Depth buffer test
Code based Structure Synth
Structure Synth; http://structuresynth.sourceforge.net/
------------------------------------------------------------
webpage; http://soundimpulse.sakura.ne.jp/depth-buffer-test-on-flashplayer10/
/**
* Copyright keim_at_Si ( http://wonderfl.net/user/keim_at_Si )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/2NPi
*/
// forked from keim_at_Si's Regular Solid Structures
// forked from keim_at_Si's Code based Structure Synth
// Code based Structure Synth
// Structure Synth; http://structuresynth.sourceforge.net/
//------------------------------------------------------------
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.utils.*;
import flash.text.*;
[SWF(width='465', height='465', backgroundColor='#000000', frameRate='30')]
public class main extends Sprite {
// 3D renders
private var _materials:Vector.<Material> = new Vector.<Material>();
private var _light:Light = new Light(1,0.5,0.25);
private var _screen:BitmapData = new BitmapData(400, 400, false, 0);
private var _matbuf:Matrix = new Matrix(1, 0, 0, 1, 200, 200);
private var _tf:TextField = new TextField();
private var gl:Render3D = new Render3D(300,1);
private var ss:StructureSynth = new StructureSynth();
// objects
private var camera:Vector3D;
private var struct:Vector.<Mesh> = new Vector.<Mesh>(5, true);
private var projected:Vector.<ProjectionMesh> = new Vector.<ProjectionMesh>(5, true);
private var _depth:BitmapData;
private var _mask :BitmapData;
private var depthBuffer:Vector.<BitmapData> = new Vector.<BitmapData>(2, true);
private var pixelBuffer:Vector.<BitmapData> = new Vector.<BitmapData>(2, true);
// motions
private var clicked:Boolean = false;
private var frame:int = 0;
// entry point
function main() {
stage.quality = "low";
var i:int;
_tf.autoSize = "left";
_tf.htmlText = "<font color='#ffffff' face='_typewriter'>Click to view depth buffer.</font>"
camera = new Vector3D(0, -5, -50);
_materials.push((new Material()).setColor(0xff8080, 64, 192, 32, 80),
(new Material()).setColor(0xd0d080, 64, 192, 32, 80),
(new Material()).setColor(0x80ff80, 64, 192, 32, 80),
(new Material()).setColor(0x80c0c0, 64, 192, 48, 80),
(new Material()).setColor(0x8080ff, 64, 192, 64, 80));
for (i=0; i<5; i++) struct[i] = new Mesh(_materials);
addChild(gl).visible = false;
with(addChild(new Bitmap(_screen))) { x = y = 32; }
addChild(_tf);
addEventListener("enterFrame", _onEnterFrame);
stage.addEventListener("click", _onClick);
// register meshes
ss.mesh("tetra", SolidFactory.tetrahedron (new Mesh(), 1, 0)); // 4vertices/4triangles
ss.mesh("box", SolidFactory.hexahedron (new Mesh(), 1, 1)); // 8vertices/12triangles
ss.mesh("octa", SolidFactory.octahedron (new Mesh(), 1, 2)); // 6vertices/8triangles
ss.mesh("dodeca", SolidFactory.dodecahedron(new Mesh(), 1, 3)); // 12vertices/36triangles
ss.mesh("icosa", SolidFactory.icosahedron (new Mesh(), 1, 4)); // 20vertices/20triangles
for (i=0; i<depthBuffer.length; i++) {
depthBuffer[i] = new BitmapData(400, 400, false);
pixelBuffer[i] = new BitmapData(400, 400, true);
}
