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createMeshes, Map - EZCreateMesh

Mapを使ったデモ
メッシュ情報には 地面と家の情報が1つずつしかありません

Map : http://help.alternativaplatform.com/en/client/alternativa/types/Map.html
Set : http://help.alternativaplatform.com/en/client/alternativa/types/Set.html
Get Adobe Flash player
by TmskSt 19 Oct 2010
package {
	import alternativ5.engine3d.controllers.*;
	import alternativ5.engine3d.core.*;
	import alternativ5.engine3d.display.*;
	import alternativ5.types.*;
	import alternativ5.utils.*;

	import flash.display.*;
	import flash.events.*;
	
	/**
	 * Mapを使ったデモ
	 * メッシュ情報には 地面と家の情報が1つずつしかありません
	 * 
	 * Map : http://help.alternativaplatform.com/en/client/alternativa/types/Map.html
	 * Set : http://help.alternativaplatform.com/en/client/alternativa/types/Set.html
	 */
	
	[SWF(backgroundColor="#000000", frameRate="120")]
	public class Main extends Sprite {
	    
		private var scene:Scene3D;
		private var view:View;
		private var camera:Camera3D;
		private var cameraController:CameraController;
		
		public var textures:/*BitmapData*/Array;
		private var meshes:/*Mesh*/Array;
		private var map:Map;
		
		public function Main() {
			this.addEventListener(Event.ADDED, init);
		}
		
		public function init(e:Event):void {
			this.removeEventListener(Event.ADDED, init);
			
			stage.scaleMode = StageScaleMode.NO_SCALE;
			stage.align = StageAlign.TOP_LEFT;
			
			scene = new Scene3D();
			scene.root = new Object3D();
			
			camera = new Camera3D();
			camera.x = camera.y = 1500;
			camera.z = 800;
			scene.root.addChild(camera);
			
			view = new View();
			addChild(view);
			view.camera = camera;
			
			cameraController = new CameraController(stage);
			cameraController.camera = camera;
			cameraController.setDefaultBindings();
			cameraController.lookAt(new Point3D);
			cameraController.checkCollisions = false;
			cameraController.speed = 500;
			cameraController.controlsEnabled = true;
			
			FPS.init(stage);
			
			stage.addEventListener(Event.RESIZE, onResize);
			stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
			onResize(null);
			
			
			//create
			create();
		}
		
		/**
		 * 
		 */
		private function create():void {
			
			/**
			 * メッシュ情報
			 */
			var xml:XML = 
			<meshes>
				<mesh name="Geo">
						<surface materialType="FillMaterial" color="0x99ab4e" wirethickness="1" wirecolor="0x7b8d42">
							<face><vertex x="0" y="0" z="0" /><vertex x="500" y="0" z="0" /><vertex x="500" y="500" z="0" /><vertex x="0" y="500" z="0" /></face>
						</surface>
				</mesh>
				<mesh name="House">
					<surface materialType="FillMaterial" color="0xE0E0E0" wirethickness="1" wirecolor="0x7b8d42">
							<face><vertex x="0" y="0" z="0" /><vertex x="100" y="0" z="0" /><vertex x="100" y="0" z="100" /><vertex x="0" y="0" z="100" /></face>
							<face><vertex x="100" y="0" z="0" /><vertex x="100" y="100" z="0" /><vertex x="100" y="100" z="100" /><vertex x="100" y="0" z="100" /></face>
							<face><vertex x="100" y="100" z="0" /><vertex x="0" y="100" z="0" /><vertex x="0" y="100" z="100" /><vertex x="100" y="100" z="100" /></face>
							<face><vertex x="0" y="100" z="0" /><vertex x="0" y="0" z="0" /><vertex x="0" y="0" z="100" /><vertex x="0" y="100" z="100" /></face>
					</surface>
					<surface materialType="FillMaterial" wirethickness="1" wirecolor="0x7b8d42">
						<face><vertex x="-10" y="0" z="95" /><vertex x="50" y="0" z="130" /><vertex x="50" y="100" z="130" /><vertex x="-10" y="100" z="95" /></face>
						<face><vertex x="-10" y="100" z="95" /><vertex x="50" y="100" z="130" /><vertex x="50" y="0" z="130" /><vertex x="-10" y="0" z="95" /></face>
						<face><vertex x="110" y="0" z="95" /><vertex x="50" y="0" z="130" /><vertex x="50" y="100" z="130" /><vertex x="110" y="100" z="95" /></face>
						<face><vertex x="110" y="100" z="95" /><vertex x="50" y="100" z="130" /><vertex x="50" y="0" z="130" /><vertex x="110" y="0" z="95" /></face>
					</surface>
				</mesh>
			</meshes>;
			
