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			834 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			ActionScript
		
	
	
	
	
	
			
		
		
	
	
			834 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			ActionScript
		
	
	
	
	
	
| package alternativa.utils {
 | ||
| 	import alternativa.engine3d.*;
 | ||
| 	import alternativa.engine3d.core.Face;
 | ||
| 	import alternativa.engine3d.core.Mesh;
 | ||
| 	import alternativa.engine3d.core.Surface;
 | ||
| 	import alternativa.engine3d.core.Vertex;
 | ||
| 	import alternativa.engine3d.materials.FillMaterial;
 | ||
| 	import alternativa.engine3d.materials.SurfaceMaterial;
 | ||
| 	import alternativa.engine3d.materials.TextureMaterial;
 | ||
| 	import alternativa.engine3d.materials.TextureMaterialPrecision;
 | ||
| 	import alternativa.engine3d.materials.WireMaterial;
 | ||
| 	import alternativa.types.*;
 | ||
| 	
 | ||
| 	import flash.display.BlendMode;
 | ||
| 	import flash.geom.Point;
 | ||
| 	
 | ||
| 	use namespace alternativa3d;
 | ||
| 	use namespace alternativatypes;
 | ||
| 	
 | ||
| 	/**
 | ||
| 	 * Утилиты для работы с Mesh-объектами.
 | ||
| 	 */	
 | ||
| 	public class MeshUtils {
 | ||
| 
 | ||
| 		static private var verticesSort:Array = ["x", "y", "z"];
 | ||
| 		static private var verticesSortOptions:Array = [Array.NUMERIC, Array.NUMERIC, Array.NUMERIC];
 | ||
| 		
 | ||
| 		/**
 | ||
| 		 * Объединение нескольких Mesh-объектов. Объекты, переданные как аргументы метода, не изменяются.
 | ||
| 		 * 
 | ||
| 		 * @param meshes объединяемые объекты класса <code>alternativa.engine3d.core.Mesh</code>
 | ||
| 		 * 
 | ||
| 		 * @return новый Mesh-объект, содержащий результат объединения переданных Mesh-объектов
 | ||
| 		 */
 | ||
| 		static public function uniteMeshes(... meshes):Mesh {
 | ||
| 			var res:Mesh = new Mesh();
 | ||
| 			
 | ||
| 			var length:uint = meshes.length;
 | ||
| 			var key:*;
 | ||
| 			var vertex:Vertex;
 | ||
| 			var face:Face;
 | ||
| 			var j:uint;
 | ||
| 			for (var i:uint = 0; i < length; i++) {
 | ||
| 				var mesh:Mesh = meshes[i];
 | ||
| 				var vertices:Map = mesh._vertices.clone();
 | ||
| 				for (key in vertices) {
 | ||
| 					vertex = vertices[key];
 | ||
| 					vertices[key] = res.createVertex(vertex.x, vertex.y, vertex.z);
 | ||
| 				}
 | ||
| 				var faces:Map = mesh._faces.clone();
 | ||
| 				for (key in faces) {
 | ||
| 					face = faces[key];
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| 					var faceVertices:Array = new Array().concat(face._vertices);
 | ||
| 					for (j = 0; j < face._verticesCount; j++) {
 | ||
| 						vertex = faceVertices[j];
 | ||
| 						faceVertices[j] = vertices[vertex.id];
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| 					}
 | ||
| 					faces[key] = res.createFace(faceVertices);
 | ||
| 					res.setUVsToFace(face._aUV, face._bUV, face._cUV, faces[key]);
 | ||
| 				}
 | ||
| 				for (key in mesh._surfaces) {
 | ||
| 					var surface:Surface = mesh._surfaces[key];
 | ||
| 					var surfaceFaces:Array = surface._faces.toArray();
 | ||
| 					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];
 | ||
| 					}
 | ||
| 					var newSurface:Surface = res.createSurface(surfaceFaces);
 | ||
| 					newSurface.material = SurfaceMaterial(surface.material.clone()); 
 | ||
| 				}
 | ||
| 			}
 | ||
| 			return res;
 | ||
| 		}
 | ||
| 		
