forked from: IKBone & imageMesh つまりはイルカを動かしてみたかった
...
@author narutohyper
/**
* Copyright aeiou ( http://wonderfl.net/user/aeiou )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/fUPD
*/
// forked from narutohyper's IKBone & imageMesh つまりはイルカを動かしてみたかった
package
{
import flash.display.Loader;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.events.Event
import flash.events.MouseEvent
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.display.BitmapData;
import flash.system.System;
import flash.system.Security;
/**
* ...
* @author narutohyper
*/
[SWF(width = 1200, height = 800, frameRate = 60)]
public class Main extends Sprite {
public var testPoint:Array
private var _canvas:Sprite;
private var _imgAndBone:ImgAndBone;
private var _alert:AlertPanel;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
//Sample画像の読み込み
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.quality = StageQuality.HIGH;
Security.loadPolicyFile("http://marubayashi.net/crossdomain.xml");
_canvas=new Sprite()
this.addChild(_canvas);
//---------------------------------
//アーマチュア(枠組み)の作成
//---------------------------------
_imgAndBone = new Dolphin();
//_imgAndBone = new SchoolGirl();
_imgAndBone.addEventListener(ImgAndBone.LOADED, onImgLoaded);
_canvas.addChild(_imgAndBone);
onStageResize();
this.stage.addEventListener(Event.RESIZE, onStageResize);
_alert = new AlertPanel('エラー')
addChild(_alert);
}
private function onImgLoaded(e:Event = null):void {
onStageResize();
}
private function onStageResize(e:Event=null):void {
_canvas.x = int((this.stage.stageWidth - _imgAndBone.img.width) / 2);
_canvas.y = 30
if (_canvas.x < 10) {
_canvas.x = 10;
}
}
public function get alert():AlertPanel {
return _alert;
}
}
}
//===========================================================================================
//IKクラス
//===========================================================================================
import flash.display.Sprite;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.text.*
import flash.geom.Point;
import flash.geom.Matrix;
import flash.ui.Keyboard;
//-----------------------------------------
//IKArmature2d
//-----------------------------------------
class IKArmature2d extends Sprite {
public static const MOUSE_DOWN:String = 'mouse_down';
public static const MOUSE_UP:String = 'mouse_up';
public static const MOUSE_MOVE:String = 'mouse_move';
private var _rootJoint:IKJoint2d;
private var _bones:Object;
private var _mesh:ImgMesh2d;
private var _data:XML;
private var _vertecis:Array
private var target:Sprite;
private var IKBones:Array;
private var oldPoint:Point;
private var newPoint:Point;
private var tempVector:Array
private var tempArray:Array
public var startBone:IKBone2d;
public var test:Array
private var testCounter:uint=0
public function IKArmature2d ($test:Array=null) {
test = $test;
_vertecis=new Array()
bones = new Object();
bones['root'] = new IKBone2d('root',0);
bones['root'].superRotation = -90;
bones['root'].setDegree(0);
bones['root'].addEventListener(IKBone2d.ROOT_DOWN,IKDrag)
this.addChild(bones['root']);
}
public function init():void {
bones['root'].move();
var i:int;
//配置の順番を変える
//rootから順番に
tempArray=new Array()
node(bones['root'])
for (i = tempArray.length - 1; i >= 0; i--) {
this.addChild(tempArray[i]);
}
}
public function node(bone:IKBone2d):void {
var i:uint;
tempArray.push(bone);
for (i=0;i<bone.childs.length;i++) {
node(bone.childs[i]);
}
}
public function setBone(value:IKBone2d):void {
bones[value.id] = value;
bones[value.id].ikArmature = this;
bones[value.id].addEventListener(IKBone2d.MOUSE_DOWN, IKStart)
if (test && test.length > testCounter) {
bones[value.id].testMc = test[testCounter]
}
testCounter++
}
public function joint($boneA:String = null, $boneB:String = null,$lock:Boolean=false):void {
if (bones[$boneA] && bones[$boneB]) {
bones[$boneA].setChild(bones[$boneB]);
bones[$boneB].lock = $lock;
} else {
trace('Error:boneが存在しません。', $boneA + '=', bones[$boneA], $boneB + '=', bones[$boneB]);
}
}
//Meshから送られてくるクリックされたVertex
public function setVertex(value:uint):String {
//現在ActiveなBoneにVertexにセットする。
var result:String
if (startBone) {
_vertecis[value] = startBone.id;
//ふりなおし
var i:uint
for each(var item:IKBone2d in bones) {
item.vartices = []
}
for (i = 0; i < _vertecis.length;i++ ) {
if (_vertecis[i] != "root") {
bones[_vertecis[i]].addVertex(mesh.vertices[i])
}
}
result = startBone.id
startBone.selectOn()
}
return result;
}
//関連付けられたMesh2d
public function set mesh(value:ImgMesh2d):void {
_mesh = value;
}
public function get mesh():ImgMesh2d {
return _mesh;
}
public function get data():XML {
return _data;
}
public function set data(value:XML):void {
_data = value;
var tempStr:String
for each (var item:XML in value.mesh.vertex) {
tempStr = String(item.@bone);
if (tempStr != "") {
_vertecis[item.@id] = item.@bone;
bones[tempStr].addVertex(mesh.vertices[uint(item.@id)])
} else {
_vertecis[item.@id] = 'root';
}
}
}
public function set bones(value:Object):void {
_bones = value;
}
public function get bones():Object {
return _bones;
}
//-----------------------------------------------------
//IKBoneのドラッグでアーマチュアを動かす系
//-----------------------------------------------------
private function IKDrag(e:MouseEvent):void {
if (startBone) {
startBone.selectOff()
startBone = null;
}
stage.addEventListener(MouseEvent.MOUSE_MOVE, onIKDragMove);
stage.addEventListener(MouseEvent.MOUSE_UP, onIKDragUp);
dispatchEvent(new Event(MOUSE_DOWN));
}
private function onIKDragMove(e:MouseEvent):void {
x = parent.mouseX;
y = parent.mouseY;
bones['root'].move();
mesh.draw()
mesh.lineDraw();
dispatchEvent(new Event(MOUSE_MOVE));
}
private function onIKDragUp(e:MouseEvent):void {
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onIKDragMove);
stage.removeEventListener(MouseEvent.MOUSE_UP, onIKDragUp);
dispatchEvent(new Event(MOUSE_UP));
}
//-----------------------------------------------------
//IKBoneのドラッグでターゲットを動かすMouseEvent系
//-----------------------------------------------------
private function IKStart(e:MouseEvent):void {
//MouseDownしたObject
if (startBone) {
startBone.selectOff()
}
startBone = e.target as IKBone2d
startBone.selectOn()
//startBoneからkeyBone(無い場合はroot)までのIKbonesを作成する
if (tempVector) {
for (i = 0; i < tempVector.length; i++ ) {
this.removeChild(tempVector[i])
}
}
IKBones=new Array()
tempVector=new Array()
var tempBone:IKBone2d = startBone
if(e.ctrlKey) {
IKBones.push(tempBone)
} else {
while (true) {
if (tempBone) {
IKBones.push(tempBone)
if (tempBone.keyBone) {
break;
} else {
tempBone = tempBone.parentBone
}
} else {
break;
}
}
}
var i:uint
IKBones.reverse();
for (i = 0; i < IKBones.length; i++ ) {
IKBones[i].arrowVisible = true;
tempVector[i] = new Arrow(false)
this.addChild(tempVector[i])
}
oldPoint = newPoint;
newPoint=new Point(mouseX,mouseY);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
dispatchEvent(new Event(MOUSE_DOWN));
}
private function onMouseUp(e:MouseEvent):void {
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
var i:uint
startBone.setDefaultLength()
for (i=0; i < IKBones.length;i++ ) {
IKBones[i].arrowVisible = false;
}
dispatchEvent(new Event(MOUSE_UP));
}
private function onMouseMove(e:MouseEvent):void {
oldPoint = newPoint;
newPoint=new Point(mouseX,mouseY);
var startVector:Point=new Point((mouseX-startBone.boneTailPoint.x),(mouseY-startBone.boneTailPoint.y));
var targetPoint:Point
if (startBone.lock) {
} else {
for (var i:int = IKBones.length - 1; i >= 0; i-- ) {
if (IKBones[i].id!='root') {
//------------------------------------------
//新しいポイントにボーンを向ける
//------------------------------------------
setVector(tempVector[i], IKBones[i].boneTailPoint, newPoint)
tension(tempVector[i],IKBones[i]);
targetPoint = tempVector[i].vector.add(IKBones[i].boneTailPoint)
lookAt(IKBones[i], targetPoint)
//------------------------------------------
//向けた方向でtailpointを取得、張力を再調査
//------------------------------------------
setVector(tempVector[i], IKBones[i].boneTailPoint, newPoint)
//本来戻るはずの位置(張力MAXの状態)で次のターゲットの位置を決めておく
newPoint = tempVector[i].vector.add(IKBones[i].point)
//張力を再調査
tension(tempVector[i],IKBones[i]);
//ボーンを一旦移動
if(i>0) {
IKBones[i].point = tempVector[i].vector.add(IKBones[i].point)
}
}
}
//------------------------------------------
//ボーンの位置を修正する
//------------------------------------------
if (IKBones[0].id!='root') {
IKBones[0].move()
} else {
IKBones[1].move()
}
}
mesh.draw()
mesh.lineDraw();
dispatchEvent(new Event(MOUSE_MOVE));
}
private function tension($temp:Arrow,$bone:IKBone2d):void {
//張力:Max:boneの長さ
var t:Number = ($temp.length > $bone.length) ? $bone.length : $temp.length;
$temp.length = t*0.1
}
private function setVector($v:Arrow, $active:Point,$target:Point=null ):void {