			/**
			 * マップ情報
			 */
			var db:XML = 
			<map>
				<set name="SetGeo">
					<mesh name="Geo" z="0" x="-100" y="-100" scaleX="2" scaleY="2" />
				</set>
				<set name="Town">
					<mesh name="House" x="0" y="0"/>
					<mesh name="House" x="70" y="200" rotationZ="40"/>
					<mesh name="House" x="300" y="10" rotationZ="70"/>
					<mesh name="House" x="700" y="70" rotationZ="20"/>
					<mesh name="House" x="100" y="600" rotationZ="60"/>
					<mesh name="House" x="200" y="400" rotationZ="45"/>
					<mesh name="House" x="700" y="300" rotationZ="15"/>
					<mesh name="House" x="600" y="600" rotationZ="70"/>
					<mesh name="House" x="500" y="200" rotationZ="10"/>
					<mesh name="House" x="200" y="700" rotationZ="60"/>
					<mesh name="House" x="800" y="600" rotationZ="60"/>
				</set>
			</map>;
			
			// createMeshes
			meshes = EZCreateMesh.createMeshes(xml, textures);
			
			// createMap
			map = EZCreateMesh.createMap(db, meshes);
			
			
			// addSetObjects
			addSetObjects(map, "SetGeo");
			addSetObjects(map, "Town");
		}
		
		/**
		 * 
		 * @param	targetMap
		 * @param	targetSet
		 */
		private function addSetObjects(targetMap:Map, targetSet:String):void {
			addObjects(targetMap["map:::" + targetSet]);
		}
		
		/**
		 * addObjects
		 * @param	objects
		 */
		private function addObjects(objects:Set):void {
			for (var o:* in objects) {
				scene.root.addChild(o);
			}
		}
		
		private function onResize(e:Event):void {
			view.width = stage.stageWidth;
			view.height = stage.stageHeight;
		}
		
		private function onEnterFrame(e:Event):void {
			cameraController.processInput();
			scene.calculate();
		}
	}
}



import alternativ5.engine3d.core.*;
import alternativ5.engine3d.materials.*;
import alternativ5.types.*;
import alternativ5.utils.*;

import flash.geom.*;
import flash.display.*;

import alternativ5.engine3d.core.*;
import alternativ5.engine3d.materials.*;
import alternativ5.types.*;
import alternativ5.utils.*;

import flash.geom.*;
import flash.display.*;

class EZCreateMesh {
	
	/**
	 * static const
	 */
	public static const  DEV:String = "DevMaterial";
	public static const  FILL:String = "FillMaterial";
	public static const  TEXTURE:String = "TextureMaterial";
	public static const WIRE:String = "WireMaterial";
	public static const MOVIECLIP:String = "MovieClipMaterial";
	
	/**
	 * 簡単に より早くメッシュを作成する為に
	 * 
	 * Alternativa3Dを利用したマップ(Mesh)作成時に ASでは 頂点やフェイス、サーフェス全てに id(名前)をつける必要があり、これらの作業は非常に面倒です
	 * XMLに情報を記述することによって 値 変更時にコンパイルが不要になり、誰でも簡単にマップ作成が可能です
	 * 
	 * @author br
	 */
	
	/**
	 * 渡されたXMLに記載されているMeshを全て作成し配列で返します
	 * @param	db
	 */
	public static function createMeshes(db:XML, textures:/*BitmapData*/Array = null):/*Mesh*/Array {
		
		var _meshes:/*Mesh*/Array = new Array();
		
		for (var a:uint = 0; a < db.mesh.length(); a++) {
			_meshes[db.mesh[a].@name] = new Mesh();
			
			var x:XMLList = db.mesh[a].surface.(@materialType == TEXTURE).@name;
			
			var arr/*Bitmap*/:Array = new Array();
			
			for (var b:uint = 0; b < x.length(); b++) {
				arr[x[b]] = textures[x[b]] as BitmapData;
			}
			