 | ||
| 		/**
 | ||
| 		 * Слияние вершин Mesh-объекта с одинаковыми координатами. Равенство координат проверяется с учётом погрешности.
 | ||
| 		 * 
 | ||
| 		 * @param mesh объект, вершины которого объединяются
 | ||
| 		 * @param threshold погрешность измерения расстояний
 | ||
| 		 */		
 | ||
| 		static public function autoWeldVertices(mesh:Mesh, threshold:Number = 0):void {
 | ||
| 			// Получаем список вершин меша и сортируем по координатам
 | ||
| 			var vertices:Array = mesh._vertices.toArray(true);
 | ||
| 			vertices.sortOn(verticesSort, verticesSortOptions);
 | ||
| 
 | ||
| 			// Поиск вершин с одинаковыми координатами
 | ||
| 			var weld:Map = new Map(true);
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| 			var vertex:Vertex;
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| 			var currentVertex:Vertex = vertices[0];
 | ||
| 			var length:uint = vertices.length;
 | ||
| 			var i:uint;
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| 			for (i = 1; i < length; i++) {
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| 				vertex = vertices[i];
 | ||
| 				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)) {
 | ||
| 					weld[vertex] = currentVertex;
 | ||
| 				} else {
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| 					currentVertex = vertex;
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| 				}
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| 			}
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| 			
 | ||
| 			// Собираем грани объединяемых вершин
 | ||
| 			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;
 | ||
| 				}
 | ||
| 			}
 | ||
| 
 | ||
| 			// Заменяем грани
 | ||
| 			for (keyFace in faces) {
 | ||
| 				var face:Face = keyFace;
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| 				var id:Object = mesh.getFaceId(face);
 | ||
| 				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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| 					}
 | ||
| 				}
 | ||
| 				mesh.removeFace(face);
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| 				face = mesh.createFace(vertices, id);
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| 				if (surface != null) {
 | ||
| 					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;
 | ||
| 			}
 | ||
| 			
 | ||
| 			// Удаляем вершины
 | ||
| 			for (keyVertex in weld) {
 | ||
| 				mesh.removeVertex(keyVertex);
 | ||
| 			}
 | ||
| 		}
 | ||
| 		
 | ||
| 		/**
 | ||
| 		 * Объединение соседних граней, образующих плоский выпуклый многоугольник.
 | ||
| 		 * 
 | ||
| 		 * @param mesh объект, грани которого объединяются
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| 		 * @param angleThreshold погрешность измерения углов
 | ||
| 		 * @param uvThreshold погрешность измерения UV-координат
 | ||
| 		 */		 
 | ||
| 		static public function autoWeldFaces(mesh:Mesh, angleThreshold:Number = 0, uvThreshold:Number = 0):void {
 | ||
| 			angleThreshold = Math.cos(angleThreshold);
 | ||
| 
 | ||
| 			var face:Face;
 | ||
| 			var sibling:Face;
 | ||
| 			var key:*;
 | ||
| 			var i:uint;
 | ||
| 
 | ||
| 			// Формируем списки граней
 | ||
| 			var faces1:Set = new Set(true);
 | ||
| 			var faces2:Set = new Set(true);
 | ||
| 
 | ||
| 			// Формируем список нормалей
 | ||
| 			var normals:Map = new Map(true);
 | ||
| 			for each (face in mesh._faces.clone()) {
