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Dead Code Preservation :: Archived AS3 works from wonderfl.net

forked from: PythagoraSwitch

ねぎ玉牛丼
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by dragonproject2002 23 Oct 2012
/**
 * Copyright dragonproject2002 ( http://wonderfl.net/user/dragonproject2002 )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/aku9
 */

// forked from tencho's PythagoraSwitch
/**
 * ねぎ玉牛丼
 */
package  {
    import alternativ7.engine3d.core.Geometry;
    import alternativ7.engine3d.core.Object3DContainer;
    import alternativ7.engine3d.core.Sorting;
    import alternativ7.engine3d.materials.FillMaterial;
    import alternativ7.engine3d.objects.Mesh;
    import com.actionsnippet.qbox.QuickBox2D;
    import com.actionsnippet.qbox.QuickContacts;
    import com.bit101.components.PushButton;
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.display.StageQuality;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Point;
    import flash.geom.Vector3D;
    import net.hires.debug.Stats;
    
    public class NegitamaGyudon extends Sprite {
        private var _sim:QuickBox2D;
        private var _contact:QuickContacts;
        private var _boxScene:BoxSceneData;
        private var _scene:Scene3D;
        private var _canvas:MovieClip;
        private var _cameraDrag:SphericalDragger;
        private var _lookAtPoint:Vector3D = new Vector3D();
        private var _isPlaying:Boolean = true;
        private var _cameraType:int = 0;
        private var _hitbits:uint = 0x000;
        private var _gyudon:Mesh;
        private var _isComplete:Boolean = false;
        //BOX2Dサイズ→Alt3Dサイズ
        private const SCALE_ALT3D:Number = 20;
        
        public function NegitamaGyudon() {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE, init);
        }
        
        private function init(...arg):void {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            
            stage.frameRate = 60;
            stage.quality = StageQuality.MEDIUM;
            
            _canvas = new MovieClip();
            _canvas.visible = false;
            _scene = new Scene3D(Scene3D.BSP, 465, 465, 0xC0CCDE);
            _cameraDrag = new SphericalDragger(_scene.display);
            _cameraDrag.wheelEnabled = false;
            _cameraDrag.notify();
            //フルスクリーンにしたらホイールズームを有効にする
            _scene.onResizeStage = function(w:Number, h:Number):void {
                if (w != 465 || h != 465) _cameraDrag.wheelEnabled = true;
            }
            _scene.startAutoResize(stage);
            
            addChild(_canvas);
            addChild(_scene.display);
            addChild(new Stats());
            new PushButton(this, 75, 5, "PAUSE", onClickPause);
            new PushButton(this, 180, 5, "CAMERA", onClickCamera);
            new PushButton(this, 285, 5, "RESET", onClickReset);
            
            //牛丼とテーブルを作る
            _gyudon = createDonburi();
            _gyudon.x = 17.8 * SCALE_ALT3D;
            _gyudon.z = -17.5 * SCALE_ALT3D;
            _gyudon.y = 1 * SCALE_ALT3D;
            _gyudon.scaleX = _gyudon.scaleY = _gyudon.scaleZ = 0.125 * SCALE_ALT3D;
            var table:Mesh = createTable();
            table.matrix = _gyudon.matrix.clone();
            table.sorting = _gyudon.sorting = Sorting.DYNAMIC_BSP;
            table.z -= 0.15 * SCALE_ALT3D;
            _scene.root.addChild(table);
            _scene.root.addChild(_gyudon);
            
            format();
        }
        
        private function format():void {
            _isComplete = false;
            _isPlaying = true;
            _hitbits = 0x000;
            _cameraType = 0;
            updateCamera();
            _sim = new QuickBox2D(_canvas);
            _contact = _sim.addContactListener();
            _contact.addEventListener(QuickContacts.ADD, onCollide);
            
            _boxScene = QboxModeler.createByXML(_sim, Box2DXML.data, 1, SCALE_ALT3D);
            //Alt3Dオブジェクトをルートコンテナに配置
            var qdata:QboxData;
            for each (qdata in _boxScene.groupList)
                _scene.root.addChild(qdata.primitive);
            for each (qdata in _boxScene.bodyList)
                if (!qdata.inGroup) _scene.root.addChild(qdata.primitive);
            
            //シミュレーション開始
            _sim.start();
            addEventListener(Event.ENTER_FRAME, onTickSimulate);
        }
        
        //全衝突判定
        private function onCollide(e:Event):void {
            //青い板が跳ね上がって上のストッパーにあたった
            if (!(_hitbits & 0x00F) && _contact.isCurrentContact(_boxScene.root["bar"].qobject, _boxScene.root["barstopper"].qobject)) _hitbits |= 0x00F;
            //卵が牛丼に乗った
            if (!(_hitbits & 0x0F0) && _contact.isCurrentContact(_boxScene.root["egg"].qobject, _boxScene.root["donburi"].qobject)) _hitbits |= 0x0F0;
            //ネギを運ぶ箱がストッパーにあたった
            if (!(_hitbits & 0xF00) && _contact.isCurrentContact(_boxScene.root["negibox"].qobject, _boxScene.root["negistopper"].qobject)) _hitbits |= 0xF00;
            //たぶん完成
            if (_hitbits == 0xFFF) {
                _contact.removeEventListener(QuickContacts.ADD, onCollide);
                _isComplete = true;
                _cameraType = 0;
                updateCamera();
            }
        }
        
        //全部リセット
        private function onClickReset(e:MouseEvent):void {
            _contact.removeEventListener(QuickContacts.ADD, onCollide);
            _boxScene.destroy();
            _sim.destroy();
            while (_canvas.numChildren) _canvas.removeChildAt(_canvas.numChildren-1);
            format();
        }
        
        //カメラ切り替え
        private function onClickCamera(e:MouseEvent):void {
            _cameraType = ++_cameraType % 2;
            updateCamera();
        }
        