_depth= new BitmapData(400, 400, false, 0);
_mask = new BitmapData(400, 400, false, 0);
// create mesh by Structure Synth
// struct[0]
ss.rule("r00", function():void{
ss.call("2{x6}2{y6}3{z3}box{y9z-3}2{x6}2{z6}box{x9z-3}2{y6}2{z6}box");
});
ss.init(struct[0]).call("{s4}{x-9y-9z-6}r00");
projected[0] = new ProjectionMesh(struct[0].updateFaces());
// struct[1]
ss.rule("r10", function():void {
ss.call("octa{x-6}2{x4}dodeca{y-6}2{y4}dodeca{z-6}2{z4}dodeca");
});
ss.init(struct[1]).call("{s4}{s2.5}r10");
projected[1] = new ProjectionMesh(struct[1].updateFaces());
}
private function _onEnterFrame(e:Event) : void {
frame++;
_screen.fillRect(_screen.rect, 0);
_light.transformBy(gl.id().tv(camera).rx((400-mouseY)*0.25).ry((232-mouseX)*0.75).matrix);
gl.push().rx(frame).project(projected[0]).pop();
gl.push().ry(frame*2).project(projected[1]).pop();
depthTest();
}
private function _onClick(e:Event) : void { clicked = !clicked; }
private function depthTest() : void {
var i:int, depthClear:int=0, operation:String="lighten";
// clear buffers
for (i=0; i<depthBuffer.length; i++) {
pixelBuffer[i].fillRect(pixelBuffer[i].rect, 0);
depthBuffer[i].fillRect(depthBuffer[i].rect, 0);
}
_depth.fillRect(_depth.rect, depthClear);
// render pixel buffer
pixelBuffer[0].draw(gl.renderSolid(projected[0], _light), _matbuf);
pixelBuffer[1].draw(gl.renderSolid(projected[1], _light), _matbuf);
// render depth buffer
var nearZ:Number = -Number.MAX_VALUE, farZ:Number = 0;
for (i=0; i<2; i++) {
if (nearZ < projected[i].nearZ) nearZ = projected[i].nearZ;
if (farZ > projected[i].farZ) farZ = projected[i].farZ;
}
for (i=0; i<2; i++) {
projected[i].nearZ = nearZ+0.001;
projected[i].farZ = farZ-0.001;
depthBuffer[i].draw(gl.renderDepth(projected[i]), _matbuf);
_depth.draw(depthBuffer[i], null, null, operation);
}
if (clicked) {
_screen.draw(_depth);
} else {
for (i=0; i<2; i++) {
depthBuffer[i].draw(_depth, null, null, "difference");
_mask.fillRect(_mask.rect, 0);
_mask.threshold(depthBuffer[i], _mask.rect, _mask.rect.topLeft, "==", 0, 0xff0000ff, 0xff);
pixelBuffer[i].copyChannel(_mask, _mask.rect, _mask.rect.topLeft, 4, 8);
_screen.draw(pixelBuffer[i]);
}
}
}
}
}
import flash.display.*;
import flash.geom.*;
// Solid Factory
//----------------------------------------------------------------------------------------------------
class SolidFactory {
// regular solids
//--------------------------------------------------
static public function tetrahedron(mesh:Mesh, size:Number, mat:int=0) : Mesh {
mesh.vertices.push(size,size,size, size,-size,-size, -size,size,-size, -size,-size,size);
mesh.qface(0,2,1,3,mat).qface(1,3,0,2,mat);
return mesh.updateFaces();
}
static public function hexahedron(mesh:Mesh, size:Number, mat:int=0, div:Boolean=true) : Mesh {
for (var i:int=0; i<8; i++) mesh.vertices.push((i&1)?size:-size, ((i>>1)&1)?size:-size, (i>>2)?size:-size);
mesh.qface(0,1,2,3,mat,div).qface(1,0,5,4,mat,div).qface(0,2,4,6,mat,div);
mesh.qface(2,3,6,7,mat,div).qface(3,1,7,5,mat,div).qface(5,4,7,6,mat,div);
return mesh.updateFaces();
}
static public function octahedron(mesh:Mesh, size:Number, mat:int=0) : Mesh {
