dx = d.x - b.x;
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dy = d.y - b.y;
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dz = d.z - b.z;
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crossX = cy*dz - cz*dy;
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crossY = cz*dx - cx*dz;
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crossZ = cx*dy - cy*dx;
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if (crossX == 0 && crossY == 0 && crossZ == 0) {
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if (cx*dx + cy*dy + cz*dz > 0) {
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break;
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}
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}
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dot = crossX*normal.x + crossY*normal.y + crossZ*normal.z;
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// Если во второй точке перегиба нет
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if (dot >= 0) {
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// Флаг наличия UV у обеих граней
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var hasUV:Boolean = (face._aUV != null && face._bUV != null && face._cUV != null && sibling._aUV != null && sibling._bUV != null && sibling._cUV != null);
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if (hasUV || (face._aUV == null && face._bUV == null && face._cUV == null && sibling._aUV == null && sibling._bUV == null && sibling._cUV == null)) {
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// Если грани имеют UV, проверяем совместимость
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if (hasUV) {
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vertex = sibling._vertices[0];
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var uv:Point = face.getUVFast(vertex.coords, normal);
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if ((uv.x - sibling._aUV.x > uvThreshold) || (uv.x - sibling._aUV.x < -uvThreshold) || (uv.y - sibling._aUV.y > uvThreshold) || (uv.y - sibling._aUV.y < -uvThreshold)) {
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break;
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}
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vertex = sibling._vertices[1];
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uv = face.getUVFast(vertex.coords, normal);
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if ((uv.x - sibling._bUV.x > uvThreshold) || (uv.x - sibling._bUV.x < -uvThreshold) || (uv.y - sibling._bUV.y > uvThreshold) || (uv.y - sibling._bUV.y < -uvThreshold)) {
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break;
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}
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vertex = sibling._vertices[2];
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uv = face.getUVFast(vertex.coords, normal);
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if ((uv.x - sibling._cUV.x > uvThreshold) || (uv.x - sibling._cUV.x < -uvThreshold) || (uv.y - sibling._cUV.y > uvThreshold) || (uv.y - sibling._cUV.y < -uvThreshold)) {
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break;
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}
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}
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// Формируем новую грань
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var newVertices:Array = new Array();
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var n:uint = faceIndex2;
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do {
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newVertices.push(face._vertices[n]);
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n = (n < face._verticesCount - 1) ? (n + 1) : 0;
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} while (n != faceIndex1);
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n = siblingIndex2;
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do {
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newVertices.push(sibling._vertices[n]);
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n = (n < sibling._verticesCount - 1) ? (n + 1) : 0;
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} while (n != siblingIndex1);
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// Выбираем начальную точку
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n = getBestBeginVertexIndex(newVertices);
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for (var m:uint = 0; m < n; m++) {
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newVertices.push(newVertices.shift());
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}
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// Заменяем грани новой
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var surface:Surface = face._surface;
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var newFace:Face = mesh.createFace(newVertices);
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if (hasUV) {
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newFace.aUV = face.getUVFast(newVertices[0].coords, normal);
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newFace.bUV = face.getUVFast(newVertices[1].coords, normal);
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newFace.cUV = face.getUVFast(newVertices[2].coords, normal);
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}
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if (surface != null) {
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surface.addFace(newFace);
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}
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mesh.removeFace(face);
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mesh.removeFace(sibling);
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// Обновляем список нормалей
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delete normals[sibling];
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delete normals[face];
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normals[newFace] = newFace.normal;
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// Обновляем списки расчётов
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delete faces1[sibling];
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faces2[newFace] = true;
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// Помечаем объединение
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weld = true;
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currentWeld = true;
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break;
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}
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}
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}
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}
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}
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}
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}
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}
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// Если не удалось объединить, переносим грань
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faces2[face] = true;
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}
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// Меняем списки
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var fs:Set = faces1;
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faces1 = faces2;
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faces2 = fs;
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} while (weld);
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removeIsolatedVertices(mesh);
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removeUselessVertices(mesh);
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}
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/**
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* Удаление вершин объекта, не принадлежащим ни одной грани.