        //一時停止/再生
        private function onClickPause(e:MouseEvent):void{
            _isPlaying = !_isPlaying;
            if (_isPlaying) _sim.start();
            else _sim.stop();
        }
        
        //テーブルを作る
        private function createTable():Mesh {
            var materials:Array = [new FillMaterial(0x502a1e),new FillMaterial(0x2a2a2a),new FillMaterial(0x6e532e),new FillMaterial(0xa79660),new FillMaterial(0xa47638)];
            var vts:Array = [[-41,-142,0],[41,-142,0],[-41,142,0],[41,142,0],[-41,-142,-12],[41,-142,-12],[-41,142,-12],[41,142,-12],[20,142,-12],[20,-142,-12],[-19,142,-12],[-19,-142,-12],[20,-142,-100],[-19,-142,-100],[-19,142,-100],[20,142,-100]];
            var ids:Array = [[0,1,3],[3,2,0],[6,10,11],[11,4,6],[7,5,9],[9,8,7],[15,12,13],[13,14,15],[0,4,11],[0,11,9],[0,9,5],[0,5,1],[3,7,8],[3,8,10],[3,10,6],[3,6,2],[9,11,13],[13,12,9],[10,8,15],[15,14,10],[1,5,7],[7,3,1],[2,6,4],[4,0,2],[11,10,14],[14,13,11],[8,9,12],[12,15,8]];
            var mts:Array = [0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,3,3,3,3,4,4,4,4];
            var geom:Geometry = new Geometry();
            for each (var vt:Array in vts) geom.addVertex(vt[0], vt[1], vt[2]);
            for (var i:int; i < ids.length; i++) geom.addTriFace(geom.vertices[ids[i][0]], geom.vertices[ids[i][1]], geom.vertices[ids[i][2]], materials[mts[i]]);
            var mesh:Mesh = new Mesh();
            mesh.geometry = geom;
            return mesh;
        }
        
        //牛丼を作る
        private function createDonburi():Mesh {
            var scale:Number = 0.1;
            var materials:Array = [new FillMaterial(0xd3caae),new FillMaterial(0xa79660),new FillMaterial(0x2a2a2a),new FillMaterial(0xa47638),new FillMaterial(0x20439d),new FillMaterial(0x1d2b68),new FillMaterial(0xffffff)];
            var vts:Array = [
                [129,8,0],[68,114,0],[-55,114,0],[-116,8,0],[-55,-98,0],[68,-98,0],[129,8,60],[68,114,60],[-55,114,60],[-116,8,60],[-55,-98,60],[68,-98,60],[227,8,129],[117,199,129],[-104,199,129],[-214,8,129],[-104,-183,129],[117,-183,129],[254,8,252],[130,222,252],[-117,222,252],[-240,8,252],[-117,-206,252],[130,-206,252],[223,8,211],[115,195,211],[-101,195,211],[-209,8,211],[-101,-179,211],[115,-179,211],
                [186,28,211],[96,176,211],[-74,172,211],[-167,50,211],[-114,-109,211],[83,-151,211]
            ];
            var ids:Array = [
                [0,1,7],[7,6,0],[4,5,11],[11,10,4],[5,0,6],[6,11,5],[19,20,26],[26,25,19],[20,21,27],[27,26,20],[21,22,28],[28,27,21],[1,2,8],[8,7,1],[2,3,9],[9,8,2],[3,4,10],[10,9,3],[18,19,25],[25,24,18],[22,23,29],[29,28,22],[23,18,24],[24,29,23],[4,3,2],[2,1,0],[4,2,0],[5,4,0],[31,32,33],[33,34,35],
                [31,33,35],[30,31,35],[6,7,13],[13,12,6],[10,11,17],[17,16,10],[11,6,12],[12,17,11],[12,13,19],[19,18,12],[16,17,23],[23,22,16],[17,12,18],[18,23,17],[7,8,14],[14,13,7],[8,9,15],[15,14,8],[9,10,16],[16,15,9],[13,14,20],[20,19,13],[14,15,21],[21,20,14],[15,16,22],[22,21,15],[24,25,31],[31,30,24],[25,26,32],[32,31,25],
                [26,27,33],[33,32,26],[27,28,34],[34,33,27],[28,29,35],[35,34,28],[29,24,30],[30,35,29]
            ];
            var mts:Array = [0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6];
            var geom:Geometry = new Geometry();
            for each (var vt:Array in vts) geom.addVertex(vt[0] * scale, vt[1] * scale, vt[2] * scale);
            for (var i:int; i < ids.length; i++) geom.addTriFace(geom.vertices[ids[i][0]], geom.vertices[ids[i][1]], geom.vertices[ids[i][2]], materials[mts[i]]);
            var mesh:Mesh = new Mesh();
            mesh.geometry = geom;
            return mesh;
        }
        
        //シミュレーション中
        private function onTickSimulate(e:Event):void {
            
            if (_cameraType == 0) {
                if (_isComplete) {
                    _lookAtPoint = _gyudon.matrix.position;
                    _lookAtPoint.z += 2.5 * SCALE_ALT3D;
                } else if (_boxScene.trackingList.length) {
                    //カメラで追跡するオブジェクトがあれば追う
                    var p:Point = _boxScene.getTrackingPoint();
                    _lookAtPoint.x = p.x * SCALE_ALT3D;
                    _lookAtPoint.z = -p.y * SCALE_ALT3D;
                }
            } else {
                _lookAtPoint.x = 2.5 * SCALE_ALT3D;
                _lookAtPoint.z = 0;
            }
            
