Duck
And a shitload of other minor edits...
/**
* Copyright makc3d ( http://wonderfl.net/user/makc3d )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/mEdo
*/
// forked from keim_at_Si's Clear Water with refraction rendering forked from: 3D水面 / Water 3D
// forked from saharan's 3D水面 / Water 3D
package {
import alternativ7.engine3d.core.Object3DContainer;
import alternativ7.engine3d.core.RayIntersectionData;
import alternativ7.engine3d.core.View;
import alternativ7.engine3d.materials.TextureMaterial;
import alternativ7.engine3d.objects.Mesh;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
import flash.system.LoaderContext;
import flash.display.*;
import flash.events.*;
import flash.net.*;
import com.bit101.components.*;
//import net.hires.debug.*;
[SWF(frameRate = "30", width="465", height="465")]
/**
* Water 3D
*
* ・解説コメントをちょっと入れました
*
* Click&Drag:Make wave
*
* @author saharan
*/
public class main extends Sprite {
private const NUM_DETAILS:int = 48;
private const INV_NUM_DETAILS:Number = 1 / NUM_DETAILS;
private const MESH_SIZE:Number = 100;
private var count:uint;
private var bmd:BitmapData, bmd2:BitmapData;
private var loader:Loader, loader2:Loader, loader3:Loader;
private var vertices:Vector.<Vertex>;
private var transformedVertices:Vector.<Number>;
private var indices:Vector.<int>;
private var uvt:Vector.<Number>, uvt2:Vector.<Number>;
private var width2:Number;
private var height2:Number;
private var heights:Vector.<Vector.<Number>>;
private var velocity:Vector.<Vector.<Number>>;
private var press:Boolean;
private var viewedAngle:Number = -65;
private var focalLength:Number = 4 * MESH_SIZE;
private var boxHeight:Number = MESH_SIZE * 0.75;
private var refractiveIndex:Number = 1.4;
private var reflectionLayer:Shape;
private var refractionLayer:Shape;
private var duckLayer:View;
private var camera:BetterCamera3D;
private var cameraDistance:Number = 1.02 * MESH_SIZE;
private var duck:Mesh, plane:Mesh;
private var duckNode:Object3DContainer;
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);
stage.quality = StageQuality.LOW;
width2 = 465 / 2;
height2 = 465 / 2;
// var s:Stats = new Stats();
// s.alpha = 0.8;
// addChild(s);
count = 0;
loader = new Loader();
loader.load(new URLRequest("http://assets.wonderfl.net/images/related_images/b/b2/b217/b2177f87d979a28b9bcbb6e0b89370e77ce22337"), new LoaderContext(true));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
loader2 = new Loader();
loader2.load(new URLRequest("http://assets.wonderfl.net/images/related_images/b/bb/bbf1/bbf12c60cf84e5ab43e059920783d036da25df48"), new LoaderContext(true));
loader2.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
loader3 = new Loader();
loader3.load(new URLRequest("http://assets.wonderfl.net/images/related_images/b/ba/ba56/ba5643ab1dcece8b8f4eef06b44deedb31d6803c"), new LoaderContext(true));
loader3.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
stage.addEventListener(MouseEvent.MOUSE_DOWN,
function(e:Event = null):void {
drag();
press = true;
});
stage.addEventListener(MouseEvent.MOUSE_UP,
function(e:Event = null):void {
press = false;
});
stage.addEventListener(MouseEvent.MOUSE_MOVE,
function(e:Event = null):void {
if (press) drag();
});
vertices = new Vector.<Vertex>(NUM_DETAILS * NUM_DETAILS, true);
transformedVertices = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
indices = new Vector.<int>();
uvt = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
uvt2 = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
var i:int;
var j:int;
// 頂点初期化。外側2つ分は表示しないので無駄な処理&メモリに・・・
// 【modification】 nx, ny と整合性を取るために x-z 平面 ⇒ x-y 平面 に修正
for (i = 2; i < NUM_DETAILS - 2; i++) {
for (j = 2; j < NUM_DETAILS - 2; j++) {
vertices[getIndex(j, i)] = new Vertex(