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*
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* @param mesh объект, вершины которого удаляются
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*/
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static public function removeIsolatedVertices(mesh:Mesh):void {
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for each (var vertex:Vertex in mesh._vertices.clone()) {
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if (vertex._faces.isEmpty()) {
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mesh.removeVertex(vertex);
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}
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}
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}
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/**
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* Удаление вершин объекта, которые во всех своих гранях лежат на отрезке между предыдущей и следующей вершиной.
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*
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* @param mesh объект, вершины которого удаляются
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*/
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static public function removeUselessVertices(mesh:Mesh):void {
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var v:Vertex;
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var key:*;
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var face:Face;
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var index:uint;
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var length:uint;
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for each (var vertex:Vertex in mesh._vertices.clone()) {
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var unless:Boolean = true;
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var indexes:Map = new Map(true);
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for (key in vertex._faces) {
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face = key;
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length = face._vertices.length;
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index = face._vertices.indexOf(vertex);
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v = face._vertices[index];
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var a:Point3D = v.coords;
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v = face._vertices[(index < length - 1) ? (index + 1) : 0];
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var b:Point3D = v.coords;
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v = face._vertices[(index > 0) ? (index - 1) : (length - 1)];
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var c:Point3D = v.coords;
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var abx:Number = b.x - a.x;
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var aby:Number = b.y - a.y;
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var abz:Number = b.z - a.z;
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var acx:Number = c.x - a.x;
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var acy:Number = c.y - a.y;
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var acz:Number = c.z - a.z;
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if (aby*acz - abz*acy == 0 && abz*acx - abx*acz == 0 && abx*acy - aby*acx == 0) {
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indexes[face] = index;
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} else {
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unless = false;
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break;
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}
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}
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if (unless && !indexes.isEmpty()) {
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// Удаляем
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for (key in indexes) {
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var i:uint;
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face = key;
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index = indexes[face];
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length = face._vertices.length;
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var newVertices:Array = new Array();
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for (i = 0; i < length; i++) {
|
||
if (i != index) {
|
||
newVertices.push(face._vertices[i]);
|
||
}
|
||
}
|
||
var n:uint = getBestBeginVertexIndex(newVertices);
|
||
for (i = 0; i < n; i++) {
|
||
newVertices.push(newVertices.shift());
|
||
}
|
||
var surface:Surface = face._surface;
|
||
var newFace:Face = mesh.createFace(newVertices);
|
||
if (face._aUV != null && face._bUV != null && face._cUV != null) {
|
||
var normal:Point3D = face.normal;
|
||
newFace.aUV = face.getUVFast(newVertices[0].coords, normal);
|
||
newFace.bUV = face.getUVFast(newVertices[1].coords, normal);
|
||
newFace.cUV = face.getUVFast(newVertices[2].coords, normal);
|
||
}
|
||
if (surface != null) {
|
||
surface.addFace(newFace);
|
||
}
|
||
mesh.removeFace(face);
|
||
}
|
||
mesh.removeVertex(vertex);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Удаление вырожденных граней.
|
||
*
|
||
* @param mesh объект, грани которого удаляются
|
||
*/
|
||
static public function removeSingularFaces(mesh:Mesh):void {
|
||
for each (var face:Face in mesh._faces.clone()) {
|
||
var normal:Point3D = face.normal;
|
||
if (normal.x == 0 && normal.y == 0 && normal.z == 0) {
|
||
mesh.removeFace(face);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @private
|
||
* Находит наиболее подходящую первую точку.