var tempPoint:Point;
if (!$target) {
$target = new Point($active.x+$v.length,$active.y);
}
tempPoint = $target.subtract($active);
$v.length = Point.distance($active, $target);
$v.rotation = Math.atan2(tempPoint.y, tempPoint.x) * 180 / Math.PI;
$v.x=$active.x
$v.y=$active.y
}
private function lookAt($active:IKJoint2d,$target:Point):Boolean {
//$active(ジョイント)を$targetへ向ける
var nowPoint:Point;
var targetPoint:Point;
var tempPoint:Point;
nowPoint = $active.point;
targetPoint = new Point($target.x, $target.y);
tempPoint = targetPoint.subtract(nowPoint);
return $active.setAngle(Math.atan2(tempPoint.y, tempPoint.x) * 180 / Math.PI);
}
private function lookAtBone($active:IKBone2d,$target:Point):Boolean {
//$active(ジョイント)を$targetへ向ける
var nowPoint:Point;
var targetPoint:Point;
var tempPoint:Point;
nowPoint = $active.point;
targetPoint = new Point($target.x, $target.y);
tempPoint = targetPoint.subtract(nowPoint);
return $active.setAngle(Math.atan2(tempPoint.y, tempPoint.x) * 180 / Math.PI);
}
private function angle360(value:Number):Number {
return (value + 360) % 360
}
private function degree(value:Number):Number {
value += 180;
value %= 360;
value += 360;
value %= 360;
value -= 180;
return value;
}
public function Trace(... arguments):void {
//bg.appendText(arguments.toString()+"\n");
//trace(arguments);
}
}
//-----------------------------------------
//Joint2d
//-----------------------------------------
//計算に必要な位置x,y、長さlength、ベクトルvectorPointと「制限角度」を持ったJoint
//テスト用では、制限角度、ベクトルが描画される
import flash.display.Sprite;
import flash.display.Shape;
import flash.geom.Point;
import flash.geom.Matrix;
class IKJoint2d extends Sprite {
private var _id:String;
private var _length:Number;
private var _arrow:Arrow;
private var _test:Boolean;
private var _visible:Boolean;
private var _x:Number;
private var _y:Number;
//ジョイント(Sprite)自体は回転させない。
//その為、回転は以下の変数で保持
private var _rotation:Number;
private var _rotationRange:Shape;
private var _minRotation:Number;
private var _maxRotation:Number;
private var _lockPoint:int=-1;
private var _lockRotation:String;
public var _circle:Shape;
public function IKJoint2d($visible:Boolean=false,$test:Boolean=true,$color:uint=0x6666666) {
arrow = new Arrow(true, $color);
arrow.name = 'arrow';
arrowVisible = $visible
if (id == 'root') {
_circle = new Shape();
_circle.graphics.beginFill(0x333399,0.5);
_circle.graphics.drawCircle(0, 0, 10);
addChild(_circle);
} else {
_circle = new Shape();
_circle.graphics.beginFill(0xFFFFFF,1);
_circle.graphics.drawCircle(0, 0, 2);
addChild(_circle);
}
length = 0;
_test = $test;
_rotationRange = new Shape();
_rotationRange.name = 'rotationRange';
x=0
y=0
}
//------------------------------------------------------------------------------
//Setter Getter
//------------------------------------------------------------------------------
//-------------------------------------------------------
//id
//-------------------------------------------------------
public function get id():String {
return _id;
}
public function set id(value:String):void {
_id = value;
}
override public function get y():Number {
return _y;
}
override public function set y(value:Number):void {
_y = value;
if (arrowVisible) {
super.y = _y;
}
}
override public function get x():Number {
return _x;
}
override public function set x(value:Number):void {
_x = value;
if (arrowVisible) {
super.x = _x;
}
}
public function get superX():Number {
return super.x;
}
public function set superX(value:Number):void {
super.x = value;
}
public function get superY():Number {
return super.y;
}
public function set superY(value:Number):void {
super.y = value;
}
//-----------------------------------------------------
//テスト用Arrowの表示
//-----------------------------------------------------
public function set arrowVisible(value:Boolean):void {
_visible = value;
if (_visible) {
addChild(_rotationRange);
addChild(arrow);
} else {
if (this.getChildByName('arrow')) {
removeChild(_rotationRange);
removeChild(arrow);
}
}
}
public function get arrowVisible():Boolean {
return _visible;
}
//-------------------------------------------------------
//clone
//-------------------------------------------------------
public function get clone():Object {
var result:Object = new Object();
result.vector2d=this.vector2d
result.minRotation = this.minRotation;
result.maxRotation = this.maxRotation;
result.superRotation = this.superRotation
result.id = this.id;
return result;
}
public function set clone(value:Object):void {
this.id = value.id;
this.vector2d = value.vector2d
this.superRotation=value.superRotation
this.setRotationRange(value.minRotation, value.maxRotation)
}
//-------------------------------------------------------
//Point
//-------------------------------------------------------
public function get point():Point {
return new Point(x, y);
}
public function set point(value:Point):void {
x = value.x;
y = value.y;
}
//-------------------------------------------------------
//長さ
//-------------------------------------------------------
public function get length():Number {
return _length;
}
public function set length(value:Number):void {
_length = value;
if(arrow) {
arrow.length = value;
}
}
//-------------------------------------------------------
//回転
//rotationでは、Joint自体は回転しない
//自身の回転は、親ボーンに依存する
//強制的に回転させる場合は、superRotationを使用
//-------------------------------------------------------
override public function set rotation(value:Number):void {
_rotation = value
}
override public function get rotation():Number {
return _rotation
}
public function set superRotation(value:Number):void {
super.rotation = value
}
public function get superRotation():Number {
return super.rotation
}
//-------------------------------------------------
//superRotationに依存しない角度の指定
//依存する設定はvectorRotation
//-------------------------------------------------
public function setAngle(value:Number):Boolean {
return vectorRotation(value-superRotation)
}
//------------------------------------------------
//ベクトル(Boneの終端)を返す
//------------------------------------------------
public function get tailPoint():Point {
//trace(id,'length=',length,'x=',int(x),'y=',int(y),'sR=',superRotation,'R=',rotation)
var result:Point = new Point(length,0);
var mtx:Matrix = new Matrix();
mtx.rotate(superRotation*Math.PI/180);
mtx.rotate(rotation*Math.PI/180);
mtx.translate(x, y);
result = mtx.transformPoint(result);
return result;
}
//------------------------------------------------
//vector2d
//------------------------------------------------
public function get vector2d():Vector2d {
return new Vector2d(x, y, length, rotation);
}
public function set vector2d(value:Vector2d):void {
x = value.x;
y = value.y;
length = value.length;
rotation = value.rotation;
}
//------------------------------------------------
//回転制限
//------------------------------------------------
public function get minRotation():Number {
return _minRotation;
}
public function set minRotation(value:Number):void {
_minRotation = value;
}
public function get maxRotation():Number {
return _maxRotation;
}
public function set maxRotation(value:Number):void {
_maxRotation = value;
}
//------------------------------------------------
//矢印
//------------------------------------------------
public function get arrow():Arrow {
return _arrow;
}
public function set arrow(value:Arrow):void {
_arrow = value;
}
//------------------------------------------------------------------------------
//publicメソッド
//------------------------------------------------------------------------------
//---------------------------------------------------
//テスト用
//---------------------------------------------------
public function active():void {
_circle.graphics.clear()
if (id == 'root') {
_circle.graphics.beginFill(0xFF0000,0.5);
_circle.graphics.drawCircle(0, 0, 10);
} else {
_circle.graphics.beginFill(0xFF0000,1);
_circle.graphics.drawCircle(0, 0, 4);
}
}
public function normal():void {
_circle.graphics.clear()
if (id == 'root') {
_circle.graphics.beginFill(0x339933,0.5);
_circle.graphics.drawCircle(0, 0, 10);
} else {
_circle.graphics.beginFill(0x339933,1);
_circle.graphics.drawCircle(0, 0, 4);
}
}
//-------------------------------------------------
//操作
//-------------------------------------------------
//-------------------------------------------------
//可動範囲を設定する
//-------------------------------------------------
public function setRotationRange($min:Number = -180, $max:Number = 180):void {
_minRotation = $min;
_maxRotation = $max;
if (_rotationRange) {
_rotationRange.graphics.clear();
_rotationRange.graphics.lineStyle(0, 0xFF0000);
_rotationRange.graphics.lineTo(Math.cos($min*Math.PI/180) * 20, Math.sin($min*Math.PI/180) * 20);