            var qdata:QboxData;
            //グループオブジェクトの位置更新
            for each(qdata in _boxScene.groupList) {
                var obj:Object3DContainer = qdata.primitive as Object3DContainer;
                //可動オブジェクト
                if (!qdata.qobject.body.IsStatic()) {
                    obj.x = qdata.qobject.x * SCALE_ALT3D;
                    obj.z = -qdata.qobject.y * SCALE_ALT3D;
                    obj.rotationY = qdata.qobject.angle;
                }
            }
            //剛体オブジェクトの位置更新
            for each(qdata in _boxScene.bodyList) {
                //可動オブジェクト
                if (!qdata.qobject.body.IsStatic()) {
                    if (!qdata.inGroup) {
                        qdata.primitive.x = qdata.qobject.x * SCALE_ALT3D;
                        qdata.primitive.z = -qdata.qobject.y * SCALE_ALT3D;
                    }
                    //角度が大きすぎると色々と問題があるので-360~360°に収める
                    if (Math.abs(qdata.qobject.angle) > Math.PI * 2) qdata.qobject.angle = qdata.qobject.angle % (Math.PI * 2);
                    qdata.primitive.rotationY = qdata.qobject.angle;
                }
            }
            //カメラ位置更新
            _scene.controller.setObjectPos(_cameraDrag.position.add(_lookAtPoint));
            _scene.controller.lookAt(_lookAtPoint);
            _scene.render();
        }
        
        //カメラ位置設定
        private function updateCamera():void {
            if (_isComplete && !_cameraType) {
                _cameraDrag.angle.position = 45;
                _cameraDrag.rotation.position = -45;
                _cameraDrag.distance.position = 25 * SCALE_ALT3D;
            } else {
                _cameraDrag.rotation.position = -70;
                _cameraDrag.angle.position = 12;
                _cameraDrag.distance.position = [27, 50][_cameraType] * SCALE_ALT3D;
            }
            _cameraDrag.updatePosition();
        }
        
    }
}

import alternativ7.engine3d.containers.BSPContainer;
import alternativ7.engine3d.containers.ConflictContainer;
import alternativ7.engine3d.containers.DistanceSortContainer;
import alternativ7.engine3d.containers.KDContainer;
import alternativ7.engine3d.controllers.SimpleObjectController;
import alternativ7.engine3d.core.Camera3D;
import alternativ7.engine3d.core.Geometry;
import alternativ7.engine3d.core.Object3D;
import alternativ7.engine3d.core.Object3DContainer;
import alternativ7.engine3d.core.Sorting;
import alternativ7.engine3d.core.View;
import alternativ7.engine3d.materials.FillMaterial;
import alternativ7.engine3d.materials.TextureMaterial;
import alternativ7.engine3d.objects.Mesh;
import alternativ7.engine3d.primitives.Box;
import alternativ7.engine3d.primitives.Plane;
import Box2D.Collision.Shapes.b2MassData;
import Box2D.Dynamics.b2Body;
import com.actionsnippet.qbox.QuickBox2D;
import com.actionsnippet.qbox.QuickObject;
import flash.display.BitmapData;
import flash.display.InteractiveObject;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.utils.Dictionary;

/**
 * 簡単なサンプル用のAlternativa3Dテンプレート
 */
class Scene3D {
    public var display:Sprite = new Sprite();
    public var bg:Sprite = new Sprite();
    public var root:Object3DContainer;
    public var camera:Camera3D;
    public var controller:SimpleObjectController;
    public var onResizeStage:Function;
    private var _bgColor:uint;
    private var _stage:Stage;
    static public const DISTANCE:String = "distance";
    static public const BSP:String = "bsp";
    static public const KD:String = "kd";
    static public const CONFLICT:String = "conflict";
    public function Scene3D(container:String = CONFLICT, width:Number = 465, height:Number = 465, bgColor:uint = 0x000000) {
        switch(container) {
            case DISTANCE: root = new DistanceSortContainer(); break;
            case BSP: root = new BSPContainer(); break;
            case KD: root = new KDContainer(); break;
            case CONFLICT: root = new ConflictContainer(); break;
            default: root = new ConflictContainer();
        }
        camera = new Camera3D();
        camera.view = new View(width, height, true);
        camera.fov = 60 * Math.PI / 180;
        root.addChild(camera);
        display.addChild(bg);
        display.addChild(camera.view);
        _bgColor = bgColor;
        controller = new SimpleObjectController(display, camera, 1);
        setSize(width, height);
    }
    public function render():void {
        if (camera.view.stage) camera.render();
    }
    public function startAutoResize(stage:Stage):void {
        _stage = stage;
        _stage.scaleMode = StageScaleMode.NO_SCALE;
        _stage.align = StageAlign.TOP_LEFT;
        _stage.addEventListener(Event.RESIZE, onResize);
        onResize(null);
    }
    private function onResize(e:Event):void {
        setSize(_stage.stageWidth, _stage.stageHeight);
        if (onResizeStage != null) onResizeStage(_stage.stageWidth, _stage.stageHeight);
    }
    public function setSize(width:Number, height:Number):void {
        camera.view.width = width;
        camera.view.height = height;
        bg.graphics.clear();
        bg.graphics.beginFill(_bgColor, 1);
        bg.graphics.drawRect(0, 0, width, height);
        bg.graphics.endFill();
    }
}