 | ||
| 				var faceNormal:Point3D = face.normal;
 | ||
| 				if (faceNormal.x != 0 || faceNormal.y != 0 || faceNormal.z != 0) {
 | ||
| 					faces1[face] = true;
 | ||
| 					normals[face] = faceNormal;
 | ||
| 				} else {
 | ||
| 					mesh.removeFace(face);
 | ||
| 				}
 | ||
| 			}
 | ||
| 
 | ||
| 			// Объединение
 | ||
| 			do {
 | ||
| 				// Флаг объединения
 | ||
| 				var weld:Boolean = false;
 | ||
| 				// Объединяем грани
 | ||
| 				while ((face = faces1.take()) != null) {
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| 					//var num:uint = face.num;
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| 					//var vertices:Array = face.vertices;
 | ||
| 					var currentWeld:Boolean = false;
 | ||
| 					
 | ||
| 					// Проверка общих граней по точкам
 | ||
| 					
 | ||
| 					
 | ||
| 					// Проверка общих граней по рёбрам
 | ||
| 
 | ||
| 					// 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;
 | ||
| 						var siblingIndex1:int;
 | ||
| 						var siblingIndex2:uint;
 | ||
| 						
 | ||
| 						// Перебираем грани текущей точки
 | ||
| 						var vertex:Vertex = face._vertices[faceIndex1];
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| 						var vertexFaces:Set = vertex.faces;
 | ||
| 						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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| 
 | ||
| 										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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| 
 | ||
| 										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
 | ||
| 										vertex = sibling._vertices[(siblingIndex2 < sibling._verticesCount - 1) ? (siblingIndex2 + 1) : 0];
 | ||
| 										var c:Point3D = vertex.coords;
 | ||
| 										vertex = face._vertices[(faceIndex1 > 0) ? (faceIndex1 - 1) : (face._verticesCount - 1)];
 | ||
| 										var d:Point3D = vertex.coords;
 | ||
| 
 | ||
| 										var cx:Number = c.x - a.x;
 | ||
| 										var cy:Number = c.y - a.y;
 | ||
| 										var cz:Number = c.z - a.z;
 | ||
| 										var dx:Number = d.x - a.x;
 | ||
| 										var dy:Number = d.y - a.y;
 | ||
| 										var dz:Number = d.z - a.z;
 | ||
| 										
 | ||
| 										var crossX:Number = cy*dz - cz*dy;
 | ||
| 										var crossY:Number = cz*dx - cx*dz;
 | ||
| 										var crossZ:Number = cx*dy - cy*dx;
 | ||
| 										
 | ||
| 										if (crossX == 0 && crossY == 0 && crossZ == 0) {
 | ||
| 											if (cx*dx + cy*dy + cz*dz > 0) {
 | ||
| 												break;
 | ||
| 											}
 | ||
| 										}
 | ||
| 										
 | ||
| 										var dot:Number = crossX*normal.x + crossY*normal.y + crossZ*normal.z;
 | ||
| 										
 | ||
| 										// Если в первой точке перегиба нет
 | ||
| 										if (dot >= 0) {
 | ||
| 										
 | ||
| 											// Считаем второй перегиб
 | ||
| 											vertex = face._vertices[(faceIndex2 < face._verticesCount - 1) ? (faceIndex2 + 1) : 0];
 | ||
| 											c = vertex.coords;
 | ||
| 											vertex = sibling._vertices[(siblingIndex1 > 0) ? (siblingIndex1 - 1) : (sibling._verticesCount - 1)];
 | ||
| 											d = vertex.coords;
 | ||
| 
 | ||
| 											cx = c.x - b.x;
 | ||
| 											cy = c.y - b.y;
 | ||
| 											cz = c.z - b.z;
 | ||
| 											dx = d.x - b.x;
 | ||
| 											dy = d.y - b.y;
 | ||
| 											dz = d.z - b.z;