(j - (NUM_DETAILS - 1) * 0.5) / NUM_DETAILS * MESH_SIZE,
(i - (NUM_DETAILS - 1) * 0.5) / NUM_DETAILS * MESH_SIZE, 0);
if (i != 2 && j != 2) {
indices.push(getIndex(i - 1, j - 1), getIndex(i, j - 1), getIndex(i, j));
indices.push(getIndex(i - 1, j - 1), getIndex(i, j), getIndex(i - 1, j));
}
}
}
// 水面関係初期化
heights = new Vector.<Vector.<Number>>(NUM_DETAILS, true);
velocity = new Vector.<Vector.<Number>>(NUM_DETAILS, true);
for (i = 0; i < NUM_DETAILS; i++) {
heights[i] = new Vector.<Number>(NUM_DETAILS, true);
velocity[i] = new Vector.<Number>(NUM_DETAILS, true);
for (j = 0; j < NUM_DETAILS; j++) {
heights[i][j] = 0;
velocity[i][j] = 0;
}
}
// I will not be writing my own engine for this code, sorry :(
camera = new BetterCamera3D;
camera.view = new View (465, 465);
camera.view.hideLogo ();
camera.f = focalLength;
var dc:DuckContainer = new DuckContainer;
dc.addChild (camera);
dc.addChild (plane = dc.plane);
dc.addChild (duckNode = new Object3DContainer);
duckNode.addChild (duck = dc.duck);
duck.rotationX = Math.PI;
duck.scaleX = 0.5;
duck.scaleY = 0.5;
duck.scaleZ = 0.5;
// 【modification】Rendering layers
addChild(refractionLayer = new Shape());
addChild(reflectionLayer = new Shape());
reflectionLayer.alpha = 0.7;
addChild(camera.view);
// 【modification】controlers
new HUISlider(this, 0, 0, "Angle", function(e:Event):void { viewedAngle = -e.target.value;syncAlternativa();}).setSliderParams(0, 89, 65);
new HUISlider(this, 0, 20, "Refraction", function(e:Event):void { refractiveIndex = e.target.value;}).setSliderParams(1, 3, 1.4);
new HUISlider(this, 0, 40, "Reflection", function(e:Event):void { reflectionLayer.alpha = e.target.value;}).setSliderParams(0, 1, 0.7);
syncAlternativa ();
}
private function loaded(e:Event) : void {
e.target.removeEventListener(e.type, arguments.callee);
if (loader.content && loader2.content && loader3.content) {
bmd = Bitmap(loader.content).bitmapData;
bmd2 = Bitmap(loader2.content).bitmapData;
duck.setMaterialToAllFaces (new TextureMaterial (Bitmap(loader3.content).bitmapData));
addEventListener(Event.ENTER_FRAME, frame);
}
}
private function frame(e:Event = null):void {
count++;
move();
setMesh();
transformVertices();
draw();
drawDuck();
}
private function setMesh():void {
// calclate constants
var angle:Number = viewedAngle * 0.017453292519943295,
sin:Number = Math.sin(angle),
cos:Number = Math.cos(angle),
eyex:Number = 0,
eyey:Number = -sin * cameraDistance,
eyez:Number = -cos * cameraDistance,
rimo:Number = refractiveIndex - 1,
xymax:Number = MESH_SIZE * .45, //MESH_SIZE * 0.5,
ixymax:Number = 1 / xymax;
for (var i:int = 2; i < NUM_DETAILS - 2; i++) {
for (var j:int = 2; j < NUM_DETAILS - 2; j++) {
const index:int = getIndex(i, j);
var v:Vertex = vertices[index];
v.z = heights[i][j] * 0.15;
// ---Sphere map---
var nx:Number, ny:Number, nz:Number;
nx = (heights[i][j] - heights[i - 1][j]) * 0.15;
ny = (heights[i][j] - heights[i][j - 1]) * 0.15;
var len:Number = 1 / Math.sqrt(nx * nx + ny * ny + 1);
nx *= len;
ny *= len;
nz = len;
var tny:Number = cos * ny - sin * nz;
// it's all hacks
tny *= -1;
tny += 0.4 * tny * tny;
tny += 0.3;
uvt[index * 2] = tny * 0.5 + 0.5 + ((j - NUM_DETAILS * 0.5) * INV_NUM_DETAILS * 0.25);
uvt[index * 2 + 1] = nx * 0.5 + 0.5 + ((NUM_DETAILS * 0.5 - i) * INV_NUM_DETAILS * 0.25);
// 【modification】 屈折マップ
// ---Refraction map---
// incident vector (you can calculate them in the setup if you want faster)
var dx:Number = v.x - eyex, dy:Number = v.y - eyey, dz:Number = v.z - eyez;
len = 1 / Math.sqrt(dx * dx + dy * dy + dz * dz);
dx *= len;
dy *= len;
dz *= len;
// output vector
t = (dx * nx + dy * ny + dz) * rimo;
dx += nx * t;
dy += ny * t;
dz += nz * t;
// in this calculation, we can omit normalization of output vector !