/**
 * 円テクスチャを貼ってポリ数を減らした円柱
 */
class ColorCylinder extends Mesh {
    public function ColorCylinder(radius:Number = 50, height:Number = 50, segmentsW:int = 8, segmentsH:int = 1, color1:uint = 0x808080, color2:uint = 0x808080, fillAlpha:Number = 1) {
        var material:FillMaterial = new FillMaterial(color1, fillAlpha);
        var bmd:BitmapData = new BitmapData(100, 100, true, 0);
        var sp:Sprite = new Sprite();
        sp.graphics.beginFill(color2, fillAlpha);
        sp.graphics.drawCircle(50, 50, 50);
        sp.graphics.beginFill(0x000000, 0.5 * fillAlpha);
        sp.graphics.drawRect(50, 48, 50, 4);
        bmd.draw(sp);
        var texture:TextureMaterial = new TextureMaterial(bmd, false, false);
        var geom:Geometry = new Geometry();
        var i:int, px:Number, py:Number;
        for (i = 0; i <= segmentsW; i++) {
            var rot:Number = (i % segmentsW) / segmentsW * Math.PI * 2;
            px = Math.cos(rot) * radius;
            py = Math.sin(rot) * radius;
            geom.addVertex(px, height / 2, py, 0, 0);
            geom.addVertex(px, -height / 2, py, 0, 0);
        }
        for (i = 0; i < segmentsW * 2; i += 2)
            geom.addQuadFace(geom.vertices[i], geom.vertices[i+2], geom.vertices[i+3], geom.vertices[i+1], material);
        var h:Number = height / 2;
        for (var n:int = i + 2; n <= i + 6; n += 4) {
            geom.addVertex( -radius, h, -radius, 0, 0);
            geom.addVertex(radius, h, -radius, 1, 0);
            geom.addVertex(radius, h, radius, 1, 1);
            geom.addVertex( -radius, h, radius, 0, 1);
            if (h < 0) geom.addQuadFace(geom.vertices[n], geom.vertices[n + 1], geom.vertices[n + 2], geom.vertices[n + 3], texture);
            else geom.addQuadFace(geom.vertices[n], geom.vertices[n + 3], geom.vertices[n + 2], geom.vertices[n + 1], texture);
            h *= -1;
        }
        this.geometry = geom;
    }
}

/**
 * シーンデータ
 */
class BoxSceneData {
    public var trackingList:Vector.<QboxData> = new Vector.<QboxData>();
    public var jointList:Vector.<QboxData> = new Vector.<QboxData>();
    public var bodyList:Vector.<QboxData> = new Vector.<QboxData>();
    public var groupList:Vector.<QboxData> = new Vector.<QboxData>();
    public var group:Object = {};
    public var body:Object = {};
    public var root:Object = {};
    public function BoxSceneData() {
    }
    public function destroy():void {
        var item:QboxData;
        for each (item in bodyList) item.destroy();
        for each (item in groupList) item.destroy();
        for each (item in jointList) item.destroy();
        trackingList.length = jointList.length = bodyList.length = groupList.length = 0;
        group = { };
        body = { };
        root = { };
    }
    public function getTrackingPoint():Point {
        var p:Point = new Point(), add:Point = new Point(), qdata:QboxData, rp:Point;
        for each(qdata in trackingList) {
            add.x = add.y = 0;
            if (qdata.inGroup) {
                rp = PointUtil.rotatePoint(qdata.qobject.x, qdata.qobject.y, qdata.parentGroup.qobject.angle);
                add.x = qdata.parentGroup.qobject.x + rp.x;
                add.y = qdata.parentGroup.qobject.y + rp.y;
            } else {
                add.x = qdata.qobject.x;
                add.y = qdata.qobject.y;
            }
            if (isNaN(add.x) || isNaN(add.y)) {
                trackingList.splice(trackingList.indexOf(qdata), 1);
            } else {
                p.x += add.x;
                p.y += add.y;
            }
        }
        if (trackingList.length) {
            p.x /= trackingList.length;
            p.y /= trackingList.length;
        } else p.x = p.y = 0;
        return p;
    }
}

class QboxData {
    public var tag:String = "";
    public var qobject:QuickObject;
    public var parentGroup:QboxData;
    public var primitive:Object3D;
    public var inGroup:Boolean = false;
    public function QboxData() {
    }
    public function destroy():void {
        if (primitive && primitive.parent) primitive.parent.removeChild(primitive);
        parentGroup = null;
        primitive = null;
        qobject = null;
    }
}

class QboxModeler {
    static private var _objectsGID:Object;
    static private var _objectsID:Object;
    static private var _primitives:Array;
    /**
     * XMLからQuickBoxシーンとAlt3Dメッシュモデルを生成
     */
    static public function createByXML(sim:QuickBox2D, xml:XML, boxScale:Number = 1, altScale:Number = 20):BoxSceneData {
        var layerDepth:Number = 30;
        var scene:BoxSceneData = new BoxSceneData();
        var S:Number = boxScale;
        var joints:Array = [];
        var groups:Array = [];
        var node:Object;
        var primitiveOffset:Dictionary = new Dictionary();
        _primitives = [];
        _objectsGID = { };
        _objectsID = { };
        //オブジェクトの種類別にリストに格納
        for each(var item:XML in xml.children()) {
            node = { density:2, fricyion:0.5, restitution:0.5, strength:0.25, damping:0.1, density:2, motorSpeed:15, reverse:false, motorTorque:100 };
            for each(var atr:XML in item.attributes()) node[String(atr.name())] = XMLtoVALUE(atr.toString());
            if(item.name() == "primitive") _primitives.push(node);
            if(item.name() == "joint") joints.push(node);
            if(item.name() == "list") groups.push(node);
        }
        _primitives.sortOn("z", Array.NUMERIC);
        
        //背景固定用ダミーオブジェクト
        var bgData:QboxData = new QboxData();
        bgData.qobject = sim.addCircle( { x:0, y:0, radius:0.1, density:0, maskBits:0, categoryBits:0, skin:"none" } );
        primitiveOffset[bgData] = new Point();
        var fixList:Object = new Object();
        
        var qdata:QboxData;
        var qbox:QuickObject;
        
        //剛体
        for each(node in _primitives) {
            var unitOffset:Point = new Point();
            if (node.maskbits == null) node.maskbits = 1;
            
            //衝突判定のレイヤーからポリゴンの厚みを決める
            var min:int = 6;
            var max:int = 0;
            for (var i:int = 0; i < 7; i++) {
                if (node.maskbits >> i & 1) {
                    if (i > max) max = i;
                    if (i < min) min = i;
                }
            }
            if (min > max) min = max = 0;
            var depth:int = (max - min + 1) * layerDepth;
            var offsetY:Number = 0;
            
            //衝突判定無効
            if (node.nocollision) node.maskbits = 0;
            