|
||
* @param vertices
|
||
* @return
|
||
*/
|
||
static public function getBestBeginVertexIndex(vertices:Array):uint {
|
||
var bestIndex:uint = 0;
|
||
var num:uint = vertices.length;
|
||
if (num > 3) {
|
||
var maxCrossLength:Number = 0;
|
||
var v:Vertex = vertices[num - 1];
|
||
var c1:Point3D = v.coords;
|
||
v = vertices[0];
|
||
var c2:Point3D = v.coords;
|
||
|
||
var prevX:Number = c2.x - c1.x;
|
||
var prevY:Number = c2.y - c1.y;
|
||
var prevZ:Number = c2.z - c1.z;
|
||
|
||
for (var i:uint = 0; i < num; i++) {
|
||
c1 = c2;
|
||
v = vertices[(i < num - 1) ? (i + 1) : 0];
|
||
c2 = v.coords;
|
||
|
||
var nextX:Number = c2.x - c1.x;
|
||
var nextY:Number = c2.y - c1.y;
|
||
var nextZ:Number = c2.z - c1.z;
|
||
|
||
var crossX:Number = prevY*nextZ - prevZ*nextY;
|
||
var crossY:Number = prevZ*nextX - prevX*nextZ;
|
||
var crossZ:Number = prevX*nextY - prevY*nextX;
|
||
|
||
|
||
var crossLength:Number = crossX*crossX + crossY*crossY + crossZ*crossZ;
|
||
if (crossLength > maxCrossLength) {
|
||
maxCrossLength = crossLength;
|
||
bestIndex = i;
|
||
}
|
||
|
||
prevX = nextX;
|
||
prevY = nextY;
|
||
prevZ = nextZ;
|
||
}
|
||
// Берём предыдущий
|
||
bestIndex = (bestIndex > 0) ? (bestIndex - 1) : (num - 1);
|
||
}
|
||
|
||
return bestIndex;
|
||
}
|
||
|
||
/**
|
||
* Генерация AS-класса.
|
||
*
|
||
* @param mesh объект, на базе которого генерируется класс
|
||
* @param packageName имя пакета для генерируемого класса
|
||
* @return AS-класс в текстовом виде
|
||
*/
|
||
static public function generateClass(mesh:Mesh, packageName:String = ""):String {
|
||
|
||
var className:String = mesh._name.charAt(0).toUpperCase() + mesh._name.substr(1);
|
||
|
||
var header:String = "package" + ((packageName != "") ? (" " + packageName + " ") : " ") + "{\r\r";
|
||
|
||
var importSet:Object = new Object();
|
||
importSet["alternativa.engine3d.core.Mesh"] = true;
|
||
|
||
var materialSet:Map = new Map(true);
|
||
var materialName:String;
|
||
var materialNum:uint = 1;
|
||
|
||
var footer:String = "\t\t}\r\t}\r}";
|
||
|
||
var classHeader:String = "\tpublic class "+ className + " extends Mesh {\r\r";
|
||
|
||
var constructor:String = "\t\tpublic function " + className + "() {\r";
|
||
constructor += "\t\t\tsuper(\"" + mesh._name +"\");\r\r";
|
||
|
||
|
||
var newLine:Boolean = false;
|
||
if (mesh.mobility != 0) {
|
||
constructor += "\t\t\tmobility = " + mesh.mobility +";\r";
|
||
newLine = true;
|
||
}
|
||
|
||
if (mesh.x != 0 && mesh.y != 0 && mesh.z != 0) {
|
||
importSet["alternativa.types.Point3D"] = true;
|
||
constructor += "\t\t\tcoords = new Point3D(" + mesh.x + ", " + mesh.y + ", " + mesh.z +");\r";
|
||
newLine = true;
|
||
} else {
|
||
if (mesh.x != 0) {
|
||
constructor += "\t\t\tx = " + mesh.x + ";\r";
|
||
newLine = true;
|
||
}
|
||
if (mesh.y != 0) {
|
||
constructor += "\t\t\ty = " + mesh.y + ";\r";
|
||
newLine = true;
|
||
}
|
||
if (mesh.z != 0) {
|
||
constructor += "\t\t\tz = " + mesh.z + ";\r";
|
||
newLine = true;
|
||
}
|
||
}
|
||
if (mesh.rotationX != 0) {
|
||
constructor += "\t\t\trotationX = " + mesh.rotationX + ";\r";
|
||
newLine = true;
|
||
}
|
||
if (mesh.rotationY != 0) {
|
||
constructor += "\t\t\trotationY = " + mesh.rotationY + ";\r";
|
||
newLine = true;
|
||
}
|
||
if (mesh.rotationZ != 0) {
|
||
constructor += "\t\t\trotationZ = " + mesh.rotationZ + ";\r";
|
||
newLine = true;
|
||
}
|
||