_rotationRange.graphics.lineStyle(0, 0x0000FF);
_rotationRange.graphics.moveTo(0, 0);
_rotationRange.graphics.lineTo(Math.cos($max * Math.PI / 180) * 20, Math.sin($max * Math.PI / 180) * 20);
}
}
//-------------------------------------------------
//矢印を回転させる。
//可動範囲を超えた場合は、可動範囲内でとどめ、falseを返す
//-------------------------------------------------
public function vectorRotation(value:Number):Boolean {
var result:Boolean = true;
//可動範囲の比較
if (degree(value) < _minRotation) {
arrow.rotation = _minRotation;
rotation=_minRotation
result = false;
} else if (degree(value) > _maxRotation) {
arrow.rotation = _maxRotation;
rotation=_maxRotation
result = false;
} else {
rotation = value
arrow.rotation = rotation;
}
return result
}
//-------------------------------------------------
//角度を常に-180~180で返す
//-------------------------------------------------
public function degree(value:Number):Number {
value += 180;
value %= 360;
value += 360;
value %= 360;
value -= 180;
return value;
}
//------------------------------------------------------------------------------
//privateメソッド
//------------------------------------------------------------------------------
}
//-----------------------------------------
//Bone2d
//-----------------------------------------
import flash.display.Sprite;
import flash.display.Shape;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.*
import flash.geom.Point;
import flash.geom.Matrix;
class IKBone2d extends IKJoint2d {
public static const MOUSE_DOWN:String = 'mouse_down';
public static const ROOT_DOWN:String = 'root_down';
//new IKBone2d('ID名':String,長さ:Number,初期角度:Number,稼動範囲角度(負):Number,稼動範囲角度(正):Number,色)
public function IKBone2d($id:String,$length:Number=100,$angle:Number=0,$minAngle:Number=-180,$maxAngle:Number=180,$key:Boolean=false,$color:uint=0x66FF66) {
id = $id;
childs = new Array();
_vartices = new Array();
super(false,true,$color);
_sAngle=$angle
_sMinAngle=$minAngle
_sMaxAngle=$maxAngle
if (id != 'root') {
bone=new Bone(true,$color);
addChild(bone);
length = $length;
addEventListener(MouseEvent.MOUSE_DOWN, clickBone);
keyBone = $key;
var format:TextFormat=new TextFormat();
format.color=0x666666
format.size=14;
format.font='_ゴシック';
_Label = new TextField();
_Label.autoSize=TextFieldAutoSize.LEFT
_Label.selectable = false;
_Label.mouseEnabled = false;
_Label.multiline = false;
_Label.x=-5
_Label.y=10
_Label.defaultTextFormat=format
//addChild(Label);
_Label.text = id;
} else {
keyBone = true;
addEventListener(MouseEvent.MOUSE_DOWN, clickRoot);
}
this.addChild(_circle)
//trace(superRotation,rotation)
}
//------------------------------------------------------------------------------
//publicメソッド
//------------------------------------------------------------------------------
//---------------------------------------------------
//操作
//---------------------------------------------------
//------------------------------------------
//BoneをMouseDownした時のArrowの長さを元に戻す
//------------------------------------------
public function setDefaultLength():void {
_clickLength=0
arrow.length=length;
}
//------------------------------------------
//見た目を選択状態を元に戻す
//------------------------------------------
public function selectOff():void {
bone.selectOff()
for (var i:int = 0; i < _vartices.length; i++) {
_vartices[i] .vertex.draw(0x000066,true)
}
}
//------------------------------------------
//見た目を選択状態にする
//------------------------------------------
public function selectOn():void {
bone.selectOn()
//関連づけられたVertexの色変え
for (var i:int = 0; i < _vartices.length; i++) {
_vartices[i] .vertex.draw(0xFF0000,true)
}
}
//-------------------------------------------------
//角度設定はrotationやrotationXを使わずにこちらを使う
//ただし、相対的な角度での設定になるため、見た目上での角度設定を行う場合は、
//setDegreeSpecialやsetAngle使用
//-------------------------------------------------
public function setDegree(value:Number):Boolean {
return boneRotation(degree(value))
}
//-----------------------------------------------------------------------
//設定の時など、y軸を中心に、左右対称に-180~180で角度を設定したい場合
//-----------------------------------------------------------------------
public function setDegreeSpecial(value:Number):Boolean {
return boneRotation(degree(value-90)-superRotation)
}
//-------------------------------------------------
//superRotationに依存しない角度の指定
//-------------------------------------------------
override public function setAngle(value:Number):Boolean {
return boneRotation(value-superRotation)
}
//-------------------------------------------------
//子のジョイントを登録する
//-------------------------------------------------
public function setChild(value:IKBone2d):void {
value.parentBone=this;
childs.push(value);
}
//-------------------------------------------------
//矢印(ボーン)を回転させる。
//可動範囲を超えた場合は、可動範囲内でとどめ、falseを返す
//-------------------------------------------------
public function boneRotation(value:Number):Boolean {
var result:Boolean
result = vectorRotation(value);
if (bone) {
bone.rotation=arrow.rotation
}
for (var i:uint = 0; i < childs.length; i++) {
childs[i].move()
}
return result;
}
//-------------------------------------------------
//親が動いた時に、親から呼ばれる
//-------------------------------------------------
public function move():void {
if (parentBone) {
x = parentBone.tailPoint.x
y = parentBone.tailPoint.y
super.superX=x
super.superY=y
superRotation = parentBone.rotation + parentBone.superRotation;
_Label.rotation = -superRotation
if (!rotation) {
setRotationRange(_sMinAngle,_sMaxAngle)
setDegree(_sAngle);
}
bone.rotation = arrow.rotation
}
var i:int
var pt1:Point;
var pt2:Point;
var mtx:Matrix;
for (i = 0; i < _vartices.length; i++) {
pt1 = new Point(x,y);
mtx = new Matrix();
mtx.rotate(ikArmature.rotation * Math.PI / 180);
mtx.translate(ikArmature.x, ikArmature.y);
pt1 = mtx.transformPoint(pt1);
pt2 = new Point(_vartices[i].defaultPoint.x, _vartices[i].defaultPoint.y)
mtx = new Matrix();
mtx.rotate(superRotation * Math.PI / 180);
mtx.rotate(rotation * Math.PI / 180);
mtx.translate(pt1.x, pt1.y);
pt2 = mtx.transformPoint(pt2);
_vartices[i].vertex.x = pt2.x
_vartices[i].vertex.y = pt2.y
}
for (i = 0; i < childs.length; i++) {
childs[i].move()
}
}
public function addVertex(value:Vertex2d):void {
var tempObject:Object = new Object();
tempObject.vertex = value;
//defaultPointは、現時点でのBoneとの相対位置
//アーマチュアが回転している場合があるので、回転を戻しアーマチュアの座標を足した物が、canvasでの位置
var i:int
var pt1:Point;
var pt2:Point;
var mtx:Matrix;
//配置点
pt1 = new Point(x,y);
mtx = new Matrix();
mtx.rotate(ikArmature.rotation * Math.PI / 180);
mtx.translate(ikArmature.x, ikArmature.y);
pt1 = mtx.transformPoint(pt1);
pt2 = new Point(value.x - pt1.x, value.y - pt1.y)
mtx = new Matrix();
mtx.rotate(-rotation * Math.PI / 180);
mtx.rotate(-superRotation * Math.PI / 180);
tempObject.defaultPoint = mtx.transformPoint(pt2);
_vartices[_vartices.length] = tempObject
}
//------------------------------------------------------------------------------
//Setter Getter
//------------------------------------------------------------------------------
//-------------------------------------------------------
//
//-------------------------------------------------------
public function set parentBone(value:IKBone2d):void {
_parentBone = value;
}
public function get parentBone():IKBone2d {
return _parentBone;
}
public function get childs():Array {
return _childs;
}
public function set childs(value:Array):void {
_childs = value;
}
public function set bone(value:Bone):void {
_bone = value;
}
public function get bone():Bone {
return _bone;
}
//------------------------------------------------
//ベクトル(Boneの終端)を返す
//------------------------------------------------
public function get boneTailPoint():Point {
var result:Point
if (_clickLength) {
result = new Point(_clickLength,0);
} else {
result = new Point(length,0);
}
var mtx:Matrix = new Matrix();
mtx.rotate(superRotation*Math.PI/180);
mtx.rotate(rotation*Math.PI/180);
mtx.translate(x, y);
result = mtx.transformPoint(result);
return result;
}
//-------------------------------------------------------
//長さ
//-------------------------------------------------------
override public function set length(value:Number):void {
super.length = value;
if (bone) {
bone.length = value;
}
for (var i:uint = 0; i < childs.length; i++) {
childs[i].move()
}
}
//-------------------------------------------------------
//clone
//-------------------------------------------------------
override public function get clone():Object {
var result:Object = super.clone
result.parentBone = parentBone;
result.childs = childs;
return result;
}
override public function set clone(value:Object):void {
super.clone = value;
this.parentBone = value.parentBone;
this.childs = value.childs;
}
public function get keyBone():Boolean {