            //Box2Dオブジェクト生成時に渡すパラメータ
            var param:Object = {
                skin: "none",
                lineAlpha: int(node.border),
                fillColor: node.color,
                fillAlpha: node.alpha,
                x: node.position[0] * S,
                y: -node.position[1] * S,
                angle: -node.angle,
                friction: node.friction,
                restitution: node.restitution,
                maskBits:node.maskbits,
                categoryBits:node.maskbits,
                density: node.density,
                isBullet: false
            }
            
            var mesh:Mesh;
            var map0:FillMaterial = new FillMaterial(param.fillColor, node.alpha);
            var map1:FillMaterial = new FillMaterial(Palette.mix(param.fillColor, 0xFFFFFF, 0.2), node.alpha);
            var map2:FillMaterial = new FillMaterial(Palette.mix(param.fillColor, 0xFFFFFF, 0.1), node.alpha);
            
            //地面・壁
            if (node.type == "wall") {
                var unitPos:Point = new Point(node.position[0] * S, -node.position[1] * S);
                var adjust:Point = adjustPlanePos(unitPos.x, unitPos.y, node.angle + Math.PI / 2).subtract(unitPos);
                var wallSize:Number = 30;
                var heightOffset:Point = new Point(Math.cos(node.angle) * -wallSize / 2 * S, Math.sin(node.angle) * wallSize / 2 * S);
                unitOffset = heightOffset.add(adjust);
                param.x = unitPos.x + unitOffset.x,
                param.y = unitPos.y + unitOffset.y,
                param.width = wallSize * S;
                param.height = 300 * S;
                param.density = 0;
                qbox = sim.addBox(param);
                mesh = new Plane(param.height * altScale, depth, 1, 1, true, false, false, null, map0);
                mesh.x = (param.x - heightOffset.x) * altScale;
                mesh.z = -(param.y - heightOffset.y) * altScale;
                mesh.y = min * layerDepth + depth/2 + offsetY;
                mesh.rotationY = param.angle + Math.PI / 2;
            }
            //ボックス
            if (node.type == "box") {
                param.width = node.size[0] * S;
                param.height = node.size[1] * S;
                qbox = sim.addBox(param);
                if (node.plane) {
                    mesh = new Plane(param.width * altScale, param.height * altScale, 1, 1, true, false, false, map1, map1);
                    mesh.rotationX = Math.PI / 2;
                    offsetY = layerDepth / 2;
                } else {
                    mesh = new Box(param.width * altScale, depth, param.height * altScale, 1, 1, 1, false, false, map0, map0, map1, map1, map2, map2);
                }
            }
            //円
            if (node.type == "circle") {
                param.radius = node.radius * S;
                qbox = sim.addCircle(param);
                var seg:int = (param.radius>3)? 16 : (param.radius>0.3)? 8 : 4;
                mesh = new ColorCylinder(param.radius * altScale, depth, seg, 1, param.fillColor, Palette.mix(param.fillColor, 0xFFFFFF, 0.3), param.fillAlpha);
            }
            
            if (node.type != "wall") {
                mesh.x = param.x * altScale;
                mesh.z = -param.y * altScale;
                mesh.y = min * layerDepth + depth/2 + offsetY;
                mesh.rotationY = param.angle;
            }
            mesh.visible = node.visible !== false && param.fillAlpha;
            mesh.sorting = (node.type == "wall" || node.sort == "bsp")? Sorting.DYNAMIC_BSP : Sorting.AVERAGE_Z;
            if (node.scalez != null) mesh.scaleY *= node.scalez;
            
            qdata = new QboxData();
            qdata.tag = node.tag;
            qdata.primitive = mesh;
            qdata.qobject = qbox;
            
            primitiveOffset[qdata] = unitOffset;
            scene.bodyList.push(qdata);
            if(node.group != null) _objectsGID[node.group] = qdata;
            if(node.id != null) _objectsID[node.id] = qdata;
            
            //タグがついていたら
            if (node.tag != null) {
                scene.body[node.tag] = qdata;
                scene.root[node.tag] = qdata;
            }
            if (node.fix != null) {
                if (fixList["_" + node.fix] == null) fixList["_" + node.fix] = [qdata];
                else fixList["_" + node.fix].push(qdata);
            }
        }
        //グループ
        for (var k:String in fixList) {
            if (k == "_0") {
                //背景に固定
                for each(var qdt:QboxData in fixList[k]) qdt.qobject.body.SetMass(new b2MassData());
            } else {
                //グループ化
                var qd:QboxData;
                var xy:Point = new Point();
                for each(qd in fixList[k]) xy.offset(qd.qobject.x, qd.qobject.y);
                var center:Point = new Point(xy.x / fixList[k].length, xy.y / fixList[k].length);
                for each(qd in fixList[k]) qd.qobject.setLoc(qd.qobject.x - center.x, qd.qobject.y - center.y);
                
                var objects:Array = [];
                for each(qd in fixList[k]) objects.push(qd.qobject);
                var container3d:Object3DContainer = new Object3DContainer();
                
                qdata = new QboxData();
                qdata.qobject = sim.addGroup( { objects:objects, x:center.x, y:center.y, skin:"none" } );
                qdata.primitive = container3d;
                for each(qd in fixList[k]) {
                    qd.inGroup = true;
                    qd.parentGroup = qdata;
                    qd.primitive.x = qd.qobject.x * altScale;
                    qd.primitive.z = -qd.qobject.y * altScale;
                    container3d.addChild(qd.primitive);
                    //グループ内のオブジェクトにタグがついていたら
                    if (qd.tag != null) {
                        scene.group[qd.tag] = qdata;
                        scene.root[qd.tag] = qdata;
                    }
                }
                scene.groupList.push(qdata);
            }
        }
        
        //カメラ追跡オブジェクトがあれば配列に保存
        for each(node in groups) {
            if (node.name == "tracked") {
                for each(var id:Number in node.groups) {
                    if (_objectsGID[id]) scene.trackingList.push(_objectsGID[id]);
                }
            }
        }
        