mesh.vertices.push(0,0,-size, -size,0,0, 0,-size,0, size,0,0, 0,size,0, 0,0,size);
mesh.qface(0,1,2,5,mat).qface(0,2,3,5,mat).qface(0,3,4,5,mat).qface(0,4,1,5,mat);
return mesh.updateFaces();
}
static public function dodecahedron(mesh:Mesh, size:Number, mat:int=0, div:Boolean=true) : Mesh {
var a:Number=size*0.149071198, b:Number=size*0.241202266, c:Number=size*0.283550269,
d:Number=size*0.390273464, e:Number=size*0.458793973, f:Number=size*0.631475730,
g:Number=size*0.742344243;
mesh.vertices.push(c,f,d, e,f,-a, 0,f,-b-b, -e,f,-a, -c,f,d);
mesh.vertices.push(e,a,f, g,a,-b, 0,a,-d-d, -g,a,-b, -e,a,f);
mesh.vertices.push(0,-a,d+d, g,-a,b, e,-a,-f, -e,-a,-f, -g,-a,b);
mesh.vertices.push(0,-f,b+b, e,-f,a, c,-f,-d, -c,-f,-d, -e,-f,a);
mesh.qface(0,3,1,2,mat,div).face(0,4,3,mat).qface(4,5,9,10,mat,div).face(4,0,5,mat);
mesh.qface(0,6,5,11,mat,div).face(0,1,6,mat).qface(1,7,6,12,mat,div).face(1,2,7,mat);
mesh.qface(2,8,7,13,mat,div).face(2,3,8,mat).qface(3,9,8,14,mat,div).face(3,4,9,mat);
mesh.qface(17,11,12,6,mat,div).face(17,16,11,mat).qface(16,10,11,5,mat,div).face(16,15,10,mat);
mesh.qface(15,14,10,9,mat,div).face(15,19,14,mat).qface(19,13,14,8,mat,div).face(19,18,13,mat);
mesh.qface(18,12,13,7,mat,div).face(18,17,12,mat).qface(16,18,15,19,mat,div).face(16,17,18,mat);
return mesh.updateFaces();
}
static public function icosahedron(mesh:Mesh, size:Number, mat:int=0) : Mesh {
var a:Number=size*0.276393202, b:Number=size*0.447213595, c:Number=size*0.525731112,
d:Number=size*0.723606798, e:Number=size*0.850650808;
mesh.vertices.push(0,size,0, 0,b,b+b, e,b,a, c,b,-d, -c,b,-d, -e,b,a);
mesh.vertices.push(e,-b,-a, c,-b,d, -c,-b,d, -e,-b,-a, 0,-b,-b-b, 0,-size,0);
mesh.qface(0,2,1,7,mat).qface(0,3,2,6,mat).qface(0,4,3,10,mat).qface(0,5,4,9,mat).qface(0,1,5,8,mat);
mesh.qface(1,7,8,11,mat).qface(2,6,7,11,mat).qface(3,10,6,11,mat).qface(4,9,10,11,mat).qface(5,8,9,11,mat);
return mesh.updateFaces();
}
static public function sphere(mesh:Mesh, size:Number, mat:int=0) : Mesh {
return icosahedron(mesh, size, mat);
}
}
// Structure Synth
//----------------------------------------------------------------------------------------------------
class StructureSynth {
private var _mesh:Mesh;
private var _functions:* = new Object(), _meshes:* = new Object();
private var _maxDepth:int, _depth:int;
private var _core:Render3D = new Render3D();
static private var _rexLine :RegExp = /((\d+)[\s*]*)?\{(.*?)\}\s*|([^{}\s]+)\s*/g;
static private var _rexOperate:RegExp = /(r?[x-z]|s)\s*([\-\d.]+)\s*([\-\d.]+)?\s*([\-\d.]+)?/g;
/** constructor. do nothing */
function StructureSynth() {}
/** register mesh to call in CFDG.
* @param name Mesh name to call.
* @param mesh Mesh data.
*/
public function mesh(name:String, mesh:Mesh) : StructureSynth {
_meshes[name] = new ProjectionMesh(mesh);
return this;
}
/** register rule.
* @param name Rule name to call.
* @param func Function to execute. The type is "function() : void".
* @param option Option["w"/"weight"] to set weight and the option["md"/"maxdepth"] to set maxdepth.