return _keyBone;
}
public function set keyBone(value:Boolean):void {
_keyBone = value;
if (bone) {
if (_keyBone) {
active()
} else {
normal()
}
}
}
public function get ikArmature():IKArmature2d {
return _ikArmature;
}
public function set ikArmature(value:IKArmature2d):void {
_ikArmature = value;
}
public function get vartices():Array {
return _vartices;
}
public function set vartices(value:Array):void
{
_vartices = value;
}
public function get lock():Boolean { return _lock; }
public function set lock(value:Boolean):void
{
_lock = value;
}
//------------------------------------------------------------------------------
//privateメソッド
//------------------------------------------------------------------------------
private var _sAngle:Number
private var _sMinAngle:Number
private var _sMaxAngle:Number
private var _parentBone:IKBone2d;
private var _childs:Array;
private var _clickLength:Number;
private var _bone:Bone;
private var _Label:TextField;
private var _keyBone:Boolean=false
private var _ikArmature:IKArmature2d
private var _vartices:Array
private var _lock:Boolean;
private function clickBone(e:MouseEvent):void {
_clickLength=bone.mouseX
if (_clickLength < 20) {
_clickLength = 20;
if (_clickLength > length) {
_clickLength = length;
}
}
arrow.length=_clickLength;
dispatchEvent(new MouseEvent(MOUSE_DOWN,true,false,NaN,NaN,null,e.ctrlKey));
}
private function clickRoot(e:MouseEvent):void {
dispatchEvent(new MouseEvent(ROOT_DOWN));
}
}
import flash.display.Sprite;
class Bone extends Sprite {
private const SELECT_COLOR:uint = 0x0000FF;
private var _length:Number;
private var _color:uint;
private var _nowColor:uint;
private var _test:Boolean;
public function Bone($test:Boolean=true,$color:uint = 0x66FF66, $length:Number = 100) {
_test=$test;
_color = $color;
length = $length;
_nowColor = _color;
}
public function set length(value:Number):void {
_length = value;
makeBone()
}
public function selectOn():void {
_nowColor = SELECT_COLOR;
makeBone();
}
public function selectOff():void {
_nowColor = _color;
makeBone();
}
private function makeBone():void {
if (_test) {
//bone画像の生成
graphics.clear();
graphics.beginFill(_nowColor, 0.3);
graphics.moveTo(0, 0);
if (_length > 10) {
graphics.lineTo(5,-7);
graphics.lineTo(_length - 5,-2);
graphics.lineTo(_length,0);
graphics.lineTo(_length - 5,2);
graphics.lineTo(5,7);
} else {
graphics.lineTo(_length / 2, -7);
graphics.lineTo(_length - 5,-2);
graphics.lineTo(_length - 5,2);
graphics.lineTo(_length / 2, 7);
}
graphics.endFill();
graphics.beginFill(0xFFFFFF, 0);
graphics.drawCircle(_length, 0, 4);
}
}
public function get length():Number {
return _length;
}
}
import flash.display.Shape;
import flash.geom.Point;
import flash.geom.Matrix;
class Arrow extends Shape {
private var _length:Number;
private var _defColor:Number
private var _color:Number;
private var _test:Boolean;
public var _vector:Point
public function Arrow($test:Boolean=true,$color:uint = 0x666666, $length:Number = 100) {
_test=$test;
_color = $color;
_defColor = _color;
length = $length;
}
public function changeColor():void {
_color = 0xFF0000;
}
public function defColor():void {
_color = _defColor;
}
public function set length(value:Number):void {
_length = value;
if (_test) {
graphics.clear();
graphics.beginFill(_color);
graphics.moveTo(_length, 0);
graphics.lineTo(_length - 10,-6);
graphics.lineTo(_length - 10,6);
graphics.lineTo(_length, 0);
graphics.endFill();
graphics.lineStyle(0, _color);
graphics.lineTo(0, 0);
}
}
public function get length():Number {
return _length;
}
public function get vector():Point {
var result:Point = new Point(_length,0);
var mtx:Matrix = new Matrix();
mtx.rotate(rotation*Math.PI/180);
return mtx.transformPoint(result);
}
public function set point(value:Point):void {
x=value.x
y=value.y
}
public function get point():Point {
return new Point(x,y);
}
}
import flash.geom.Point;
class Vector2d extends Object {
private var _x:Number;
private var _y:Number;
private var _rotation:Number;
private var _length:Number;
public function Vector2d ($x:Number = 0, $y:Number = 0, $length:Number = 0, $rotation:Number = 0) {
x = $x;
y = $y;
length = $length;
rotation = $rotation;
}
public function get x():Number {
return _x;
}
public function set x(value:Number):void {
_x = value;
}
public function get y():Number {
return _y;
}
public function set y(value:Number):void {
_y = value;
}
public function get rotation():Number {
return _rotation;
}
public function set rotation(value:Number):void {
_rotation = value;
}
public function get length():Number {
return _length;
}
public function set length(value:Number):void {
_length = value;
}
public function get point():Point {
return new Point(x,y)
}
public function set point(value:Point):void {
x = value.x;
y = value.y;
}
}
//===========================================================================================
//画像をメッシュ化するClass
//===========================================================================================
import flash.display.BitmapData;
import flash.display.LineScaleMode;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.getQualifiedClassName;
class ImgMesh2d extends Sprite {
public static const CLOSED:String = "closed";
public static const TOP_LEFT:uint = 0;
public static const TOP_CENTER:uint = 1;
public static const TOP_RIGHT:uint = 2;
public static const MIDDLE_LEFT:uint = 3;
public static const MIDDLE_CENTER:uint = 4;
public static const MIDDLE_RIGHT:uint = 5;
public static const BOTTOM_LEFT:uint = 6;
public static const BOTTOM_CENTER:uint = 7;
public static const BOTTOM_RIGHT:uint = 8;
//モード用
public static const EDIT:String = "edit";
public static const SET:String = "set";
public static const LOCK:String = "lock";
private var _polygons:Vector.<Polygon2d>;
private var _vertices:Vector.<Vertex2d>;
private var _lines:Vector.<Line2d>;
private var _imageLayer:Sprite
private var _vertexLayer:Sprite
private var _lineLayer:Sprite
private var _polygonLayer:Sprite
private var _frameLayer:Sprite
private var _closed:Boolean = false;
private var _meshed:Boolean = false;
private var _bitmapData:BitmapData;
private var _uvtData:Vector.<Number>
private var _verticesData:Vector.<Number>;
private var _lineLock:Boolean = false;
private var _lineOverId:int = -1;
private var _dragPoint:Point;
//自動Mesh生成での基準点
private var _meshBaseMarker:Sprite;
private var _meshBasePoint:uint = TOP_CENTER;
private var _clickArea:Array
private var _mode:String = EDIT;
private var _ikArmature:IKArmature2d;
public function ImgMesh2d() {
//クリックしたところにPointを置いていく
_imageLayer = new Sprite();
_vertexLayer = new Sprite();
_lineLayer = new Sprite();
_polygonLayer = new Sprite();
_frameLayer = new Sprite();
this.addChild(_imageLayer);
this.addChild(_polygonLayer);
this.addChild(_lineLayer);
this.addChild(_vertexLayer);
this.addChild(_frameLayer);
_polygonLayer.visible = false;
_vertices = new Vector.<Vertex2d>();
_lines = new Vector.<Line2d>();
_polygons = new Vector.<Polygon2d>();
this.addEventListener(Event.ADDED_TO_STAGE, onAdded);
makeBaseFrame();
}
//===========================================================================================
//MouseEvent
//===========================================================================================
private function onAdded(e:Event):void {
if (!_meshed) {
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown)
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown)
stage.addEventListener(KeyboardEvent.KEY_UP,onKeyUp)
}
private function onKeyDown(e:KeyboardEvent):void {
if (e.shiftKey) {
_polygonLayer.visible = true;
if (_mode==SET) {
_vertexLayer.visible = true;
_lineLayer.visible = true;
}
}
}
private function onKeyUp(e:KeyboardEvent):void {
_polygonLayer.visible = false;
if (_mode==SET) {
_vertexLayer.visible = false;
_lineLayer.visible = false;
}
}
private function onMouseMove(e:MouseEvent):void {
if (_mode==SET) {
} else if (_mode == EDIT) {
if (_meshed) {
x=stage.mouseX-parent.x-_dragPoint.x
y=stage.mouseY-parent.y-_dragPoint.y
} else if (_closed) {
} else {
drawLine(mouseX, mouseY)
}
}
}
private function onMouseUp(e:MouseEvent):void {
if (_mode==SET) {
} else if(_mode==EDIT) {
if (_meshed) {
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
_imageLayer.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
}
}
}
private function onMouseDown(e:MouseEvent):void {
var no:uint;
var i:uint;
if (_mode == SET) {
if (e.shiftKey) {
//シフトキーが押されていたらボーンに追加
if (_lineOverId >= 0) {
} else {
if (e.target.hasOwnProperty('type')) {
if (e.target.type == 'vertex') {
trace(e.target.id)
no = e.target.id;
_vertices[no].bone=ikArmature.setVertex(no);
} else if (e.target.type == 'polygon') {
trace(e.target.id)
}
}
}
}