        //ヒンジ・バネ
        for each(node in joints) {
            var prim0:QboxData = (!node.target0)? bgData : _objectsID[node.target0];
            var prim1:QboxData = (!node.target1)? bgData : _objectsID[node.target1];
            if (!prim0 || !prim1 || (!node.target0 && !node.target1) || (prim0.qobject.body.IsStatic() && prim1.qobject.body.IsStatic())) continue;
            var pos0:Point = new Point(prim0.qobject.x, prim0.qobject.y).add(PointUtil.rotatePoint(node.offset0[0] * S, -node.offset0[1] * S, prim0.qobject.angle)).subtract(primitiveOffset[prim0]);
            var pos1:Point = new Point(prim1.qobject.x, prim1.qobject.y).add(PointUtil.rotatePoint(node.offset1[0] * S, -node.offset1[1] * S, prim1.qobject.angle)).subtract(primitiveOffset[prim1]);
            if (prim0.inGroup) pos0.offset(prim0.parentGroup.qobject.x, prim0.parentGroup.qobject.y);
            if (prim1.inGroup) pos1.offset(prim1.parentGroup.qobject.x, prim1.parentGroup.qobject.y);
            var pos:Point = Point.interpolate(pos0, pos1, 0.5);
            var body0:b2Body = (prim0.inGroup)? prim0.parentGroup.qobject.body : prim0.qobject.body;
            var body1:b2Body = (prim1.inGroup)? prim1.parentGroup.qobject.body : prim1.qobject.body;
            //バネ
            if (node.type == "spring")
                qbox = sim.addJoint({
                    type: "distance",
                    lineAlpha: 1,
                    a: body0,
                    b: body1,
                    x1: pos0.x,
                    y1: pos0.y,
                    x2: pos1.x,
                    y2: pos1.y,
                    length: node.length * S,
                    collideConnected: true,
                    dampingRatio: node.damping,
                    frequencyHz: node.strength * 100
                });
            //ヒンジ
            if (node.type == "hinge")
                qbox = sim.addJoint( {
                    type: "revolute",
                    lineAlpha: 0,
                    enableMotor: node.motor,
                    maxMotorTorque: node.motorTorque,
                    motorSpeed: node.motorSpeed * (int(node.reverse)*2 - 1),
                    collideConnected: false,
                    a: body0,
                    b: body1,
                    x1: pos.x,
                    y1: pos.y
                });
            qdata = new QboxData();
            qdata.qobject = qbox;
            scene.jointList.push(qdata);
        }
        _primitives = null;
        _objectsGID = null;
        _objectsID = null;
        return scene;
    }
    static private function XMLtoVALUE(data:String):* {
        if (data == "true" || data == "false") return (data == "true");
        if (data.substr(0, 1) == "[" && data.substr( -1) == "]") {
            var values:Array = data.substr(1, data.length - 2).split(",");
            for (var i:int = 0; i < values.length; i++) values[i] = Number(values[i]);
            return values;
        }
        if (isNaN(Number(data))) return String(data);
        return Number(data);
    }
    static private function adjustPlanePos(x:Number, y:Number, angle:Number):Point {
        return PointUtil.crossVertical(new Point(x, y), new Point(x + Math.cos(angle) * 100, y - Math.sin(angle) * 100), new Point(0, 0));
    }
}

class Palette {
    /**
     * 色を混ぜる
     */
    static public function mix(rgb1:uint, rgb2:uint, per:Number = 1):Number {
        var per2:Number = (1 - per);
        var r:uint = (rgb1 >> 16 & 0xFF) * per2 + (rgb2 >> 16 & 0xFF) * per;
        var g:uint = (rgb1 >> 8 & 0xFF) * per2 + (rgb2 >> 8 & 0xFF) * per;
        var b:uint = (rgb1 & 0xFF) * per2 + (rgb2 & 0xFF) * per;
        return r << 16 | g << 8 | b;
    }
}

class PointUtil {
    /**
     * 2点を通る直線とある点からおろした垂線との交点を求める
     */
    static public function crossVertical(p1:Point, p2:Point, p3:Point):Point {
        var x1:Number = p1.x, y1:Number = p1.y;
        var x2:Number = p2.x, y2:Number = p2.y;
        var x3:Number = p3.x, y3:Number = p3.y;
        var xgap:Number = x1 - x2, ygap:Number = y1 - y2;
        if (ygap == 0) return new Point(p3.x, p1.y);
        var a1:Number = -xgap / ygap;
        var c1:Number = xgap * x3 / ygap + y3;
        var a2:Number = -ygap;
        var b2:Number = xgap;
        var c2:Number = -x1 * a2 + y1 * -b2;
        var z:Number = a1 * b2 + a2;
        return new Point(( -c2 - b2 * c1) / z, (a2 * c1 - a1 * c2) / z);
    }
    static public function rotatePoint(x:Number, y:Number, rad:Number):Point {
        var px:Number = x * Math.cos(rad) - y * Math.sin(rad);
        var py:Number = x * Math.sin(rad) + y * Math.cos(rad);
        return new Point(px, py);
    }
}

/**
 * シーンをマウスでぐるぐる(Alternativa3D軸)
 */
class SphericalDragger extends EventDispatcher {
    /**カメラの距離*/
    public var distance:Range = new Range();
    /**横方向の回転*/
    public var rotation:Range = new Range();
    /**縦方向の回転*/
    public var angle:Range = new Range();
    /**ドラッグが可能か*/
    public var dragEnabled:Boolean = true;
    /**ホイールズームが可能か*/
    public var wheelEnabled:Boolean = true;
    private var _eventObject:InteractiveObject;
    private var _clickPoint:Point;
    private var _position:Vector3D = new Vector3D();
    private const RADIAN:Number = Math.PI / 180;
    /**座標が変わると呼ばれる*/
    public var onMovePosition:Function;
    /**球面座標*/
    public function get position():Vector3D { return _position; }
    