if (mesh.scaleX != 1) {
|
||
constructor += "\t\t\tscaleX = " + mesh.scaleX + ";\r";
|
||
newLine = true;
|
||
}
|
||
if (mesh.scaleY != 1) {
|
||
constructor += "\t\t\tscaleY = " + mesh.scaleY + ";\r";
|
||
newLine = true;
|
||
}
|
||
if (mesh.scaleZ != 1) {
|
||
constructor += "\t\t\tscaleZ = " + mesh.scaleZ + ";\r";
|
||
newLine = true;
|
||
}
|
||
|
||
constructor += newLine ? "\r" : "";
|
||
|
||
function idToString(value:*):String {
|
||
return isNaN(value) ? ("\"" + value + "\"") : value;
|
||
}
|
||
|
||
function blendModeToString(value:String):String {
|
||
switch (value) {
|
||
case BlendMode.ADD: return "BlendMode.ADD";
|
||
case BlendMode.ALPHA: return "BlendMode.ALPHA";
|
||
case BlendMode.DARKEN: return "BlendMode.DARKEN";
|
||
case BlendMode.DIFFERENCE: return "BlendMode.DIFFERENCE";
|
||
case BlendMode.ERASE: return "BlendMode.ERASE";
|
||
case BlendMode.HARDLIGHT: return "BlendMode.HARDLIGHT";
|
||
case BlendMode.INVERT: return "BlendMode.INVERT";
|
||
case BlendMode.LAYER: return "BlendMode.LAYER";
|
||
case BlendMode.LIGHTEN: return "BlendMode.LIGHTEN";
|
||
case BlendMode.MULTIPLY: return "BlendMode.MULTIPLY";
|
||
case BlendMode.NORMAL: return "BlendMode.NORMAL";
|
||
case BlendMode.OVERLAY: return "BlendMode.OVERLAY";
|
||
case BlendMode.SCREEN: return "BlendMode.SCREEN";
|
||
case BlendMode.SUBTRACT: return "BlendMode.SUBTRACT";
|
||
default: return "BlendMode.NORMAL";
|
||
}
|
||
}
|
||
|
||
function colorToString(value:uint):String {
|
||
var hex:String = value.toString(16).toUpperCase();
|
||
var res:String = "0x";
|
||
var len:uint = 6 - hex.length;
|
||
for (var j:uint = 0; j < len; j++) {
|
||
res += "0";
|
||
}
|
||
res += hex;
|
||
return res;
|
||
}
|
||
|
||
var i:uint;
|
||
var length:uint;
|
||
var key:*;
|
||
var id:String;
|
||
var face:Face;
|
||
var surface:Surface;
|
||
|
||
newLine = false;
|
||
for (id in mesh._vertices) {
|
||
var vertex:Vertex = mesh._vertices[id];
|
||
var coords:Point3D = vertex.coords;
|
||
constructor += "\t\t\tcreateVertex(" + coords.x + ", " + coords.y + ", " + coords.z + ", " + idToString(id) + ");\r";
|
||
newLine = true;
|
||
}
|
||
|
||
constructor += newLine ? "\r" : "";
|
||
|
||
newLine = false;
|
||
for (id in mesh._faces) {
|
||
face = mesh._faces[id];
|
||
length = face._verticesCount;
|
||
constructor += "\t\t\tcreateFace(["
|
||
for (i = 0; i < length - 1; i++) {
|
||
constructor += idToString(mesh.getVertexId(face._vertices[i])) + ", ";
|
||
}
|
||
constructor += idToString(mesh.getVertexId(face._vertices[i])) + "], " + idToString(id) + ");\r";
|
||
|
||
if (face._aUV != null || face._bUV != null || face._cUV != null) {
|
||
importSet["flash.geom.Point"] = true;
|
||
constructor += "\t\t\tsetUVsToFace(new Point(" + face._aUV.x + ", " + face._aUV.y + "), new Point(" + face._bUV.x + ", " + face._bUV.y + "), new Point(" + face._cUV.x + ", " + face._cUV.y + "), " + idToString(id) + ");\r";
|
||
}
|
||
newLine = true;
|
||
}
|
||
|
||
constructor += newLine ? "\r" : "";
|
||
|
||
for (id in mesh._surfaces) {
|
||
surface = mesh._surfaces[id];
|
||
var facesStr:String = "";
|
||
for (key in surface._faces) {
|
||
facesStr += idToString(mesh.getFaceId(key)) + ", ";
|
||
}
|
||
constructor += "\t\t\tcreateSurface([" + facesStr.substr(0, facesStr.length - 2) + "], " + idToString(id) + ");\r";
|
||
|
||
if (surface.material != null) {
|
||
var material:String;
|
||