} else if(_mode==EDIT) {
if (_meshed) {
_imageLayer.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
_dragPoint = new Point(mouseX, mouseY);
} else if (_closed) {
//line上の場合は、Pointの追加
if (_lineOverId>=0) {
_vertices.splice(_lineOverId + 1, 0, new Vertex2d(_lineOverId + 1, mouseX, mouseY));
_vertexLayer.addChild(_vertices[_lineOverId + 1])
//追加した、以降のIDふりなおし、
no = _lines.length;
_lines[no] = new Line2d();
_lineLayer.addChild(_lines[no]);
for (i = 0; i < _vertices.length; i++) {
_vertices[i].id = i;
if (i == _vertices.length - 1) {
_lines[i].setVertices(i, _vertices[i], _vertices[0]);
} else {
_lines[i].setVertices(i, _vertices[i], _vertices[i + 1]);
}
}
} else if (e.shiftKey) {
//シフトキーが押されていたら削除
if (e.target.hasOwnProperty('type')) {
if (e.target.type=='vertex') {
no = e.target.id;
_vertices[no].destroy();
_vertexLayer.removeChild(_vertices[no]);
_vertices[no] = null;
_vertices.splice(no, 1);
//追加した、以降のIDふりなおし、
no = _lines.length - 1;
_lines[no].destroy();
_lineLayer.removeChild(_lines[no]);
_lines[no] = null;
_lines.splice(no, 1);
for (i = 0; i < _vertices.length; i++) {
_vertices[i].id = i;
if (i == _vertices.length - 1) {
_lines[i].setVertices(i, _vertices[i], _vertices[0]);
} else {
_lines[i].setVertices(i, _vertices[i], _vertices[i + 1]);
}
}
}
}
}
} else {
if (_vertices.length && _vertices[0].overFlag) {
//閉じる
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove)
no = _lines.length;
_lines[no] = new Line2d();
_lines[no].setVertices(no, _vertices[no], _vertices[0]);
_lineLayer.addChild(_lines[no]);
graphics.clear();
_closed = true;
setBaseFrame()
dispatchEvent(new Event(CLOSED));
} else {
no = _vertices.length;
_vertices[no] = new Vertex2d(no, mouseX, mouseY);
_vertexLayer.addChild(_vertices[no]);
if (_vertices.length > 1) {
no = _lines.length;
_lines[no] = new Line2d();
_lines[no].setVertices(no, _vertices[no], _vertices[no + 1]);
_lineLayer.addChild(_lines[no]);
}
}
}
}
}
//===========================================================================================
//public
//===========================================================================================
//-----------------------------------------------
//書き出し
//-----------------------------------------------
public function outputVertices():XML {
var result:XML=<mesh>
</mesh>
result.@meshBasePoint=_meshBasePoint
var tempXML:XML
var i:uint
for (i = 0; i < _vertices.length; i++) {
tempXML=<vertex>
</vertex>
tempXML.@id=_vertices[i].id
tempXML.@x=_vertices[i].x
tempXML.@y = _vertices[i].y
if (_vertices[i].bone) {
tempXML.@bone = _vertices[i].bone
}
result.data[i]=tempXML
}
for (i = 0; i < _polygons.length; i++) {
tempXML =<polygon>
</polygon>
tempXML.@id = _polygons[i].id;
tempXML.@p1 = _polygons[i].p1.id;
tempXML.@p2 = _polygons[i].p2.id;
tempXML.@p3 = _polygons[i].p3.id;
result.data[i]=tempXML
}
return result;
}
//-----------------------------------------------
//削除
//-----------------------------------------------
public function destroy():void {
_imageLayer.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.removeEventListener(KeyboardEvent.KEY_UP,onKeyUp)
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
stage.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown)
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove)
var i:uint
for (i = 0; i < _polygons.length; i++) {
_polygons[i].destroy()
_polygonLayer.removeChild(_polygons[i]);
_polygons[i] = null;
}
_polygons = null;
for (i = 0; i < _lines.length; i++) {
_lines[i].destroy()
_lineLayer.removeChild(_lines[i]);
_lines[i] = null;
}
_lines = null;
for (i = 0; i < _vertices.length; i++) {
_vertices[i].destroy()
_vertexLayer.removeChild(_vertices[i]);
_vertices[i] = null;
}
_vertices=null;
for (i = 0; i < 9; i++) {
_frameLayer.removeChild(_clickArea[i]);
_clickArea[i].removeEventListener(MouseEvent.CLICK,baseChange)
_clickArea[i] = null;
}
_clickArea = null;
_imageLayer.graphics.clear();
_frameLayer.graphics.clear();
}
//-----------------------------------------------
//Mesh削除
//-----------------------------------------------
public function clearMesh($visible:Boolean=false):void {
var i:uint
for (i = 0; i < _polygons.length; i++) {
_polygons[i].destroy()
_polygonLayer.removeChild(_polygons[i]);
_polygons[i] = null;
}
_polygons = new Vector.<Polygon2d>();
_meshed = false;
_imageLayer.graphics.clear();
if ($visible) {
_imageLayer.graphics.clear();
_imageLayer.graphics.beginBitmapFill(_bitmapData,null,false,true);
_imageLayer.graphics.drawRect(0,0,_bitmapData.width,_bitmapData.height)
_imageLayer.graphics.endFill()
}
_imageLayer.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
_frameLayer.visible = true;
}
//-----------------------------------------------
//Mesh作成
//-----------------------------------------------
public function makeMesh($visible:Boolean=false):void {
//頂点情報のclone
var tempVerties:Vector.<Vertex2d> = _vertices.slice(0);
var maxLength:Number = 0;
var tempLength:Number = 0;
var maxVertex:Vertex2d;
var maxId:int = -1;
var sA:Vertex2d;
var sB:Vertex2d;
var sC:Vertex2d;
var sP:Vertex2d;
var oldCross:int=-2;
var newCross:int=-2;
//基準点
var basePoint:Point
basePoint=new Point(_meshBaseMarker.x,_meshBaseMarker.y);
while (tempVerties.length > 2) {
maxLength = 0;
tempLength = 0;
maxVertex=null;
maxId = -1;
sA=null;
sB=null;
sC=null;
sP=null;
oldCross=-2;
newCross=0;
var i:int
for (i = 0; i < tempVerties.length; i++) {
//中心点,0から各頂点への長さを求める
tempLength = Point.distance(basePoint, tempVerties[i].point);
if (maxLength < tempLength) {
maxLength = tempLength;
maxVertex = _vertices[i]
maxId = i;
}
}
var counter:uint=0
while (counter<tempVerties.length) {
if (maxId>-1) {
if (maxId == 0) {
//三角形用の頂点
sA = tempVerties[tempVerties.length - 1]
sB = tempVerties[maxId];
sC = tempVerties[maxId + 1]
} else if (maxId == tempVerties.length - 1) {
sA = tempVerties[maxId - 1];
sB = tempVerties[maxId];
sC = tempVerties[0];
} else {
sA = tempVerties[maxId - 1];
sB = tempVerties[maxId];
sC = tempVerties[maxId + 1];
}
//内包する頂点が無いかのチェック
var inDelta:Boolean=false;
for (i = 0; i < tempVerties.length; i++) {
if (tempVerties[i] != sA && tempVerties[i] != sB && tempVerties[i] != sC) {
if (InDeltaCheck(sA.point, sB.point, sC.point, tempVerties[i].point)) {
inDelta = true;
break
}
}
}
newCross = crossCheck(sB.point.subtract(sA.point), sB.point.subtract(sC.point));
if (!inDelta && (oldCross==-2 || oldCross==newCross)) {
//内包する点は無い
//三角を形成して、頂点を削除
_polygons[_polygons.length] = new Polygon2d(_polygons.length,sA, sB, sC);
_polygonLayer.addChild(_polygons[_polygons.length-1])
tempVerties.splice(maxId, 1);
break;
} else {
//sBからsAへのベクトルとsBからsCへのベクトルの外積を取って保管
if (oldCross==-2) {
oldCross = crossCheck(sB.point.subtract(sA.point), sB.point.subtract(sC.point))
}
if (maxId==0) {
maxId=tempVerties.length-1
} else {
maxId--;
}
counter++;
}
}
}
}
//------------------------------------
//uvtDataの作成
//------------------------------------
if (_bitmapData) {
_uvtData = new Vector.<Number>();
for (i = 0; i < _vertices.length; i++) {
_uvtData[_uvtData.length] = _vertices[i].x / _bitmapData.width
_uvtData[_uvtData.length] = _vertices[i].y / _bitmapData.height
}
}
_meshed = true;
draw();
_imageLayer.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
_frameLayer.visible=$visible
}
public function outlineEdit():void {
_mode = EDIT
clearMesh(true);
_vertexLayer.visible = true;
_lineLayer.visible = true;
}
public function outlineSet():void {
_mode = SET
makeMesh()
_vertexLayer.visible = false;
_lineLayer.visible = false;
}
//-----------------------------------------------
//vertexが動いた時にvertexから呼ばれる命令
//-----------------------------------------------
public function vertexMove($id:uint):void {
if ($id == 0) {
_lines[_lines.length-1].draw()
_lines[$id].draw()
} else {
_lines[$id-1].draw()
_lines[$id].draw()
}
draw();
}
//===========================================================================================
//private
//===========================================================================================
private function drawLine($x:Number, $y:Number):void {
if (_vertices.length) {
graphics.clear();
graphics.lineStyle(0, 0xCC0000);
graphics.moveTo(_vertices[_vertices.length - 1].x, _vertices[_vertices.length - 1].y)
graphics.lineTo($x, $y)
}
}
private function crossCheck($p1:Point, $p2:Point):int {
var result:int = 0;
var cross:Number=(($p1.x * $p2.y) - ($p1.y * $p2.x))
if (cross < 0) {
result = -1;
} else if (cross > 0) {
result = 1;
}
return result;
}
private function distance($p1:Point,$p2:Point,$p3:Point):Number {
var vX:Number=$p1.x -$p2.x;
var vY:Number=$p1.y -$p2.y;
return (vY*$p3.x-vX*$p3.y+vX*$p1.y-vY*$p1.x)/Math.sqrt(Math.pow(vX,2)+Math.pow(vY,2));
}