    /**
     * @param    obj    マウスイベントを登録する場所
     * @param    rotation    初期の横方向角度
     * @param    angle    初期の縦方向角度
     * @param    distance    初期の中心点からの距離
     */
    public function SphericalDragger(obj:InteractiveObject, rotation:Number = 0, angle:Number = 30, distance:Number = 1000) {
        this.distance.position = distance;
        this.distance.speed = 1.2;
        this.angle.position = angle;
        this.angle.min = -(this.angle.max = 89);
        this.rotation.position = rotation;
        _eventObject = obj;
        _eventObject.addEventListener(MouseEvent.MOUSE_DOWN, onMsDown);
        _eventObject.addEventListener(MouseEvent.MOUSE_WHEEL, onMsWheel);
        updatePosition();
    }
    public function notify():void {
        dispatchEvent(new Event(Event.CHANGE));
        if (onMovePosition != null) onMovePosition(_position);
    }
    private function onMsWheel(e:MouseEvent):void {
        if (!dragEnabled || !wheelEnabled) return;
        distance.position *= Math.pow(distance.speed, (e.delta < 0)? 1 : -1);
        distance.checkLimit();
        updatePosition();
    }
    private function onMsDown(e:MouseEvent):void {
        if (!dragEnabled) return;
        _eventObject.stage.addEventListener(MouseEvent.MOUSE_MOVE, onMsMove);
        _eventObject.stage.addEventListener(MouseEvent.MOUSE_UP, onMsUp);
        rotation.save = rotation.position;
        angle.save = angle.position;
        _clickPoint = new Point(_eventObject.mouseX, _eventObject.mouseY);
    }
    private function onMsMove(e:MouseEvent):void {
        if (!dragEnabled) return;
        var dragOffset:Point = new Point(_eventObject.mouseX, _eventObject.mouseY).subtract(_clickPoint);
        rotation.position = rotation.save - dragOffset.x * rotation.speed;
        rotation.checkLimit();
        angle.position = angle.save + dragOffset.y * angle.speed;
        angle.checkLimit();
        updatePosition();
    }
    private function onMsUp(...rest):void {
        _eventObject.stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMsMove);
        _eventObject.stage.removeEventListener(MouseEvent.MOUSE_UP, onMsUp);
        updatePosition();
    }
    public function updatePosition():void {
        var per:Number = Math.cos(RADIAN * angle.position);
        var px:Number = Math.cos(RADIAN * rotation.position) * distance.position * per;
        var py:Number = Math.sin(RADIAN * rotation.position) * distance.position * per;
        var pz:Number = Math.sin(RADIAN * angle.position) * distance.position;
        _position = new Vector3D(px, py, pz);
        notify();
    }
}
class Range {
    public var min:Number = NaN;
    public var max:Number = NaN;
    public var save:Number = NaN;
    public var speed:Number = 1;
    public var position:Number = 0;
    public function Range() {
    }
    public function checkLimit():void {
        if (!isNaN(min) && position < min) position = min;
        else if (!isNaN(max) && position > max) position = max;
    }
}