var defaultAlpha:Boolean = surface.material.alpha == 1;
|
||
var defaultBlendMode:Boolean = surface.material.blendMode == BlendMode.NORMAL;
|
||
if (surface.material is WireMaterial) {
|
||
importSet["alternativa.engine3d.materials.WireMaterial"] = true;
|
||
var defaultThickness:Boolean = WireMaterial(surface.material).thickness == 0;
|
||
var defaultColor:Boolean = WireMaterial(surface.material).color == 0;
|
||
material = "new WireMaterial(";
|
||
if (!defaultThickness || !defaultColor || !defaultAlpha || !defaultBlendMode) {
|
||
material += WireMaterial(surface.material).thickness;
|
||
if (!defaultColor || !defaultAlpha || !defaultBlendMode) {
|
||
material += ", " + colorToString(WireMaterial(surface.material).color);
|
||
if (!defaultAlpha || !defaultBlendMode) {
|
||
material += ", " + surface.material.alpha ;
|
||
if (!defaultBlendMode) {
|
||
importSet["flash.display.BlendMode"] = true;
|
||
material += ", " + blendModeToString(surface.material.blendMode);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
var defaultWireThickness:Boolean;
|
||
var defaultWireColor:Boolean;
|
||
if (surface.material is FillMaterial) {
|
||
importSet["alternativa.engine3d.materials.FillMaterial"] = true;
|
||
defaultWireThickness = FillMaterial(surface.material).wireThickness < 0;
|
||
defaultWireColor = FillMaterial(surface.material).wireColor == 0;
|
||
material = "new FillMaterial(" + colorToString(FillMaterial(surface.material).color);
|
||
if (!defaultAlpha || !defaultBlendMode || !defaultWireThickness || !defaultWireColor) {
|
||
material += ", " + surface.material.alpha;
|
||
if (!defaultBlendMode || !defaultWireThickness || !defaultWireColor) {
|
||
importSet["flash.display.BlendMode"] = true;
|
||
material += ", " + blendModeToString(surface.material.blendMode);
|
||
if (!defaultWireThickness || !defaultWireColor) {
|
||
material += ", " + FillMaterial(surface.material).wireThickness;
|
||
if (!defaultWireColor) {
|
||
material += ", " + colorToString(FillMaterial(surface.material).wireColor);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (surface.material is TextureMaterial) {
|
||
importSet["alternativa.engine3d.materials.TextureMaterial"] = true;
|
||
var defaultRepeat:Boolean = TextureMaterial(surface.material).repeat;
|
||
var defaultSmooth:Boolean = !TextureMaterial(surface.material).smooth;
|
||
defaultWireThickness = TextureMaterial(surface.material).wireThickness < 0;
|
||
defaultWireColor = TextureMaterial(surface.material).wireColor == 0;
|
||
var defaultPrecision:Boolean = TextureMaterial(surface.material).precision == TextureMaterialPrecision.MEDIUM;
|
||
|
||
if (TextureMaterial(surface.material).texture == null) {
|
||
materialName = "null";
|
||
} else {
|
||
importSet["alternativa.types.Texture"] = true;
|
||
if (materialSet[TextureMaterial(surface.material).texture] == undefined) {
|
||
materialName = (TextureMaterial(surface.material).texture._name != null) ? TextureMaterial(surface.material).texture._name : "texture" + materialNum++;
|
||
materialSet[TextureMaterial(surface.material).texture] = materialName;
|
||
} else {
|
||
materialName = materialSet[TextureMaterial(surface.material).texture];
|
||
}
|
||
materialName = materialName.split(".")[0];
|
||
}
|
||
material = "new TextureMaterial(" + materialName;
|
||
if (!defaultAlpha || !defaultRepeat || !defaultSmooth || !defaultBlendMode || !defaultWireThickness || !defaultWireColor || !defaultPrecision) {