//len = 1 / Math.sqrt(dx * dx + dy * dy + dz * dz);
//dx *= len;
//dy *= len;
//dz *= len;
// uv coordinate
var t:Number, s:Number, r:Number, hitz:Number, sign:Number;
if (dx == 0) {
if (dy == 0) {
uvt2[index * 2] = uvt2[index * 2 + 1] = 0.5;
sign = 0;
} else sign = (dy < 0) ? -1 : 1;
} else {
sign = (dx < 0) ? -1 : 1;
t = (sign * xymax - v.x) / dx;
s = t * dy + v.y;
if (-xymax < s && s < xymax) {
hitz = t * dz + v.z;
if (hitz > boxHeight) {
r = (boxHeight-v.z) / dz;
uvt2[index * 2] = (dx * r + v.x) * ixymax * 0.25 + 0.5;
uvt2[index * 2 + 1] = (dy * r + v.y) * ixymax * 0.25 + 0.5;
} else {
r = boxHeight / (hitz + boxHeight);
uvt2[index * 2] = sign * r * 0.5 + 0.5;
uvt2[index * 2 + 1] = s * ixymax * r * 0.5 + 0.5;
}
sign = 0;
} else sign = (s < 0) ? -1 : 1;
}
if (sign != 0) {
t = (sign * xymax - v.y) / dy;
s = t * dx + v.x;
hitz = t * dz + v.z;
if (hitz > boxHeight) {
r = (boxHeight-v.z) / dz;
uvt2[index * 2] = (dx * r + v.x) * ixymax * 0.25 + 0.5;
uvt2[index * 2 + 1] = (dy * r + v.y) * ixymax * 0.25 + 0.5;
} else {
r = boxHeight / (hitz + boxHeight);
uvt2[index * 2] = s * ixymax * r * 0.5 + 0.5;
uvt2[index * 2 + 1] = sign * r * 0.5 + 0.5;
}
}
//trace(v.x,v.y,dx,dy,uvt2[index * 2],uvt2[index * 2+1]);
}
}
//throw new Error("STOPPER!!");
}
public function move():void {
// ---Water simulation---
var i:int;
var j:int;
var mx:Number = mouseX / 465 * NUM_DETAILS;
var my:Number = (1 - mouseY / 465) * NUM_DETAILS;
for (i = 1; i < NUM_DETAILS - 1; i++) {
for (j = 1; j < NUM_DETAILS - 1; j++) {
heights[i][j] += velocity[i][j];
if (heights[i][j] > 100) heights[i][j] = 100;
else if (heights[i][j] < -100) heights[i][j] = -100;
}
}
for (i = 1; i < NUM_DETAILS - 1; i++) {
for (j = 1; j < NUM_DETAILS - 1; j++) {
velocity[i][j] = (velocity[i][j] +
(heights[i - 1][j] + heights[i][j - 1] + heights[i + 1][j] +
heights[i][j + 1] - heights[i][j] * 4) * 0.5) * 0.95;
}
}
}
public function drag():void {
var i:int;
var j:int;
// do fucking ray-plane intersection, dammit!