*/
public function rule(name:String, func:Function, option:*=null) : StructureSynth {
if (!(name in _functions)) _functions[name] = new SSFunctionList();
_functions[name].rule(func, option||new Object());
return this;
}
/** initialize to constructing structure */
public function init(mesh:Mesh, maxDepth:int=512) : StructureSynth {
for each (var func:SSFunctionList in _functions) func.init();
_maxDepth = maxDepth;
_depth = 0;
_mesh = mesh;
_core.id();
return this;
}
/** command 1 line in CFDG. */
public function call(line:String) : StructureSynth {
var res:*, opeList:Array = [], i:int;
res = _rexLine.exec(line);
while (res) {
if (res[3]) opeList.unshift({imax:res[2]||1, mat:calcMatrix(res[3])});
else if (res[4]) opeList.unshift({imax:0, name:res[4]});
res = _rexLine.exec(line);
}
for (i=opeList.length-1; i>0; i--) i = _repeat(opeList, i);
return this;
}
/** opreate matrix */
public function operate(ope:String) : StructureSynth {
var res:* = _rexOperate.exec(ope);
while(res) {
var n:Number = Number(res[2]);
switch (res[1]) {
case 'x': _core.t(n,0,0); break;
case 'y': _core.t(0,n,0); break;
case 'z': _core.t(0,0,n); break;
case 'rx': _core.rx(n); break;
case 'ry': _core.ry(n); break;
case 'rz': _core.rz(n); break;
case 's':
if (res[3]) _core.s(n, Number(res[3]), Number(res[4]));
else _core.s(n, n, n);
break;
}
res = _rexOperate.exec(ope);
}
return this;
}
/** calculate opreation matrix */
public function calcMatrix(ope:String) : Matrix3D {
_core.push().id();
operate(ope);
var mat:Matrix3D = _core.matrix;
_core.pop();
return mat;
}
private function _repeat(opeList:Array, index:int) : int {
var imax:int = opeList[index].imax, lastIndex:int = index;
if (imax == 0) {
var name:String = opeList[index].name;
if (name in _functions) {
if (++_depth <= _maxDepth) _functions[name].call();
_depth--;
} else
if (name in _meshes) {
_core.project(_meshes[name]);
_mesh.put(_meshes[name]);
}
} else {
var i:int, mat:Matrix3D=opeList[index].mat;
_core.push();
for (i=0; i<imax; i++) {
_core.mult(mat);
lastIndex = _repeat(opeList, index-1);
}
_core.pop();
}
return lastIndex;
}
}
class SSFunctionList {
private var _totalWeight:Number = 0;
private var _functions:Vector.<SSFunction> = new Vector.<SSFunction>();
public function rule(func:Function, option:*) : void {
var ssf:SSFunction = new SSFunction(func, option);
_functions.push(ssf);
_totalWeight += ssf.weight;
}
public function init() : void {
for each (var ssf:SSFunction in _functions) ssf.depth = 0;
}
public function call() : void {
var w:Number = 0, rand:Number = Math.random() * _totalWeight;
for each (var ssf:SSFunction in _functions) {
w += ssf.weight;
if (rand <= w) {
if (++ssf.depth <= ssf.maxdepth) ssf.func();
else ssf.finalFunc();
ssf.depth--;
return;
}
}
}
}
class SSFunction {
public var func:Function;
public var finalFunc:Function;
public var weight:Number;
public var maxdepth:int;
public var depth:int = 0;
function SSFunction(func:Function, option:*) {
this.func = func;
this.weight = option["w"] || option["weight"] || 1;
this.maxdepth = option["md"] || option["maxdepth"] || int.MAX_VALUE;
this.finalFunc = option["ff"] || option["final"] || function():void{};
}
}
// 3D Engine
//----------------------------------------------------------------------------------------------------
/** Core */
class Render3D extends Shape {
/** model view matrix */
public var matrix:Matrix3D;
private var _projectionMatrix:Matrix3D; // projection matrix