 | ||
| 											
 | ||
| 											crossX = cy*dz - cz*dy;
 | ||
| 											crossY = cz*dx - cx*dz;
 | ||
| 											crossZ = cx*dy - cy*dx;
 | ||
| 											
 | ||
| 											if (crossX == 0 && crossY == 0 && crossZ == 0) {
 | ||
| 												if (cx*dx + cy*dy + cz*dz > 0) {
 | ||
| 													break;
 | ||
| 												}
 | ||
| 											}
 | ||
| 											
 | ||
| 											dot = crossX*normal.x + crossY*normal.y + crossZ*normal.z;
 | ||
| 
 | ||
| 											// Если во второй точке перегиба нет
 | ||
| 											if (dot >= 0) {
 | ||
| 												
 | ||
| 												// Флаг наличия UV у обеих граней
 | ||
| 												var hasUV:Boolean = (face._aUV != null && face._bUV != null && face._cUV != null && sibling._aUV != null && sibling._bUV != null && sibling._cUV != null);
 | ||
| 												
 | ||
| 												if (hasUV || (face._aUV == null && face._bUV == null && face._cUV == null && sibling._aUV == null && sibling._bUV == null && sibling._cUV == null)) {
 | ||
| 													
 | ||
| 													// Если грани имеют UV, проверяем совместимость
 | ||
| 													if (hasUV) {
 | ||
| 														vertex = sibling._vertices[0];
 | ||
| 														var uv:Point = face.getUVFast(vertex.coords, normal);
 | ||
| 														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)) {
 | ||
| 															break;
 | ||
| 														}
 | ||
| 														
 | ||
| 														vertex = sibling._vertices[1];
 | ||
| 														uv = face.getUVFast(vertex.coords, normal);
 | ||
| 														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)) {
 | ||
| 															break;
 | ||
| 														}
 | ||
| 														
 | ||
| 														vertex = sibling._vertices[2];
 | ||
| 														uv = face.getUVFast(vertex.coords, normal);
 | ||
| 														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)) {
 | ||
| 															break;
 | ||
| 														}
 | ||
| 													}
 | ||
| 												
 | ||
| 													// Формируем новую грань
 | ||
| 													var newVertices:Array = new Array();
 | ||
| 													var n:uint = faceIndex2;
 | ||
| 													do {
 | ||
| 														newVertices.push(face._vertices[n]);
 | ||
| 														n = (n < face._verticesCount - 1) ? (n + 1) : 0;
 | ||
| 													} while (n != faceIndex1); 
 | ||
| 													n = siblingIndex2;
 | ||
| 													do {
 | ||
| 														newVertices.push(sibling._vertices[n]);
 | ||
| 														n = (n < sibling._verticesCount - 1) ? (n + 1) : 0;
 | ||
| 													} while (n != siblingIndex1); 
 | ||
| 													
 | ||
| 													// Выбираем начальную точку
 | ||
| 													n = getBestBeginVertexIndex(newVertices);
 | ||
| 													for (var m:uint = 0; m < n; m++) {
 | ||
| 														newVertices.push(newVertices.shift());
 | ||
| 													}
 | ||
| 													
 | ||
| 													// Заменяем грани новой
 | ||
| 													var surface:Surface = face._surface;
 | ||
| 													var newFace:Face = mesh.createFace(newVertices);
 | ||
| 													if (hasUV) {
 | ||
| 														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.removeFace(sibling);
 | ||
| 													
 | ||
| 													// Обновляем список нормалей
 | ||
| 													delete normals[sibling];
 | ||