var o:Vector3D = new Vector3D (camera.x, camera.y, camera.z);
var d:Vector3D = o.clone ();
d.normalize (); d.scaleBy ( -1);
var n:Vector3D = d.clone ();
n.y = - d.z; n.z = d.y;
d.scaleBy (focalLength);
n.scaleBy (232.5 - mouseY);
d.incrementBy (n);
d.x += mouseX - 232.5;
var data:RayIntersectionData = plane.intersectRay (o, d);
if (data == null) return;
//duck.x = data.point.x;
//duck.y = data.point.y;
var mx:int = NUM_DETAILS * (data.point.x + 0.5 * MESH_SIZE) / MESH_SIZE;
var my:int = NUM_DETAILS * (data.point.y + 0.5 * MESH_SIZE) / MESH_SIZE;
for (i = mx - 3; i < NUM_DETAILS - 1 && mx + 3; i++) {
for (j = my - 3; j < NUM_DETAILS - 1 && my + 3; j++) {
if (i > 1 && j > 1 && i < NUM_DETAILS - 1 && j < NUM_DETAILS - 1) {
var len:Number = 3 - Math.sqrt((mx - i) * (mx - i) + (my - j) * (my - j));
if (len < 0) len = 0;
velocity[i][j] -= len * (press ? 1 : 5);
}
}
}
}
private function draw():void {
var refractionGraphics:Graphics = refractionLayer.graphics,
reflectionGraphics:Graphics = reflectionLayer.graphics;
graphics.clear();
graphics.beginFill(0x202020);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
// 【modification】 屈折マップ
refractionGraphics.clear();
refractionGraphics.beginBitmapFill(bmd2);
refractionGraphics.drawTriangles(transformedVertices, indices, uvt2, TriangleCulling.NEGATIVE);
refractionGraphics.endFill();
reflectionGraphics.clear();
reflectionGraphics.beginBitmapFill(bmd);
reflectionGraphics.drawTriangles(transformedVertices, indices, uvt, TriangleCulling.NEGATIVE);
reflectionGraphics.endFill();
}
private function getIndex(x:int, y:int):int {
return y * NUM_DETAILS + x;
}
private function transformVertices():void {
// x軸回転とビュー変換・プロジェクション変換を実行
var angle:Number = viewedAngle * Math.PI / 180;
var sin:Number = Math.sin(angle);
var cos:Number = Math.cos(angle);
for (var i:int = 0; i < vertices.length; i++) {
var v:Vertex = vertices[i];
if(v != null) {
var x:Number = v.x;
// x軸回転行列もどき
var y:Number = cos * v.y - sin * v.z;
var z:Number = sin * v.y + cos * v.z;
// wtf, people, why can't we have
// normal pinhole projection here
z = focalLength / (z + cameraDistance);
x = x * z + 232.5;
y = y * z + 232.5;
transformedVertices[i * 2] = x;
transformedVertices[i * 2 + 1] = y;
}
}
}
private function syncAlternativa ():void {
var a:Number = viewedAngle * Math.PI / 180;
camera.rotationX = -a;
camera.y = -Math.sin (a) * cameraDistance;
camera.z = -Math.cos (a) * cameraDistance;
}
private var duckVelocityX:Number = 0;
private var duckVelocityY:Number = 0;
private var duckSpin:Number = 0;
private function drawDuck ():void {
var duckX:Number = duckNode.x;
var duckY:Number = duckNode.y;
var i:int = NUM_DETAILS * (duckX + 0.5 * MESH_SIZE) / MESH_SIZE;
var j:int = NUM_DETAILS * (duckY + 0.5 * MESH_SIZE) / MESH_SIZE;
i = Math.min (NUM_DETAILS - 2, Math.max (1, i));
j = Math.min (NUM_DETAILS - 2, Math.max (1, j));