private var _matrixStac:Vector.<Matrix3D> = new Vector.<Matrix3D>(); // matrix stac
private var _cmdTriangle:Vector.<int> = Vector.<int>([1,2,2]); // commands to draw triangle
private var _cmdQuadrangle:Vector.<int> = Vector.<int>([1,2,2,2]); // commands to draw quadrangle
private var _data:Vector.<Number> = new Vector.<Number>(8, true); // data to draw shape
private var _clippingZ:Number; // clipping z value
private var _depthMap:BitmapData = new BitmapData(256, 256, false); // texture for depth buffer rendering
/** constructor */
function Render3D(focus:Number=300, clippingZ:Number=-0.1) {
var projector:PerspectiveProjection = new PerspectiveProjection()
projector.focalLength = focus;
_projectionMatrix = projector.toMatrix3D();
_clippingZ = -clippingZ;
matrix = new Matrix3D();
_matrixStac.length = 1;
_matrixStac[0] = matrix;
var u:int, v:int;
for (v=0; v<256; v++)
for (u=0; u<256; u++)
//_depthMap.setPixel(255-u, 255-v, (v<<8)|u);
_depthMap.setPixel(255-u, 255-v, (u<<16)|(u<<8)|u);
}
// control matrix
//--------------------------------------------------
public function clear() : Render3D { matrix = _matrixStac[0]; _matrixStac.length = 1; return this; }
public function push() : Render3D { _matrixStac.push(matrix.clone()); return this; }
public function pop() : Render3D { matrix = (_matrixStac.length == 1) ? matrix : _matrixStac.pop(); return this; }
public function id() : Render3D { matrix.identity(); return this; }
public function t(x:Number, y:Number, z:Number) : Render3D { matrix.prependTranslation(x, y, z); return this; }
public function tv(v:Vector3D) : Render3D { matrix.prependTranslation(v.x, v.y, v.z); return this; }
public function s(x:Number, y:Number, z:Number) : Render3D { matrix.prependScale(x, y, z); return this; }
public function sv(v:Vector3D) : Render3D { matrix.prependScale(v.x, v.y, v.z); return this; }
public function r(angle:Number, axis:Vector3D) : Render3D { matrix.prependRotation(angle, axis); return this; }
public function rv(v:Vector3D) : Render3D { matrix.prependRotation(v.w, v); return this; }
public function rx(angle:Number) : Render3D { matrix.prependRotation(angle, Vector3D.X_AXIS); return this; }
public function ry(angle:Number) : Render3D { matrix.prependRotation(angle, Vector3D.Y_AXIS); return this; }
public function rz(angle:Number) : Render3D { matrix.prependRotation(angle, Vector3D.Z_AXIS); return this; }
public function mult(mat:Matrix3D) : Render3D { matrix.prepend(mat); return this; }
// projections
//--------------------------------------------------
/** project */
public function project(mesh:ProjectionMesh) : Render3D {
matrix.transformVectors(mesh.base.vertices, mesh.verticesOnWorld);
var fn:Vector3D, fnw:Vector3D, vs:Vector.<Number> = mesh.verticesOnWorld,
nearZ:Number = -Number.MAX_VALUE, farZ:Number = _clippingZ,
flist:Vector.<Face> = mesh.base.faces;
var m:Vector.<Number> = matrix.rawData,
m00:Number = m[0], m01:Number = m[1], m02:Number = m[2],
m10:Number = m[4], m11:Number = m[5], m12:Number = m[6],
m20:Number = m[8], m21:Number = m[9], m22:Number = m[10];
mesh.facesProjected.length = 0;
for each (var f:Face in flist) {
var i0:int=(f.i0<<1)+f.i0, i1:int=(f.i1<<1)+f.i1, i2:int=(f.i2<<1)+f.i2,
x0:Number=vs[i0++], x1:Number=vs[i1++], x2:Number=vs[i2++],
y0:Number=vs[i0++], y1:Number=vs[i1++], y2:Number=vs[i2++],
z0:Number=vs[i0], z1:Number=vs[i1], z2:Number=vs[i2];
if (z0<_clippingZ && z1<_clippingZ && z2<_clippingZ) {
fn = f.normal;