private function isSide($p1:Point,$p2:Point,$p3:Point,$p4:Point):Boolean {
return ((distance($p1,$p2,$p3)*distance($p1,$p2,$p4)) >= 0);
}
private function InDeltaCheck($p1:Point,$p2:Point,$p3:Point,$p4:Point):Boolean {
return isSide($p1,$p2,$p3,$p4) && isSide($p2,$p3,$p1,$p4) && isSide($p3,$p1,$p2,$p4)
}
//---------------------------------------------------
//関連付けられたBitmapDataをdrawTrianglesで描写する。
//---------------------------------------------------
public function draw():void {
if (_meshed) {
_verticesData = new Vector.<Number>();
var i:uint;
for (i = 0; i < _vertices.length; i++) {
_verticesData[_verticesData.length] = _vertices[i].x
_verticesData[_verticesData.length] = _vertices[i].y
}
var _indicesData:Vector.<int> = new Vector.<int>();
for (i = 0; i < _polygons.length; i++) {
_indicesData[_indicesData.length] = _polygons[i].p1.id;
_indicesData[_indicesData.length] = _polygons[i].p2.id;
_indicesData[_indicesData.length] = _polygons[i].p3.id;
_polygons[i].draw()
}
_imageLayer.graphics.clear();
_imageLayer.graphics.beginBitmapFill(_bitmapData,null,false,true);
_imageLayer.graphics.drawTriangles(_verticesData, _indicesData, _uvtData);
_imageLayer.graphics.endFill()
}
}
public function lineDraw():void {
for (var i:int = 0; i < _lines.length; i++)
{
_lines[i].draw()
}
}
//---------------------------------------------------
//メッシュ化基準点UI
//9つの基準点を選択できるようにする
//---------------------------------------------------
private function makeBaseFrame():void {
_clickArea = [];
for (var i:int=0;i<9;i++) {
_clickArea[i] = new Sprite();
_clickArea[i].graphics.beginFill(0x0,0.1)
_clickArea[i].graphics.drawCircle(0,0,4)
_frameLayer.addChild(_clickArea[i]);
_clickArea[i].addEventListener(MouseEvent.CLICK,baseChange)
}
_meshBaseMarker = new Sprite();
_meshBaseMarker.graphics.beginFill(0xFF8800, 1);
_meshBaseMarker.graphics.drawCircle(0, 0, 4);
_frameLayer.addChild(_meshBaseMarker);
_frameLayer.visible=false
}
private function setBaseFrame($visible:Boolean=true):void {
var basePoint:Point
var rect:Rectangle = _vertexLayer.getBounds(this)
rect.x -= 10
rect.y -= 10
rect.width += 20
rect.height += 20
_frameLayer.graphics.clear();
_frameLayer.graphics.lineStyle(0,0x000000,0.1,true,LineScaleMode.NONE)
_frameLayer.graphics.drawRect(rect.x,rect.y,rect.width,rect.height)
for (var i:int=0;i<9;i++) {
switch (i) {
case 0:
basePoint=new Point(rect.x,rect.y);
break;
case 1:
basePoint=new Point(rect.x+rect.width/2,rect.y);
break;
case 2:
basePoint=new Point(rect.x+rect.width,rect.y);
break;
case 3:
basePoint=new Point(rect.x,rect.y+rect.height/2);
break;
case 4:
basePoint=new Point(rect.x+rect.width/2,rect.y+rect.height/2);
break;
case 5:
basePoint=new Point(rect.x+rect.width,rect.y+rect.height/2);
break;
case 6:
basePoint=new Point(rect.x,rect.y+rect.height);
break;
case 7:
basePoint=new Point(rect.x+rect.width/2,rect.y+rect.height);
break;
case 8:
basePoint=new Point(rect.x+rect.width,rect.y+rect.height);
break;
}
_clickArea[i].x=basePoint.x
_clickArea[i].y=basePoint.y
}
_frameLayer.visible = $visible
setBasePoint()
}
private function baseChange(e:MouseEvent):void {
for (var i:int=0;i<9;i++) {
if (e.target == _clickArea[i]) {
_meshBasePoint=i
break;
}
}
setBasePoint()
}
private function setBasePoint():void {
_meshBaseMarker.x=_clickArea[_meshBasePoint].x
_meshBaseMarker.y=_clickArea[_meshBasePoint].y;
}
//===========================================================================================
//Setter&Getter
//===========================================================================================
public function get bitmapData():BitmapData {
return _bitmapData;
}
public function set bitmapData(value:BitmapData):void {
_bitmapData = value;
}
public function get lineLock():Boolean {
return _lineLock;
}
public function set lineLock(value:Boolean):void {
_lineLock = value;
}
public function get lineOverId():int {
return _lineOverId;
}
public function set lineOverId(value:int):void {
_lineOverId = value;
}
public function get mode():String {
return _mode;
}
public function set mode(value:String):void {
_mode = value;
}
public function get vertices():Vector.<Vertex2d> {
return _vertices;
}
public function set vertices(value:Vector.<Vertex2d>):void {
_vertices = value;
}
//------------------------------------------
//XMLデータ
//------------------------------------------
public function set data(value:XML):void {
var i:uint;
var no:uint;
_meshBasePoint = uint(value.mesh.@meshBasePoint);
for each (var item:XML in value.mesh.vertex) {
_vertices[uint(item.@id)] = new Vertex2d(uint(item.@id), Number(item.@x), Number(item.@y));
_vertices[uint(item.@id)].bone = String(item.@bone)
_vertexLayer.addChild(_vertices[uint(item.@id)])
no = _lines.length;
_lines[no] = new Line2d();
_lineLayer.addChild(_lines[no]);
}
for (i = 0; i < _vertices.length; i++) {
if (i == _vertices.length - 1) {
_lines[i].setVertices(i, _vertices[i], _vertices[0]);
} else {
_lines[i].setVertices(i, _vertices[i], _vertices[i + 1]);
}
}
_closed = true;
setBaseFrame();
_mode = SET;
makeMesh();
_vertexLayer.visible = false;
_lineLayer.visible = false;
}
public function get ikArmature():IKArmature2d {
return _ikArmature;
}
public function set ikArmature(value:IKArmature2d):void {
_ikArmature = value;
}
}
//===========================================================================================
//頂点クラス
//===========================================================================================
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.geom.Point;
class Vertex2d extends Sprite {
public static const MOVE:String = "move";
public var overFlag:Boolean = false
private var _id:uint;
private var _defColor:uint;
private var _pmc:ImgMesh2d;
private var _size:Number;
private var _bone:String
private const _type:String="vertex";
public function Vertex2d($id:uint, $x:Number, $y:Number,$size:Number=4, $color:uint=0x000066) {
id = $id;
this.x = $x;
this.y = $y;
_defColor=$color
_size=$size;
draw()
this.addEventListener(MouseEvent.MOUSE_DOWN,onMouseDown)
this.addEventListener(MouseEvent.MOUSE_OVER, onMouseOver)
this.addEventListener(MouseEvent.MOUSE_OUT, onMouseOut)
this.addEventListener(Event.ADDED_TO_STAGE,onAdded)
}
private function onAdded(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE,onAdded)
_pmc = this.parent.parent as ImgMesh2d;
}
private function onMouseOver(e:MouseEvent):void {
draw(0xFF0000)
overFlag=true
}
private function onMouseOut(e:MouseEvent):void {
draw()
overFlag=false
}
private function onMouseDown(e:MouseEvent):void {
if (_pmc.mode==ImgMesh2d.EDIT) {
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove)
}
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp)
_pmc.lineLock = true;
}
private function onMouseMove(e:MouseEvent):void {
x = _pmc.mouseX
y = _pmc.mouseY
_pmc.vertexMove(id)
dispatchEvent(new Event(MOVE));
}
private function onMouseUp(e:MouseEvent):void {
stage.removeEventListener(MouseEvent.MOUSE_MOVE,onMouseMove)
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp)
_pmc.lineLock = false;
}
public function draw($color:uint = 0,$lock:Boolean=false):void {
if (!$color) {
$color=_defColor
}
if ($lock) {
_defColor = $color;
}
graphics.clear();
graphics.beginFill($color)
graphics.drawCircle(0,0,_size);
}
public function destroy():void {
this.removeEventListener(MouseEvent.MOUSE_DOWN,onMouseDown)
this.removeEventListener(MouseEvent.MOUSE_OVER, onMouseOver)
this.removeEventListener(MouseEvent.MOUSE_OUT, onMouseOut)
stage.removeEventListener(MouseEvent.MOUSE_MOVE,onMouseMove)
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp)
}
public function get point():Point {
return new Point(x,y)
}
public function get id():uint { return _id; }
public function set id(value:uint):void
{
_id = value;
}
public function get bone():String { return _bone; }
public function set bone(value:String):void
{
_bone = value;
}
public function get type():String { return _type; }
}
//===========================================================================================
//ラインクラス
//===========================================================================================
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.geom.Point;
class Line2d extends Sprite {
public var overFlag:Boolean = false
private var _id:uint;
private var _v1:Vertex2d;
private var _v2:Vertex2d;
private var _pmc:ImgMesh2d;
private var _defColor:uint=0x009900;
private const _type:String="line";
public function Line2d() {
this.addEventListener(MouseEvent.MOUSE_OVER, onMouseOver)
this.addEventListener(MouseEvent.MOUSE_OUT,onMouseOut)
this.addEventListener(Event.ADDED_TO_STAGE,onAdded)
}
public function destroy():void {
this.removeEventListener(MouseEvent.MOUSE_OVER, onMouseOver)
this.removeEventListener(MouseEvent.MOUSE_OUT, onMouseOut)