|
||
material += ", " + TextureMaterial(surface.material).alpha;
|
||
if (!defaultRepeat || !defaultSmooth || !defaultBlendMode || !defaultWireThickness || !defaultWireColor || !defaultPrecision) {
|
||
material += ", " + TextureMaterial(surface.material).repeat;
|
||
if (!defaultSmooth || !defaultBlendMode || !defaultWireThickness || !defaultWireColor || !defaultPrecision) {
|
||
material += ", " + TextureMaterial(surface.material).smooth;
|
||
if (!defaultBlendMode || !defaultWireThickness || !defaultWireColor || !defaultPrecision) {
|
||
importSet["flash.display.BlendMode"] = true;
|
||
material += ", " + blendModeToString(surface.material.blendMode);
|
||
if (!defaultWireThickness || !defaultWireColor || !defaultPrecision) {
|
||
material += ", " + TextureMaterial(surface.material).wireThickness;
|
||
if (!defaultWireColor || !defaultPrecision) {
|
||
material += ", " + colorToString(TextureMaterial(surface.material).wireColor);
|
||
if (!defaultPrecision) {
|
||
material += ", " + TextureMaterial(surface.material).precision;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
constructor += "\t\t\tsetMaterialToSurface(" + material + "), " + idToString(id) + ");\r";
|
||
}
|
||
}
|
||
|
||
var imports:String = "";
|
||
newLine = false;
|
||
|
||
var importArray:Array = new Array();
|
||
for (key in importSet) {
|
||
importArray.push(key);
|
||
}
|
||
importArray.sort();
|
||
|
||
length = importArray.length;
|
||
for (i = 0; i < length; i++) {
|
||
var pack:String = importArray[i];
|
||
var current:String = pack.substr(0, pack.indexOf("."));
|
||
imports += (current != prev && prev != null) ? "\r" : "";
|
||
imports += "\timport " + pack + ";\r";
|
||
var prev:String = current;
|
||
newLine = true;
|
||
}
|
||
imports += newLine ? "\r" : "";
|
||
|
||
var embeds:String = "";
|
||
newLine = false;
|
||
for each (materialName in materialSet) {
|
||
var materialClassName:String = materialName.split(".")[0];
|
||
var materialBmpName:String = materialClassName.charAt(0).toUpperCase() + materialClassName.substr(1);
|
||
embeds += "\t\t[Embed(source=\"" + materialName + "\")] private static const bmp" + materialBmpName + ":Class;\r";
|
||
embeds += "\t\tprivate static const " + materialClassName + ":Texture = new Texture(new bmp" + materialBmpName + "().bitmapData, \"" + materialName + "\");\r";
|
||
newLine = true;
|
||
}
|
||
embeds += newLine ? "\r" : "";
|
||
|
||
return header + imports + classHeader + embeds + constructor + footer;
|
||
}
|
||
|
||
// /**
|
||
// * @private
|
||
// * Убирает лишние точки на ребрах и добавляет точки в месте распилов на соседних гранях
|
||
// *
|
||
// * @param object объект
|
||
// * @param recursive если установлена в <code>true</code>, метод будет вызываться рекурсивно на потомках потомков потомков объекта тоже.
|
||
// *
|
||
// * @return количество добавленных точек с вычетом убранных
|
||
// */
|
||
// p function fixGaps(object:Object3D, recursive:Boolean = false):int {
|
||
// var result:int = 0;
|
||
// if (object is Mesh) {
|
||
// var mesh:Mesh = Mesh(object);
|
||
// var faces:Map = mesh._faces;
|
||
// for each (var face:Face in faces) {
|
||
// //face.
|
||
// }
|
||
// }
|
||
// if (recursive) {
|
||
// var children:Set = object._children;
|
||
// for (var child:* in children) {
|
||
// result += fixGaps(child, true);
|
||
// }
|
||
// }
|
||
// return result;
|
||
// }
|
||
|
||
}
|
||
} |