fnw = mesh.normalsProjected[f.index];
fnw.x = fn.x * m00 + fn.y * m10 + fn.z * m20;
fnw.y = fn.x * m01 + fn.y * m11 + fn.z * m21;
fnw.z = fn.x * m02 + fn.y * m12 + fn.z * m22;
if (vs[f.gpi-2]*fnw.x + vs[f.gpi-1]*fnw.y + vs[f.gpi]*fnw.z <= 0) {
if (nearZ < z0) nearZ = z0;
if (nearZ < z1) nearZ = z1;
if (nearZ < z2) nearZ = z2;
if (farZ > z0) farZ = z0;
if (farZ > z1) farZ = z1;
if (farZ > z2) farZ = z2;
mesh.facesProjected.push(f);
}
}
}
mesh.nearZ = nearZ;
mesh.farZ = farZ;
mesh.facesProjected.sort(function(f1:Face, f2:Face):Number{ return vs[f1.gpi] - vs[f2.gpi]; });
mesh.indexDirty = true;
return this;
}
/** project slower than transformVectors() but Vector3D.w considerable. */
public function projectPoint3D(points:Vector.<Point3D>) : Render3D {
var m:Vector.<Number> = matrix.rawData, p:Point3D,
m00:Number = m[0], m01:Number = m[1], m02:Number = m[2],
m10:Number = m[4], m11:Number = m[5], m12:Number = m[6],
m20:Number = m[8], m21:Number = m[9], m22:Number = m[10],
m30:Number = m[12], m31:Number = m[13], m32:Number = m[14];
for each (p in points) {
p.world.x = p.x * m00 + p.y * m10 + p.z * m20 + p.w * m30;
p.world.y = p.x * m01 + p.y * m11 + p.z * m21 + p.w * m31;
p.world.z = p.x * m02 + p.y * m12 + p.z * m22 + p.w * m32;
}
return this;
}
// rendering
//--------------------------------------------------
/** render solid */
public function renderSolid(mesh:ProjectionMesh, light:Light) : Render3D {
var idx:int, mat:Material, materials:Vector.<Material> = mesh.base.materials,
vout:Vector.<Number> = mesh.verticesOnScreen;
Utils3D.projectVectors(_projectionMatrix, mesh.verticesOnWorld, vout, mesh.base.texCoord);
graphics.clear();
for each (var face:Face in mesh.facesProjected) {
mat = materials[face.mat];
graphics.beginFill(mat.getColor(light, mesh.normalsProjected[face.index]), mat.alpha);
idx = face.i0<<1;
_data[0] = vout[idx]; idx++;
_data[1] = vout[idx];
idx = face.i1<<1;
_data[2] = vout[idx]; idx++;
_data[3] = vout[idx];
idx = face.i2<<1;
_data[4] = vout[idx]; idx++;
_data[5] = vout[idx];
if (face.i3 == -1) {
graphics.drawPath(_cmdTriangle, _data);
} else {
idx = face.i3<<1;
_data[6] = vout[idx]; idx++;
_data[7] = vout[idx];
graphics.drawPath(_cmdQuadrangle, _data);
}
graphics.endFill();
}
return this;
}
/** render with texture */
public function renderTexture(mesh:ProjectionMesh, texture:BitmapData) : Render3D {
Utils3D.projectVectors(_projectionMatrix,
mesh.verticesOnWorld,
mesh.verticesOnScreen,
mesh.base.texCoord);
graphics.clear();
graphics.beginBitmapFill(texture, null, false, true);
graphics.drawTriangles(mesh.verticesOnScreen, mesh.indicesProjected, mesh.base.texCoord);
graphics.endFill();
return this;
}
/** render depth buffer */
public function renderDepth(mesh:ProjectionMesh) : Render3D {
var i:int, imax:int = mesh.vertexImax,
nearZ:Number = (_clippingZ < mesh.nearZ) ? _clippingZ : mesh.nearZ,
r:Number=1/(mesh.farZ - nearZ),
duvt:Vector.<Number> = _depthUVT;
duvt.length = 0;
for (i=2; i<imax; i+=3) duvt.push((mesh.verticesOnWorld[i]-nearZ)*r, 0, 0);
Utils3D.projectVectors(_projectionMatrix, mesh.verticesOnWorld, mesh.verticesOnScreen, duvt);
graphics.clear();
graphics.beginBitmapFill(_depthMap, null, false, true);
graphics.drawTriangles(mesh.verticesOnScreen, mesh.indicesProjected, duvt);
graphics.endFill();
return this;
}
private var _depthUVT:Vector.<Number> = new Vector.<Number>();
}
/** Point3D */
class Point3D extends Vector3D {
public var world:Vector3D;