| 													delete normals[face];
 | ||
| 													normals[newFace] = newFace.normal;
 | ||
| 
 | ||
| 													// Обновляем списки расчётов
 | ||
| 													delete faces1[sibling];
 | ||
| 													faces2[newFace] = true;
 | ||
| 
 | ||
| 													// Помечаем объединение
 | ||
| 													weld = true;
 | ||
| 													currentWeld = true;
 | ||
| 													break;
 | ||
| 												}
 | ||
| 											}
 | ||
| 										}
 | ||
| 									} 
 | ||
| 								}								
 | ||
| 							}
 | ||
| 						}
 | ||
| 					}
 | ||
| 					
 | ||
| 					
 | ||
| 					
 | ||
| 					// Если не удалось объединить, переносим грань
 | ||
| 					faces2[face] = true;
 | ||
| 				}
 | ||
| 				
 | ||
| 				// Меняем списки
 | ||
| 				var fs:Set = faces1;
 | ||
| 				faces1 = faces2;
 | ||
| 				faces2 = fs;
 | ||
| 			} while (weld);
 | ||
| 			
 | ||
| 			removeIsolatedVertices(mesh);
 | ||
| 			removeUselessVertices(mesh);
 | ||
| 		}
 | ||
| 		
 | ||
| 		/**
 | ||
| 		 * Удаление вершин объекта, не принадлежащим ни одной грани.
 | ||
| 		 * 
 | ||
| 		 * @param mesh объект, вершины которого удаляются
 | ||
| 		 */		
 | ||
| 		static public function removeIsolatedVertices(mesh:Mesh):void {
 | ||
| 			for each (var vertex:Vertex in mesh._vertices.clone()) {
 | ||
| 				if (vertex._faces.isEmpty()) {
 | ||
| 					mesh.removeVertex(vertex);
 | ||
| 				}
 | ||
| 			}
 | ||
| 		}
 | ||
| 		
 | ||
| 		/**
 | ||
| 		 * Удаление вершин объекта, которые во всех своих гранях лежат на отрезке между предыдущей и следующей вершиной.
 | ||
| 		 * 
 | ||
| 		 * @param mesh объект, вершины которого удаляются
 | ||
| 		 */		
 | ||
| 		static public function removeUselessVertices(mesh:Mesh):void {
 | ||
| 			var v:Vertex;
 | ||
| 			var key:*;
 | ||
| 			var face:Face;
 | ||
| 			var index:uint;
 | ||
| 			var length:uint;
 | ||
| 			for each (var vertex:Vertex in mesh._vertices.clone()) {
 | ||
| 				var unless:Boolean = true;
 | ||
| 				var indexes:Map = new Map(true);
 | ||
| 				for (key in vertex._faces) {
 | ||
| 					face = key;
 | ||
| 					length = face._vertices.length;
 | ||
| 					index = face._vertices.indexOf(vertex);
 | ||
| 					v = face._vertices[index];
 | ||
| 					var a:Point3D = v.coords;
 | ||
| 					v = face._vertices[(index < length - 1) ? (index + 1) : 0];
 | ||
| 					var b:Point3D = v.coords;
 | ||
| 					v = face._vertices[(index > 0) ? (index - 1) : (length - 1)];
 | ||
| 					var c:Point3D = v.coords;
 | ||
| 					var abx:Number = b.x - a.x;
 | ||
| 					var aby:Number = b.y - a.y;
 | ||
| 					var abz:Number = b.z - a.z;
 | ||
| 					var acx:Number = c.x - a.x;
 | ||
| 					var acy:Number = c.y - a.y;
 | ||
| 					var acz:Number = c.z - a.z;
 | ||
| 					if (aby*acz - abz*acy == 0 && abz*acx - abx*acz == 0 && abx*acy - aby*acx == 0) {
 | ||
| 						indexes[face] = index;
 | ||
| 					} else {
 | ||
| 						unless = false;
 | ||
| 						break;
 | ||
| 					}
 | ||
| 				}
 | ||
| 				if (unless && !indexes.isEmpty()) {
 | ||
| 					// Удаляем
 | ||
| 					for (key in indexes) {
 | ||
| 						var i:uint;
 | ||
| 						face = key;
 | ||
| 						index = indexes[face];
 | ||
| 						length = face._vertices.length;
 | ||
| 						var newVertices:Array = new Array();
 | ||
| 						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;
 | ||
| 		}
 | ||
| 		
 | ||
| 	}
 | ||
| } | 