var duckZ:Number = heights[i][j] * 0.15;
// water normal (idea stolen from reflection code,
// so I'm not even sure this is correct formula :)
var n:Vector3D = new Vector3D (
(heights[i + 1][j] - heights[i - 1][j]) * 0.075,
(heights[i][j + 1] - heights[i][j - 1]) * 0.075,
1
); n.normalize ();
// duck tilt matrix corresponding to this normal
var m:Matrix3D = new Matrix3D;
var r:Vector3D = n.crossProduct (Vector3D.Z_AXIS);
if (r.length > 0.00001) {
r.normalize ();
m.prependRotation (
Math.acos (n.dotProduct (Vector3D.Z_AXIS)) * 180 / Math.PI,
r
);
}
duckNode.matrix = m;
duckNode.x = duckX + duckVelocityX;
duckNode.y = duckY + duckVelocityY;
duckNode.z = duckZ;
duck.rotationZ += duckSpin;
camera.render ();
// drift
duckVelocityX += 0.05 * n.x;
duckVelocityY += 0.05 * n.y;
// bounce
if (((i == 1) && (duckVelocityX < 0)) || ((i == NUM_DETAILS - 2) && (duckVelocityX > 0))) duckVelocityX *= -1;
if (((j == 1) && (duckVelocityY < 0)) || ((j == NUM_DETAILS - 2) && (duckVelocityY > 0))) duckVelocityY *= -1;
// spin... I actually have no fucking idea how to calculate it correctly :(
duckSpin += 0.015 * (velocity [i + 1][j + 1] - velocity [i][j] + velocity [i + 1][j] - velocity [i][j + 1]);
duckSpin *= 0.999;
}
}
}
class Vertex {
public var x:Number;
public var y:Number;
public var z:Number;
public function Vertex(x:Number, y:Number,z:Number) {
this.x = x;
this.y = y;
this.z = z;
}
}
import alternativ7.engine3d.alternativa3d;
import alternativ7.engine3d.core.Camera3D;
/** How hard is it to make focalLength a property? */
class BetterCamera3D extends Camera3D {
public function get f ():Number {
if (view != null) {
alternativa3d::viewSizeX = view.alternativa3d::_width * 0.5;
alternativa3d::viewSizeY = view.alternativa3d::_height * 0.5;
alternativa3d::focalLength = Math.sqrt (
((alternativa3d::viewSizeX * alternativa3d::viewSizeX) +
(alternativa3d::viewSizeY * alternativa3d::viewSizeY))
) / Math.tan (fov * 0.5);
}
return alternativa3d::focalLength;
}
public function set f (v:Number):void {
if ((view != null) && (v > 0)) {
alternativa3d::viewSizeX = view.alternativa3d::_width * 0.5;
alternativa3d::viewSizeY = view.alternativa3d::_height * 0.5;
fov = 2 * Math.atan2 (Math.sqrt (
((alternativa3d::viewSizeX * alternativa3d::viewSizeX) +
(alternativa3d::viewSizeY * alternativa3d::viewSizeY))
), v);
}
}
}
import alternativ7.engine3d.core.Object3DContainer;
import alternativ7.engine3d.loaders.Parser3DS;
import alternativ7.engine3d.materials.FillMaterial;
import alternativ7.engine3d.objects.Mesh;
import alternativ7.engine3d.primitives.Plane;
import flash.utils.ByteArray;
class DuckContainer extends Object3DContainer {
public var duck:Mesh;
public var plane:Plane;
public function DuckContainer () {
super ();
plane = new Plane (90, 90);
plane.setMaterialToAllFaces (new FillMaterial (0, 0, 1, 0xFFFF00));
var parser:Parser3DS = new Parser3DS;
parser.parse (new Base64 (duck64.toString ()));