function Point3D(x:Number=0, y:Number=0, z:Number=0, w:Number=1) { super(x,y,z,w); world=clone(); }
}
/** Face */
class Face {
public var index:int, i0:int, i1:int, i2:int, i3:int, gpi:int, mat:int, normal:Vector3D;
static private var _freeList:Vector.<Face> = new Vector.<Face>();
static public function free(face:Face) : void { _freeList.push(face); }
static public function alloc(index:int, i0:int, i1:int, i2:int, i3:int, mat:int) : Face {
var f:Face = _freeList.pop() || new Face();
f.index=index; f.i0=i0; f.i1=i1; f.i2=i2; f.i3=i3; f.gpi=0; f.mat=mat;
return f;
}
}
/** Mesh */
class Mesh {
public var materials:Vector.<Material>; // material list
public var vertices:Vector.<Number>; // vertex
public var verticesCount:int; // vertex count
public var texCoord:Vector.<Number>; // texture coordinate
public var faces:Vector.<Face> = new Vector.<Face>(); // face list
/** constructor */
function Mesh(materials:Vector.<Material>=null) {
this.materials = materials;
this.vertices = new Vector.<Number>();
this.texCoord = new Vector.<Number>();
this.verticesCount = 0;
}
/** clear all faces */
public function clear() : Mesh {
for each (var face:Face in faces) Face.free(face);
faces.length = 0;
return this;
}
/** register face */
public function face(i0:int, i1:int, i2:int, mat:int=0) : Mesh {
faces.push(Face.alloc(faces.length, i0, i1, i2, -1, mat));
return this;
}
/** register quadrangle face. set div=true to divide into 2 triangles. */
public function qface(i0:int, i1:int, i2:int, i3:int, mat:int=0, div:Boolean=true) : Mesh {
if (div) {
faces.push(Face.alloc(faces.length, i0, i1, i2, -1, mat),
Face.alloc(faces.length+1, i3, i2, i1, -1, mat));
}
else faces.push(Face.alloc(faces.length, i0, i1, i3, i2, mat));
return this;
}
/** put mesh on world coordinate. */
public function put(src:ProjectionMesh, mat:int=-1) : Mesh {
var i0:int=vertices.length, imax:int=src.vertexImax, flist:Vector.<Face>=src.base.faces;
vertices.length += imax;
for (var i:int=0; i<imax; i++) vertices[i0+i] = src.verticesOnWorld[i];
i0 /= 3;
for each (var f:Face in flist) {
i = (mat == -1) ? f.mat : mat;
if (f.i3==-1) face (f.i0+i0, f.i1+i0, f.i2+i0, i);
else qface(f.i0+i0, f.i1+i0, f.i3+i0, f.i2+i0, i, false);
}
return this;
}
/** update face gravity point and normal */
public function updateFaces() : Mesh {
verticesCount = vertices.length/3;
var vs:Vector.<Number> = vertices;
for each (var f:Face in faces) {
f.gpi = vs.length+2;
var i0:int=(f.i0<<1)+f.i0, i1:int=(f.i1<<1)+f.i1, i2:int=(f.i2<<1)+f.i2;
var x01:Number=vs[i1]-vs[i0], x02:Number=vs[i2]-vs[i0];
vs.push((vs[i0++] + vs[i1++] + vs[i2++]) * 0.333333333333);
var y01:Number=vs[i1]-vs[i0], y02:Number=vs[i2]-vs[i0];
vs.push((vs[i0++] + vs[i1++] + vs[i2++]) * 0.333333333333);
var z01:Number=vs[i1]-vs[i0], z02:Number=vs[i2]-vs[i0];
vs.push((vs[i0++] + vs[i1++] + vs[i2++]) * 0.333333333333);
f.normal = new Point3D(y02*z01-y01*z02, z02*x01-z01*x02, x02*y01-x01*y02, 0);
f.normal.normalize();
if (f.i3 != -1) {
var i3:int = (f.i3<<1)+f.i3;
vs[f.gpi-2] = vs[f.gpi-2]*0.75 + vs[i3++]*0.25;
vs[f.gpi-1] = vs[f.gpi-1]*0.75 + vs[i3++]*0.25;
vs[f.gpi] = vs[f.gpi] *0.75 + vs[i3] *0.25;
}
}
return this;
}
}
/** mesh for projection */
class ProjectionMesh {
public var verticesOnWorld:Vector.<Number>; // vertex on camera coordinate
public var verticesOnScreen:Vector.<Number>; // vertex on screen
public var facesProjected:Vector.<Face>; // projected face
public var normalsProjected:Vector.<Vector3D>; // projected normals