}
private function onAdded(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE,onAdded)
_pmc = this.parent.parent as ImgMesh2d;
}
public function setVertices($id:uint, $v1:Vertex2d, $v2:Vertex2d):void {
_id = $id;
_v1 = $v1;
_v2 = $v2;
draw();
}
public function draw($color:uint = 0):void {
if (!$color) {
$color=_defColor
}
graphics.clear()
graphics.lineStyle(5, 0xFF0000,0);
graphics.moveTo(_v1.x, _v1.y);
graphics.lineTo(_v2.x, _v2.y);
graphics.lineStyle(0, $color);
graphics.moveTo(_v1.x, _v1.y);
graphics.lineTo(_v2.x, _v2.y);
}
private function onMouseOver(e:MouseEvent):void {
if (!_pmc.lineLock) {
draw(0xFF0000)
overFlag = true
_pmc.lineOverId = _id;
}
}
private function onMouseOut(e:MouseEvent):void {
if (!_pmc.lineLock) {
draw()
overFlag = false
_pmc.lineOverId = -1;
}
}
public function get type():String { return _type; }
}
//===========================================================================================
//ポリゴンクラス
//===========================================================================================
import flash.display.Sprite;
import flash.events.Event;
class Polygon2d extends Sprite {
private var _p1:Vertex2d
private var _p2:Vertex2d
private var _p3:Vertex2d
private var _id:uint;
private const _type:String="polygon";
public function Polygon2d($id:uint, $p1:Vertex2d, $p2:Vertex2d, $p3:Vertex2d) {
_id = $id;
_p1 = $p1;
_p2 = $p2;
_p3 = $p3;
_p1.addEventListener(Vertex2d.MOVE, draw);
_p2.addEventListener(Vertex2d.MOVE, draw);
_p3.addEventListener(Vertex2d.MOVE, draw);
draw()
}
//-------------------------------------
//テスト用三角の描画
//-------------------------------------
public function draw(e:Event=null):void {
graphics.clear()
graphics.lineStyle(0, 0x000000);
graphics.beginFill(0x00FF00,0.1)
graphics.moveTo(_p1.x, _p1.y);
graphics.lineTo(_p2.x, _p2.y);
graphics.lineTo(_p3.x, _p3.y);
graphics.lineTo(_p1.x, _p1.y);
}
public function destroy():void {
_p1.removeEventListener(Vertex2d.MOVE, draw);
_p2.removeEventListener(Vertex2d.MOVE, draw);
_p3.removeEventListener(Vertex2d.MOVE, draw);
}
public function get p1():Vertex2d { return _p1; }
public function set p1(value:Vertex2d):void
{
_p1 = value;
}
public function get p2():Vertex2d { return _p2; }
public function set p2(value:Vertex2d):void
{
_p2 = value;
}
public function get p3():Vertex2d { return _p3; }
public function set p3(value:Vertex2d):void
{
_p3 = value;
}
public function get id():uint { return _id; }
public function set id(value:uint):void
{
_id = value;
}
public function get type():String { return _type; }
}
//===========================================================================================
//データクラス
//===========================================================================================
//-------------------------------------------------------
//Mesh&IKデータ
//-------------------------------------------------------
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.system.System;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.IOErrorEvent;
import Main
class ImgAndBone extends Sprite {
public static const LOADED:String = 'loaded';
public var _ika:IKArmature2d;
public var _imgArea:Bitmap;
public var _imgLoader:Loader
private var _mesh:ImgMesh2d;
public var _bmd:BitmapData;
public var _data:XML;
public function ImgAndBone() {
_bmd = new BitmapData(100,100, true, 0x00000000);
_imgArea = new Bitmap(_bmd)
_mesh = new ImgMesh2d();
//addChild(_imgArea)
}
//------------------------------------------------
//画像の読み込み
//------------------------------------------------
public function imgLoad(url:String):void {
if (_imgLoader) {
_imgLoader.unload();
}
_imgLoader = new Loader();
var urlReq:URLRequest=new URLRequest(url);
var context :LoaderContext = new LoaderContext();
context.applicationDomain = ApplicationDomain.currentDomain;
//imgLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,progressHandler);
_imgLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,onImageIoerror);
_imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,onImageLoaded)
_imgLoader.load(urlReq, context);
}
private function onImageLoaded(e:Event):void {
_bmd = new BitmapData(_imgLoader.width,_imgLoader.height, true, 0x00000000);
_bmd.draw(_imgLoader, null, null, null, null, true);
_imgArea.bitmapData = _bmd;
_mesh.bitmapData = _bmd;
_mesh.data = _data;
_mesh.ikArmature = _ika;
_ika.mesh = _mesh;
_ika.data = _data;
addChildAt(_mesh,0);
dispatchEvent(new Event(LOADED));
}
private function onImageIoerror(e:IOErrorEvent):void {
var _parent:Main = parent.parent as Main;
var _alert:AlertPanel = _parent.alert;
_alert.setText(e.text);
_alert.addEventListener(myWindow.CLOSE, alertClose);
function alertClose(e:Event):void {
_alert.removeEventListener(myWindow.CLOSE, alertClose);
}
}
public function outlineSet():void {
_mesh.outlineSet()
}
public function outlineEdit():void {
_mesh.outlineEdit()
}
public function get data():XML {
return _data;
}
public function get ikArmature():IKArmature2d {
return _ika;
}
public function get img():Bitmap {
return _imgArea;
}
public function get mesh():ImgMesh2d { return _mesh; }
public function set mesh(value:ImgMesh2d):void
{
_mesh = value;
}
}
//-------------------------------------------------------
//いるか用Mesh&IKデータ
//-------------------------------------------------------
class Dolphin extends ImgAndBone {
public function Dolphin() {
//---------------------------------
//Sample画像の読み込み
//---------------------------------
imgLoad('http://marubayashi.net/archive/sample/imagemesh/dolphin2.jpg');
_ika = new IKArmature2d();
_ika.setBone(new IKBone2d('tail1', 60, 94,90,120));
_ika.setBone(new IKBone2d('tail2', 55, 1.79, -20, 40));
_ika.setBone(new IKBone2d('tail3', 40, 0.50, -30, 30));
_ika.setBone(new IKBone2d('tail4', 60, -2.28, -30, 18));
_ika.setBone(new IKBone2d('body', 100,-80, -100,-70));
_ika.setBone(new IKBone2d('neck', 40, -5.90, -10, 10));
_ika.setBone(new IKBone2d('head', 80, -10, -20, 5));
_ika.joint('root', 'body');
_ika.joint('body','neck');
_ika.joint('neck', 'head');
_ika.joint('root', 'tail1');
_ika.joint('tail1', 'tail2');
_ika.joint('tail2', 'tail3');
_ika.joint('tail3', 'tail4');
_ika.x = 220
_ika.y = 170
_ika.rotation=0
_ika.init();
_data=<date>
<mesh meshBasePoint="4" id="0">
<vertex id="0" x="173" y="117" bone="body"/>
<vertex id="1" x="189" y="89" bone="body"/>
<vertex id="2" x="219" y="74" bone="body"/>
<vertex id="3" x="250" y="69" bone="body"/>
<vertex id="4" x="262" y="79" bone="body"/>
<vertex id="5" x="257" y="91" bone="body"/>
<vertex id="6" x="244" y="99" bone="body"/>
<vertex id="7" x="234" y="121" bone="body"/>
<vertex id="8" x="256" y="128" bone="tail1"/>
<vertex id="9" x="276" y="135" bone="tail1"/>
<vertex id="10" x="297" y="143" bone="tail2"/>
<vertex id="11" x="317" y="150" bone="tail2"/>
<vertex id="12" x="334" y="156" bone="tail2"/>
<vertex id="13" x="352" y="162" bone="tail3"/>
<vertex id="14" x="371" y="165" bone="tail3"/>
<vertex id="15" x="379" y="165" bone="tail4"/>
<vertex id="16" x="396" y="156" bone="tail4"/>
<vertex id="17" x="422" y="152" bone="tail4"/>
<vertex id="18" x="442" y="160" bone="tail4"/>
<vertex id="19" x="424" y="184" bone="tail4"/>
<vertex id="20" x="437" y="224" bone="tail4"/>
<vertex id="21" x="410" y="221" bone="tail4"/>
<vertex id="22" x="394" y="214" bone="tail4"/>
<vertex id="23" x="371" y="195" bone="tail4"/>
<vertex id="24" x="352" y="199" bone="tail3"/>
<vertex id="25" x="333" y="202" bone="tail2"/>
<vertex id="26" x="312" y="205" bone="tail2"/>
<vertex id="27" x="292" y="206" bone="tail2"/>
<vertex id="28" x="273" y="208" bone="tail1"/>
<vertex id="29" x="254" y="209" bone="tail1"/>
<vertex id="30" x="234" y="210" bone="tail1"/>
<vertex id="31" x="188" y="213" bone="body"/>
<vertex id="32" x="188" y="251" bone="body"/>
<vertex id="33" x="147" y="252" bone="body"/>
<vertex id="34" x="120" y="245" bone="body"/>
<vertex id="35" x="105" y="238" bone="body"/>
<vertex id="36" x="92.8" y="217.45" bone="neck"/>
<vertex id="37" x="72.45" y="218.55" bone="head"/>
<vertex id="38" x="54.45" y="219.3" bone="head"/>
<vertex id="39" x="7.4" y="224.7" bone="head"/>
<vertex id="40" x="-12.15" y="194.4" bone="head"/>
<vertex id="41" x="11" y="177.7" bone="head"/>
<vertex id="42" x="24.4" y="149.9" bone="head"/>
<vertex id="43" x="53.55" y="138.3" bone="head"/>
<vertex id="44" x="74.6" y="133.55" bone="head"/>
<vertex id="45" x="92.25" y="129.45" bone="neck"/>
<vertex id="46" x="110.2" y="126.15" bone="neck"/>
<vertex id="47" x="131" y="124" bone="body"/>
<vertex id="48" x="152" y="122" bone="body"/>
</mesh>
</date>
addChild(_ika)
}
}
//-------------------------------------------------------
//SchoolGirl Mesh&IKデータ