			_meshes[db.mesh[a].@name] = createMesh(db.mesh[a], textures) as Mesh;
		}
		
		return _meshes;
	}
	
	/**
	 * マップを作成
	 * @param	map
	 * @param	mapName
	 */
	public static function createMap(db:XML, _meshes:/*Mesh*/Array):Map {
		var map:Map = new Map();
		
		for (var a:uint = 0; a < db.set.length(); a++) {
			
			var _set:Set;
			var elements:Array = new Array();
			
			for (var b:uint = 0; b < db.set[a].mesh.length(); b++) {
				var mesh:Mesh = meshPropertiesSetup(
					_meshes[db.set[a].mesh[b].@name].clone(),
					db.set[a].mesh[b]
				);
				elements.push(mesh);
			}
			
			_set = Set.createFromArray(elements);
			map.add("map:::" + db.set[a].@name, _set);
		}
		
		return map;
	}
	
	/**
	 * XMLを元にプロパティを変更したメッシュを返します
	 * @param	mesh メッシュ
	 * @param	properties プロパティが記載されたXML
	 * @return mesh プロパティが変更されたメッシュを返します
	 * @exampleText XMLの例を示します
	 * <listing version="3.0">
	 * <mesh z="-100" scaleX="5" scaleY="5" />
	 * </listing>
	 */
	public static function meshPropertiesSetup(mesh:Mesh, properties:XML):Mesh {
		if(properties.hasOwnProperty("@x")) mesh.x = Number(properties.@x);
		if(properties.hasOwnProperty("@y")) mesh.y = Number(properties.@y);
		if(properties.hasOwnProperty("@z")) mesh.z = Number(properties.@z);
		if(properties.hasOwnProperty("@scaleX")) mesh.scaleX = Number(properties.@scaleX);
		if(properties.hasOwnProperty("@scaleY")) mesh.scaleY = Number(properties.@scaleY);
		if(properties.hasOwnProperty("@scaleZ")) mesh.scaleZ = Number(properties.@scaleZ);
		if(properties.hasOwnProperty("@rotationX")) mesh.rotationX = MathUtils.toRadian(Number(properties.@rotationX));
		if(properties.hasOwnProperty("@rotationY")) mesh.rotationY = MathUtils.toRadian(Number(properties.@rotationY));
		if(properties.hasOwnProperty("@rotationZ")) mesh.rotationZ = MathUtils.toRadian(Number(properties.@rotationZ));
		return mesh;
	}
	
	
	
	/**
	 * メッシュ作成
	 * @param	xml メッシュの情報が記載されたXML
	 * @return Mesh
	 */
	public static function createMesh(xml:XML, textures:/*BitmapData*/Array = null):Mesh {
		
		var _mesh:Mesh = new Mesh();
		var surfaces:Array = new Array();
		
		for (var a:uint = 0; a < xml.surface.length(); a++)
		{
			var surfaceName:String = String("s" + a);
			var faces:Array = new Array();
			
			for (var b:uint = 0; b < xml.surface[a].face.length(); b++)
			{
				var faceName:String = String("f" + a + b);
				var vertices:Array = new Array();
				
				for (var c:uint = 0; c < xml.surface[a].face[b].vertex.length(); c++)
				{
					var vertexName:String = String("v" + a + b + c);
					
					/**
					 * createVertex
					 */
					_mesh.createVertex(
						xml.surface[a].face[b].vertex[c].@x,
						xml.surface[a].face[b].vertex[c].@y,
						xml.surface[a].face[b].vertex[c].@z,
						vertexName
					);
					vertices.push(vertexName);
				}
				
				/**
				 * createFace
				 */
				_mesh.createFace(vertices, faceName);
				
				/**
				 * setUVsToFace
				 */
				if ("UVs" in xml.surface[a].face[b]) {
					_mesh.setUVsToFace(
						new Point(
							Number(xml.surface[a].face[b].UVs.aUV.@x),
							Number(xml.surface[a].face[b].UVs.aUV.@y)
						),
						new Point(
							Number(xml.surface[a].face[b].UVs.bUV.@x),
							Number(xml.surface[a].face[b].UVs.bUV.@y)
						),
						new Point(
							Number(xml.surface[a].face[b].UVs.cUV.@x),
							Number(xml.surface[a].face[b].UVs.cUV.@y)
						),
						faceName
					);
				}
				