/**
 * Box2Dで生成するオブジェクトをまとめたXML
 */
class Box2DXML {
    static public var data:XML = <box2d>
        <primitive type="circle" position="[-0.0963,9.9165]" id="276" radius="5.3" group="466" alpha="0.76" color="4545841" border="true" fix="373" z="0" angle="-0.6346" maskbits="8"/>
        <primitive type="circle" fix="375" position="[15.7505,-5.0704]" id="277" radius="0.8217" group="467" alpha="0.367" color="15825530" border="true" visible="false" z="1" angle="-1.252" maskbits="8"/>
        <primitive type="box" size="[0.26,4.3929]" position="[-1.1649,-1.31]" id="278" group="468" alpha="1" color="10172500" border="true" fix="0" z="2" angle="0" maskbits="8"/>
        <primitive type="box" size="[14.6,0.25]" position="[5.9277,-4.9381]" id="279" group="469" alpha="1" color="10172500" border="true" fix="0" z="3" angle="-0.1569" maskbits="8"/>
        <primitive type="box" size="[24.2878,0.3]" position="[15.8296,0.0894]" id="280" group="470" alpha="1" color="10172500" border="true" fix="0" z="4" angle="0.1373" maskbits="8"/>
        <primitive type="box" size="[6.8,0.38]" position="[-5.2535,-3.6529]" id="281" group="471" alpha="1" color="4473924" border="true" fix="380" z="5" angle="-0.1394" maskbits="4"/>
        <primitive type="box" size="[0.35,0.76]" position="[-2.0269,-3.8962]" id="282" group="472" alpha="1" color="4473924" border="true" fix="380" z="6" angle="-0.1529" maskbits="6"/>
        <primitive type="box" fix="383" size="[0.43,2.283]" position="[-2.2842,-2.7115]" id="283" group="473" alpha="1" color="11972482" border="true" tag="negibox" z="7" angle="-0.1422" maskbits="4"/>
        <primitive type="box" size="[0.35,1.8385]" position="[-3.1889,-0.8164]" id="284" group="474" alpha="1" color="11972482" border="true" z="8" maskbits="4" angle="-0.1714"/>
        <primitive type="box" size="[1.145,0.155]" position="[-3.3871,-3.1702]" id="285" group="475" alpha="1" color="2643986" border="true" z="9" maskbits="2" angle="-0.1422"/>
        <primitive type="box" size="[1.145,0.155]" position="[-3.2727,-2.7758]" id="286" group="476" alpha="1" color="2643986" border="true" z="10" maskbits="2" angle="-0.1422"/>
        <primitive type="box" size="[1.145,0.155]" position="[-3.3139,-2.3576]" id="287" group="477" alpha="1" color="2643986" border="true" z="11" maskbits="2" angle="-0.1422"/>
        <primitive type="box" size="[1.145,0.155]" position="[-3.2427,-2.987]" id="288" group="478" alpha="1" color="2643986" border="true" z="12" maskbits="2" angle="-0.1422"/>
        <primitive type="box" size="[1.145,0.155]" position="[-3.2365,-2.5578]" id="289" group="479" alpha="1" color="2643986" border="true" z="13" maskbits="2" angle="-0.1422"/>
        <primitive type="box" size="[1.145,0.155]" position="[-3.2324,-2.1244]" id="290" group="480" alpha="1" color="2643986" border="true" z="14" maskbits="2" angle="-0.1422"/>
        <primitive type="box" size="[2.2129,0.4]" restitution="0" friction="0" position="[-3.0087,-1.6452]" id="291" group="481" alpha="1" color="11972482" border="true" z="15" maskbits="2" angle="-0.1422" fix="383"/>
        <primitive type="box" size="[2.1906,0.4]" position="[-3.2933,-3.4984]" id="292" group="482" alpha="1" color="11972482" border="true" fix="383" z="16" angle="-0.1422" maskbits="2"/>
        <primitive type="box" fix="0" size="[27.2,0.7]" density="2" position="[9.4438,-2.8586]" id="293" group="483" alpha="1" color="3425350" border="true" sort="bsp" z="17" angle="-0.1431" maskbits="2"/>
        <primitive type="box" fix="402" size="[0.33,1.18]" density="2" position="[13.0446,-11.5861]" id="294" group="484" alpha="1" color="8043667" border="true" visible="false" z="18" angle="-0.0796" maskbits="0"/>
        <primitive type="box" size="[4.5421,1.15]" position="[-17.1227,-9.3686]" id="295" group="485" alpha="1" color="2708131" border="true" fix="0" z="19" angle="0"/>
        <primitive type="box" fix="405" size="[2.3723,0.2777]" density="11" friction="0.72" id="296" position="[-2.6795,7.6345]" group="486" alpha="1" color="9211020" border="true" visible="false" z="20" angle="0.001" maskbits="0"/>
        <primitive type="circle" position="[6.8612,-10.59]" id="297" radius="4.85" group="487" alpha="0.76" color="3424598" border="true" fix="407" z="21" angle="-1.5987" maskbits="16"/>
        <primitive type="box" size="[2.8663,2.834]" density="1.7" position="[3.7519,9.3024]" id="298" group="488" alpha="1" color="2631720" border="true" z="23" maskbits="4" angle="-0.0039" fix="409"/>
        <primitive type="box" fix="0" size="[12.95,0.35]" density="2" restitution="0" friction="0" id="299" position="[-10.1504,-8.4162]" group="489" alpha="1" color="14461952" border="true" sort="bsp" z="25" angle="-0.0771" maskbits="12"/>
        <primitive type="box" size="[0.53,1.68]" position="[-13.1707,2.581]" id="300" group="490" alpha="1" color="15119877" border="true" fix="0" z="26" angle="0" maskbits="8"/>
        <primitive type="box" size="[0.53,1.68]" position="[-12.3192,2.581]" id="301" group="491" alpha="1" color="15119877" border="true" fix="0" z="27" angle="0" maskbits="8"/>
        <primitive type="box" size="[0.31,2.8921]" density="30" restitution="0" friction="0.1" id="302" position="[-12.7504,1.8972]" group="492" alpha="1" color="9211020" border="true" z="28" maskbits="8" angle="-0.0084" fix="414"/>
        <primitive type="circle" position="[-12.3978,-3.2088]" id="303" radius="4.6593" group="493" alpha="0.76" color="11442770" border="true" fix="416" z="29" angle="-3.1358" maskbits="2"/>
        <primitive type="circle" density="1" restitution="0" friction="0.72" id="304" position="[-3.7529,7.6297]" radius="0.4977" group="494" alpha="1" color="3750201" border="true" z="31" angle="2.2577"/>
        <primitive type="circle" density="1" restitution="0" friction="0.72" id="305" position="[-1.6041,7.6318]" radius="0.4913" group="495" alpha="1" color="3750201" border="true" z="33" angle="-1.7267"/>
        <primitive type="box" size="[7.745,0.5863]" position="[-6.9349,-9.9872]" id="306" group="496" alpha="1" color="2708131" border="true" fix="0" z="35" angle="-0.3125"/>
        <primitive type="box" size="[7.4623,0.5617]" restitution="0" position="[-14.1904,-9.1255]" id="307" group="497" alpha="1" color="2708131" border="true" fix="0" z="37" angle="0.0841"/>
        <primitive type="box" size="[0.2469,1.6508]" density="1.5" restitution="0" friction="2" id="308" position="[-3.797,9.0089]" group="498" alpha="1" color="7208961" border="true" z="38" fix="405" angle="0.0009"/>
        <primitive type="box" size="[0.2469,2.2188]" density="1.5" restitution="0" friction="2" id="309" position="[-2.6596,8.3083]" group="499" alpha="1" color="7208961" border="true" z="39" fix="405" angle="-1.5699"/>
        <primitive type="box" size="[0.2469,1.6508]" density="1.5" restitution="0" friction="2" id="310" position="[-1.5027,9.0148]" group="500" alpha="1" color="7208961" border="true" z="40" fix="405" angle="0.0009"/>
        <primitive type="circle" restitution="0" friction="0" id="311" position="[-6.6337,10.7505]" radius="0.226" group="501" alpha="1" color="15007744" border="true" z="41" angle="-1.2859"/>
        <primitive type="circle" restitution="0" friction="0" id="312" position="[-5.2222,11.004]" radius="0.226" group="502" alpha="1" color="15007744" border="true" z="42" angle="1.1278"/>
        <primitive type="circle" restitution="0" friction="0" id="313" position="[-6.1921,10.1755]" radius="0.226" group="503" alpha="1" color="15007744" border="true" z="43" angle="2.222"/>
        <primitive type="circle" restitution="0" friction="0" id="314" position="[-5.9103,10.6635]" radius="0.226" group="504" alpha="1" color="15007744" border="true" z="44" angle="2.222"/>
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        <list type="list" groups="[499]" name="tracked"/>
    </box2d>;
}