duck = Mesh (parser.objects [0]);
}
private var duck64:XML = <duck>
TU1YKgAAAgAKAAAAAwAAAD09SCoAAD49CgAAAAMAAAD/r3EAAAAAoA0AAABydWJiZXIAEKAPAAAA
EQAJAAAAMzMzIKAPAAAAEQAJAAAAzMzMMKAPAAAAEQAJAAAAAAAAQKAOAAAAMAAIAAAAZABQoA4A
AAAwAAgAAAAAAACiFQAAAACjDwAAAGR1Y2suanBnAABAxykAAGFsbAAAQb0pAAAQQWgVAADIAdaA
/UDl02NARfYyQKgL0kCsx80/s7ShP6gL0kD8YbBAIT0iQKgL0kAQIVXA2ICwP6gL0kCsx80/s7Sh
P9aA/UD6YbC/DcQcQKgL0kBzAp7ACTaBQKgL0kAQIVXA2ICwP9aA/UD6YbC/DcQcQNaA/UDl02NA
RfYyQNaA/UD6YbC/DcQcQKgL0kCsx80/s7ShP9aA/UAm4Pm/2XejQKgL0kBNLWs/t3/HQKgL0kDT
FD/Aq8zDQKgL0kDTFD/Aq8zDQKgL0kBzAp7ACTaBQNaA/UAm4Pm/2XejQNaA/UD6YbC/DcQcQNaA
/UAm4Pm/2XejQKgL0kBzAp7ACTaBQKgL0kBNLWs/t3/HQNaA/UAm4Pm/2XejQDuJ7ECeT49AiAC1
QDuJ7ECeT49AiAC1QHEcsEDGzdhAQM7ZQKgL0kBNLWs/t3/HQDuJ7ECeT49AiAC1QKgL0kD8YbBA
IT0iQHEcsEDGzdhAQM7ZQNaA/UAm4Pm/2XejQNaA/UD6YbC/DcQcQDuJ7ECeT49AiAC1QKgL0kD8
YbBAIT0iQDuJ7ECeT49AiAC1QNaA/UDl02NARfYyQNaA/UDl02NARfYyQDuJ7ECeT49AiAC1QNaA
/UD6YbC/DcQcQAlUGEDO2B/B9+hnQAAAAAAdaDvBEX7sQAAAAAAN5TXBCTaBQNSAfUCMK//AGmzb
QAAAAAAdaDvBEX7sQAlUGEDO2B/B9+hnQAlUGEDO2B/B9+hnQAAAAAAN5TXBCTaBQAAAAADELwnB
JuWuvQAAAADELwnBJuWuvYNfgkB9etzAa/M/vQlUGEDO2B/B9+hnQINfgkB9etzAa/M/vX+WpkAA
AACAKnIIvKgL0kAQIVXA2ICwP6gL0kCsx80/s7ShP6gL0kAQIVXA2ICwP3+WpkAAAACAKnIIvKgL
0kCsx80/s7ShP3+WpkAAAACAKnIIvHnNSkAzJ+BAKnIIvKgL0kAQIVXA2ICwP6gL0kBzAp7ACTaB
QINfgkB9etzAa/M/vYNfgkB9etzAa/M/vagL0kBzAp7ACTaBQAlUGEDO2B/B9+hnQAAAAAAdaDvB
EX7sQNSAfUCMK//AGmzbQAAAAACDhSPB6RYdQdSAfUCMK//AGmzbQAlUGEDO2B/B9+hnQKgL0kBz
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0kDTFD/Aq8zDQAAAAADNr+y/f+kNQQAAAADNr+y/f+kNQagL0kDTFD/Aq8zDQKgL0kBNLWs/t3/H
QAAAAAAzJ+BAqTEDQQAAAADNr+y/f+kNQagL0kBNLWs/t3/HQAAAAACTCClBW4oXQQAAAABDeQ1B
f1YmQQJJvj/aZxtB2SgSQQAAAABDeQ1Bf1YmQQAAAAAzJ+BAqTEDQQJJvj/aZxtB2SgSQQAAAAAz
J+BAqTEDQagL0kBNLWs/t3/HQHEcsEDGzdhAQM7ZQAAAAAAzJ+BAqTEDQXEcsEDGzdhAQM7ZQAJJ
vj/aZxtB2SgSQQAAAADSFD9BCTaBQAAAAACTCClBW4oXQQJJvj/aZxtB2SgSQQAAAADSFD9BCTaB
QAJJvj/aZxtB2SgSQSgQikDVihdBAe6BQCgQikDVihdBAe6BQAJJvj/aZxtB2SgSQXEcsEDGzdhA
QM7ZQHEcsEDGzdhAQM7ZQKgL0kD8YbBAIT0iQCgQikDVihdBAe6BQHnNSkAzJ+BAKnIIvKgL0kD8
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kwCUAJUAlgCXAA==</duck>;
}
// base64 code by 2ndyofyyx,
// http://wonderfl.kayac.com/code/b3a19884080f5ed34137e52e7c3032f3510ef861
import flash.utils.ByteArray;
class Base64 extends ByteArray {
private static const BASE64:Array = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,62,0,0,0,63,52,53,54,55,56,57,58,59,60,61,0,0,0,0,0,0,0,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,0,0,0,0,0,0,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,0,0,0,0,0];
public function Base64(str:String) {
var n:int, j:int;
for(var i:int = 0; i < str.length && str.charAt(i) != "="; i++) {
if (str.charCodeAt (i) < 33) continue;
j = (j << 6) | BASE64[str.charCodeAt(i)];
n += 6;
while(n >= 8) {
writeByte((j >> (n -= 8)) & 0xFF);
}
}
position = 0;
}
}