//-------------------------------------------------------
class SchoolGirl extends ImgAndBone {
public function SchoolGirl() {
//---------------------------------
//Sample画像の読み込み
//---------------------------------
imgLoad('http://marubayashi.net/archive/sample/imagemesh/img.jpg');
_ika = new IKArmature2d();
_ika.setBone(new IKBone2d('body', 50, 0,-30,30));
_ika.setBone(new IKBone2d('breast',54, 0,-30,30));
_ika.setBone(new IKBone2d('waistRight', 48, 146,146,146,true));
_ika.setBone(new IKBone2d('upperFootRight', 108, 34,-60,60));
_ika.setBone(new IKBone2d('lowerFootRight', 116, -1,-1,170));
_ika.setBone(new IKBone2d('ankleRight', 30, -10,-30,30));
_ika.setBone(new IKBone2d('shoulderRight',33,100,100,100,true));
_ika.setBone(new IKBone2d('upperArmRight',86,25));
_ika.setBone(new IKBone2d('lowerArmRight',58,-4));
_ika.setBone(new IKBone2d('handRight', 42, -8,-30,30));
_ika.setBone(new IKBone2d('waistLeft', 48, -146,-146,-146,true));
_ika.setBone(new IKBone2d('upperFootLeft', 108, -34,-60,60));
_ika.setBone(new IKBone2d('lowerFootLeft', 116, 1,-170,1));
_ika.setBone(new IKBone2d('ankleLeft', 30, 10,-30,30));
_ika.setBone(new IKBone2d('shoulderLeft',33,-100,-100,-100,true));
_ika.setBone(new IKBone2d('upperArmLeft',86,-25));
_ika.setBone(new IKBone2d('lowerArmLeft',58,4));
_ika.setBone(new IKBone2d('handLeft', 42, 8,-30,30));
_ika.setBone(new IKBone2d('neck',30,0,-30,30,true));
_ika.setBone(new IKBone2d('head',50,0,-30,30));
//-------------------------------------------------
//ボーンをジョイント
//IKArmature2d.joint('親Bone名 Or root','子Bone名'
//-------------------------------------------------
_ika.joint('root', 'body');
_ika.joint('root', 'waistRight');
_ika.joint('root', 'waistLeft');
_ika.joint('body', 'breast');
_ika.joint('breast', 'neck');
_ika.joint('neck', 'head');
_ika.joint('breast', 'shoulderRight');
_ika.joint('breast', 'shoulderLeft');
_ika.joint('shoulderRight','upperArmRight');
_ika.joint('shoulderLeft', 'upperArmLeft');
_ika.joint('upperArmRight','lowerArmRight');
_ika.joint('upperArmLeft','lowerArmLeft');
_ika.joint('lowerArmRight','handRight');
_ika.joint('lowerArmLeft', 'handLeft');
_ika.joint('waistRight','upperFootRight');
_ika.joint('waistLeft','upperFootLeft');
_ika.joint('upperFootRight','lowerFootRight');
_ika.joint('upperFootLeft', 'lowerFootLeft');
_ika.joint('lowerFootRight','ankleRight');
_ika.joint('lowerFootLeft','ankleLeft');
_ika.x = 200
_ika.y = 193
_ika.rotation=0
_ika.init();
_data=<date>
<mesh meshBasePoint="1" id="0">
<vertex id="0" x="165" y="115" bone="shoulderLeft"/>
<vertex id="1" x="116" y="150" bone="upperArmLeft"/>
<vertex id="2" x="106" y="160" bone="upperArmLeft"/>
<vertex id="3" x="90" y="165" bone="lowerArmLeft"/>
<vertex id="4" x="55" y="181" bone="lowerArmLeft"/>
<vertex id="5" x="36" y="207" bone="handLeft"/>
<vertex id="6" x="-2" y="198" bone="handLeft"/>
<vertex id="7" x="6" y="183" bone="handLeft"/>
<vertex id="8" x="27" y="174" bone="handLeft"/>
<vertex id="9" x="46" y="165" bone="lowerArmLeft"/>
<vertex id="10" x="79" y="143" bone="lowerArmLeft"/>
<vertex id="11" x="89" y="134" bone="lowerArmLeft"/>
<vertex id="12" x="103" y="127" bone="upperArmLeft"/>
<vertex id="13" x="161" y="87" bone="breast"/>
<vertex id="14" x="172" y="83" bone="breast"/>
<vertex id="15" x="171" y="73" bone="head"/>
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</mesh>
</date>;
addChild(_ika);
}
}
//-------------------------------------------------------------------------------------------------------
//簡易コンポーネント
//-------------------------------------------------------------------------------------------------------
import flash.text.*
import flash.display.LineScaleMode;
import flash.display.SimpleButton;
//---------------------------------------
//簡単ウインドクラス
//---------------------------------------
class myWindow extends Sprite {
public static const CLOSE:String = 'close';
public function myWindow($str:String = '', $x:Number = 0, $y:Number = 0, $w:Number = 100, $h:Number = 100) {
//---------------------------------------------
//title
//---------------------------------------------
var _label:TextField = new TextField();
_label.autoSize =TextFieldAutoSize.LEFT
_label.selectable=false;
_label.mouseEnabled = false;
_label.x=4
_label.y=3
var format:TextFormat=new TextFormat();
format.color = 0xFFFFFF
format.size=12;
format.font='_ゴシック';
_label.defaultTextFormat = format
_label.text = $str;
addChild(_label);
this.x = $x;
this.y = $y;
resize($w, $h);
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
onStageResize();
stage.addEventListener(Event.RESIZE, onStageResize);
}
public function onStageResize(e:Event=null):void {
x = int((this.stage.stageWidth - width) / 2);
y = int((this.stage.stageHeight - height) / 2);
}
public function resize($w:Number, $h:Number):void {
graphics.clear()
graphics.lineStyle(0, 0x666666, 1, true, LineScaleMode.NONE);
graphics.beginFill(0xFFFFFF, 1);
graphics.drawRect(0, 0, $w, $h);
graphics.beginFill(0xCCCCCC, 1);
graphics.drawRect(0, 0, $w, 20);
}
public function close(e:MouseEvent):void {
visible = false;
dispatchEvent(new Event(CLOSE));
}
}
import flash.net.FileReference;
import flash.net.FileReferenceList;
import flash.utils.ByteArray;
//------------------------------------------------------
//アラートパネル
//------------------------------------------------------
class AlertPanel extends myWindow {
private var _label:TextField;
private var _closeBt:myButton;
public function AlertPanel($str:String = 'エラーが発生しました') {
super('エラー!', 0, 0, 300, 100);
_label = new TextField();
_label.autoSize =TextFieldAutoSize.LEFT
_label.selectable=false;
_label.mouseEnabled = false;
_label.multiline = true;
_label.wordWrap = true;
_label.x=20
_label.y = 40
_label.width = 260;
var format:TextFormat=new TextFormat();
format.color = 0x666666
format.size=12;
format.font='_ゴシック';
_label.defaultTextFormat = format
_label.text = $str;
addChild(_label);
visible = false;
_closeBt = new myButton('閉じる',0, 70);
_closeBt.x = (300 - _closeBt.width)/2;
_closeBt.addEventListener(MouseEvent.CLICK, close);
addChild(_closeBt);
}
public function setText($str:String):void {
_label.text = $str;
visible = true;
_closeBt.y = _label.y + _label.height + 20;
resize(300,_label.y + _label.height + _closeBt.height+30);
onStageResize();
}
}
//---------------------------------------
//簡単ボタンクラス
//---------------------------------------
class myButton extends SimpleButton {
public static const CLICK:String = 'click2';
public function myButton($str:String,$x:Number=0,$y:Number=0,$w:Number=0,$h:Number=0) {
this.upState = state($str, $w, $h);
this.overState = state($str, $w, $h,0xFFDDDD);
this.downState = state($str, $w, $h, 0xDDDDFF);
this.hitTestState = state($str, $w, $h, 0xDDDDFF);
this.x = $x;
this.y = $y;
this.addEventListener(MouseEvent.CLICK,inClick)
}
private function state($str:String,$w:Number,$h:Number,$color:uint=0xFFFFFF):Sprite {
var result:Sprite = new Sprite();
var label:TextField=new TextField()
label.autoSize=TextFieldAutoSize.LEFT
label.selectable=false;
label.mouseEnabled=false;
var format:TextFormat=new TextFormat();
format.color=0x666666
format.size=12;
format.font='_ゴシック';
label.defaultTextFormat = format;
label.htmlText = $str;
if (!$w) {
$w = label.width + 20;
}
if (!$h) {
$h = label.height + 4;
}
label.x = int(($w - label.width) / 2);
label.y = int(($h - label.height) / 2);
result.addChild(label)
result.graphics.lineStyle(0,0x666666,0.5,true,LineScaleMode.NONE)
result.graphics.beginFill($color,1)
result.graphics.drawRect(0,0,$w,$h)
return result;
}
private function inClick(e:MouseEvent):void {
if (enabled) {
dispatchEvent(new MouseEvent(CLICK));
}
}
override public function set enabled(value:Boolean):void {
super.enabled = value;
if (value) {
this.alpha = 1
} else {
this.alpha = 0.2
}
}
}
//---------------------------------------
//簡単インプットクラス
//---------------------------------------
class myInput extends Sprite {
private var _label:TextField;
public function myInput($str:String='', $x:Number=0, $y:Number=0, $w:Number = 100, $h:Number = 18) {
this.x = $x;
this.y = $y;
graphics.lineStyle(0,0x666666,0.5,true,LineScaleMode.NONE)
graphics.beginFill(0xFFFFFF,1)
graphics.drawRect(0,0,$w,$h)
_label = new TextField();
_label.autoSize =TextFieldAutoSize.LEFT
_label.selectable=true;
_label.mouseEnabled = true;
_label.mouseWheelEnabled = false;
_label.border = false;
_label.type = TextFieldType.INPUT;
_label.width = $w-4;
_label.height = $h - 2;
_label.x=2
_label.y=1
var format:TextFormat=new TextFormat();
format.color=0x666666
format.size=12;
format.font='_ゴシック';
_label.defaultTextFormat = format
_label.text = $str;
addChild(_label);
}
public function get text():String {
return _label.text;
}
}