				/**
				 * push Faces
				 */
				faces.push(faceName);
			}
			
			/**
			 * createSurface
			 */
			_mesh.createSurface(faces, surfaceName);
			surfaces.push(surfaceName);
			
			_mesh.setMaterialToSurface(createMaterial(xml.surface[a]), surfaceName);
		}
		
		return _mesh;
		
		
		
		/**
		 * マテリアルを作成
		 * @param	material マテリアル情報が記載されたXML
		 * @return SurfaceMaterial
		 * @exampleText XMLの例を示します
		 * <listing version="3.0">
		 * <surface materialType="FillMaterial" color="0x99ab4e" wirethickness="1" wirecolor="0x7b8d42" />
		 * <surface materialType="TextureMaterial" repeat="true" smooth="true" src="image" precision="BEST" />
		 * </listing>
		 */
		function createMaterial(material:XML):SurfaceMaterial {
			switch (true) {
				/**
				 * DEV
				 */
				case material.@materialType == DEV : 
					return new DevMaterial(
						uint(material.@parametertype) ? material.@parametertype : 0,
						uint(material.@color) ? material.@color : 0xFFFFFF,
						Number(material.@maxparametervalue) ? material.@maxparametervalue : 20,
						Boolean(material.@shownormals) ? material.@shownormals : false,
						uint(material.@normalscolor) ? material.@normalscolor : 0x00FFFF,
						int(material.@minmobility) ? material.@minmobility : 0,
						int(material.@maxmobility) ? material.@maxmobility : 255,
						Number(material.@alpha) ? material.@alpha : 1,
						String(material.@blendmode) ? material.@blendmode : "normal",
						Number(material.@wirethickness) ? material.@wirethickness : -1,
						Number(material.@wirecolor) ? material.@wirecolor : 0
					);
				break;
				
				/**
				 * FILL
				 */
				case material.@materialType == FILL : 
				
					return new FillMaterial(
						uint(material.@color)? material.@color: 0xffffff * Math.random(),
						Number(material.@alpha)? material.@alpha : 1,
						String(material.@blendmode)? material.@blendmode : "normal",
						Number(material.@wirethickness)? material.@wirethickness : -1,
						Number(material.@wirecolor)? material.@wirecolor : 0
					);
				break;
				
				/**
				 * TEXTURE
				 */
				case material.@materialType == TEXTURE :
					//Debug.bitmap(textures[material.@name]);
					
					return new TextureMaterial(
					new Texture(textures[material.@name]),
					uint(material.@alpha)? material.@alpha : 1,
					Boolean(material.@repeat == "true")? true : true,
					Boolean(material.@smooth == "true")? true : false,
					String(material.@blendmode.toString())? material.@blendmode : BlendMode.NORMAL,
					Number(material.@wirethickness)? material.@wirethickness : -1,
					uint(material.@wirecolor)? material.@wirecolor : 0,
					String(material.@precision.toString())? createTextureMaterialPrecision(material.@precision.toString()) : 10
					);
				break;
				
				/**
				 * WIRE
				 */
				case material.@materialType == WIRE : 
					return new WireMaterial(
						Number(material.@thickness) ? material.@thickness : 0,
						uint(material.@color) ? material.@color : 0xffffff * Math.random(),
						Number(material.@alpha) ? material.@alpha : 1,
						String(material.@blendmode) ? material.@blendmode : "normal"
					);
				break;
				
				default : 
				return null;
				break;
			}
		}
		
		/**
		 * createTextureMaterialPrecision
		 * @param	precision
		 * @return
		 */
		function createTextureMaterialPrecision(precision:String):Number {
			switch(true) {
				case precision == "BEST" : return TextureMaterialPrecision.BEST; break;
				case precision == "HIGH" : return TextureMaterialPrecision.HIGH; break;
				case precision == "LOW" : return TextureMaterialPrecision.LOW; break;
				case precision == "MEDIUM" : return TextureMaterialPrecision.MEDIUM; break;
				case precision == "NONE" : return TextureMaterialPrecision.NONE; break;
				case precision == "VERY_HIGH" : return TextureMaterialPrecision.VERY_HIGH; break;
				case precision == "VERY_LOW" : return TextureMaterialPrecision.VERY_LOW; break;
				default : return TextureMaterialPrecision.MEDIUM;
			}
		}
		
	}
}