public var vnormals:Vector.<Vector3D>; // vertex normal
public var nearZ:Number, farZ:Number; // z buffer range
private var _projectedFaceIndices:Vector.<int> = new Vector.<int>();
private var _base:Mesh;
/** indices of projected faces */
public function get indicesProjected() : Vector.<int> {
var idx:Vector.<int> = _projectedFaceIndices;
if (idx.length == 0) for each (var f:Face in facesProjected) idx.push(f.i0, f.i1, f.i2);
return idx;
}
public function set indexDirty(b:Boolean) : void {
if (b) _projectedFaceIndices.length = 0;
}
public function get base() : Mesh { return _base; }
public function set base(m:Mesh) : void {
if (m && normalsProjected.length < m.faces.length) {
var i:int = normalsProjected.length, imax:int = m.faces.length;
normalsProjected.length = imax;
for (; i<imax; i++) normalsProjected[i] = new Vector3D();
}
_base = m;
}
public function get vertexImax() : int { return (_base.verticesCount<<1) + _base.verticesCount; }
/** constructor */
function ProjectionMesh(m:Mesh=null) {
this.verticesOnWorld = new Vector.<Number>();
this.verticesOnScreen = new Vector.<Number>();
this.facesProjected = new Vector.<Face>();
this.normalsProjected= new Vector.<Vector3D>();
this.vnormals = null;
this.base = m;
}
}
/** Light */
class Light extends Point3D {
public var halfVector:Vector3D = new Vector3D();
/** constructor (set position) */
function Light(x:Number=1, y:Number=1, z:Number=1) {
super(x, y, z, 0);
normalize();
}
/** projection */
public function transformBy(matrix:Matrix3D) : void {
world = matrix.deltaTransformVector(this);
halfVector.x = world.x;
halfVector.y = world.y;
halfVector.z = world.z + 1;
halfVector.normalize();
}
}
/** Material */
class Material extends BitmapData {
public var alpha:Number = 1; // The alpha value is available for renderSolid()
public var doubleSided:int = 0; // set doubleSided=-1 if double sided material
/** constructor */
function Material(dif:int=128, spc:int=128) { super(dif, spc, false); }
/** set color. */
public function setColor(col:uint, amb:int=64, dif:int=192, spc:int=0, pow:Number=8) : Material {
fillRect(rect, col);
var lmap:LightMap = new LightMap(width, height);
draw(lmap.diffusion(amb, dif), null, null, "hardlight");
draw(lmap.specular (spc, pow), null, null, "add");
lmap.dispose();
return this;
}
/** calculate color by light and normal vector. */
public function getColor(l:Light, n:Vector3D) : uint {
var dir:Vector3D = l.world, hv:Vector3D = l.halfVector;
var ln:int = int((dir.x * n.x + dir.y * n.y + dir.z * n.z) * (width-1)),
hn:int = int((hv.x * n.x + hv.y * n.y + hv.z * n.z) * (height-1));
if (ln<0) ln = (-ln) & doubleSided;
if (hn<0) hn = (-hn) & doubleSided;
return getPixel(ln, hn);
}
}
class LightMap extends BitmapData {
function LightMap(dif:int, spc:int) { super(dif, spc, false); }
public function diffusion(amb:int, dif:int) : BitmapData {
var col:int, rc:Rectangle = new Rectangle(0, 0, 1, height), ipk:Number = 1 / width;
for (rc.x=0; rc.x<width; rc.x+=1) {
col = ((rc.x * (dif - amb)) * ipk) + amb;
fillRect(rc, (col<<16)|(col<<8)|col);
}
return this;
}
public function specular(spc:int, pow:Number) : BitmapData {
var col:int, rc:Rectangle = new Rectangle(0, 0, width, 1),
mpk:Number = (pow + 2) * 0.15915494309189534, ipk:Number = 1 / height;
for (rc.y=0; rc.y<height; rc.y+=1) {
col = Math.pow(rc.y * ipk, pow) * spc * mpk;
if (col > 255) col = 255;
fillRect(rc, (col<<16)|(col<<8)|col);
}
return this;
}
}