forked from: Real time ambient occlusion
gouraud shading based ambient occlusion (PoC)
mouse move to move camera, mouse click to stop motion
press z key to switch ambient occlusion
----------------------------------------------------------------------
/**
* Copyright vfxtomy ( http://wonderfl.net/user/vfxtomy )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/yp5n
*/
// forked from keim_at_Si's Real time ambient occlusion
// gouraud shading based ambient occlusion (PoC)
// mouse move to move camera, mouse click to stop motion
// press z key to switch ambient occlusion
//----------------------------------------------------------------------
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.utils.*;
[SWF(width='465', height='465', backgroundColor='#000000', frameRate='60')]
public class main extends Sprite {
// settings
private const aoBlendRatio:Number = 0.6; // blending ratio of a.o.
private const aoRadius:Number = 8; // pseudo radius for a.o. calculation
private const divPlane:int = 16; // partition number of plane
private const divSphere:int = 24; // partition number of sphere
private const hcResolution:int = 3; // log2 based hemi-cube resolusion
// 3D renders
private var _materials:Vector.<Material> = new Vector.<Material>();
private var _light:Light = new Light(1,1,1);
private var _meshSphere:Mesh = new Mesh(_materials);
private var _meshPlane :Mesh = new Mesh(_materials);
private var _screen:BitmapData = new BitmapData(465, 465, false, 0);
private var _matscr:Matrix = new Matrix(1, 0, 0, 1, 232.5, 232.5);
private var gl:Render3D = new Render3D(250);
// utils
private var _timer:timer = new timer(10, "Total: ##[ms/frame]", "AO calc: ##[ms/frame]", "Rendering: ##[ms/frame]");
// objects
private var camera:Vector3D;
private var plane:AOPrimitive;
private var spheres:Vector.<AOPrimitive> = new Vector.<AOPrimitive>(3);
private var aoShade:Vector.<AOPrimitive> = new Vector.<AOPrimitive>(3);
private var spheresProjected:Vector.<Point3D> = new Vector.<Point3D>(3);
private var aoShadeProjected:Vector.<Point3D> = new Vector.<Point3D>(3);
// motions
private var motionRadius:Vector.<Number> = Vector.<Number>([ 10, -20, 32]);
private var motionFreq :Vector.<Number> = Vector.<Number>([0.20, 0.07,-0.12]);
private var motionFreqY :Vector.<Number> = Vector.<Number>([0.12, 0.25, 0.05]);
private var vertexCount:int;
private var frame:int = 0;
private var frameStep:int = 1;
private var aoSwitch:Boolean = true;
// entry point
function main() {
var sphereVerticesCount:int = ((divSphere>>1)-1)*divSphere+2,
planeVerticesCount:int = (divPlane+1)*(divPlane+1);
vertexCount = planeVerticesCount + sphereVerticesCount*3;
_timer.title = "Vertices: " + String(vertexCount) + "\n";
camera = new Vector3D(0, -5, -50);
plane = new AOPrimitive(0, 0, 0, 0, planeVerticesCount);
spheresProjected[0] = spheres[0] = new AOPrimitive(0, 5, 0, aoRadius, sphereVerticesCount);
spheresProjected[1] = spheres[1] = new AOPrimitive(0, 5, 0, aoRadius, sphereVerticesCount);
spheresProjected[2] = spheres[2] = new AOPrimitive(0, 5, 0, aoRadius, sphereVerticesCount);
aoShadeProjected[0] = aoShade[0] = new AOPrimitive(0,-6, 0, aoRadius);
aoShadeProjected[1] = aoShade[1] = new AOPrimitive(0,-6, 0, aoRadius);
aoShadeProjected[2] = aoShade[2] = new AOPrimitive(0,-6, 0, aoRadius);
plane.aoPrimitives.push(spheres[0], spheres[1], spheres[2]);
spheres[0].aoPrimitives.push(aoShade[0], spheres[1], spheres[2]);
spheres[1].aoPrimitives.push(spheres[0], aoShade[1], spheres[2]);
spheres[2].aoPrimitives.push(spheres[0], spheres[1], aoShade[2]);
_materials.push((new Material()).setColor(0xffffff, 0, 128, 32, 80));
_createSphere(_meshSphere, 5, divSphere>>1, divSphere);
_createPlane(_meshPlane, 80, 80, divPlane, divPlane);
addChild(gl).visible = false;
addChild(new Bitmap(_screen));
addChild(_timer);
addEventListener("enterFrame", _onEnterFrame);
stage.addEventListener("click", _onClick);
stage.addEventListener("keyUp", _onKeyUp);
}
private function _onEnterFrame(e:Event) : void {
// motion
for (var i:int=0; i<3; i++) {
spheres[i].x = Math.cos(frame*motionFreq[i]) * motionRadius[i];
spheres[i].y = Math.sin(frame*motionFreqY[i]) * 5 + 10;
spheres[i].z = Math.sin(frame*motionFreq[i]) * motionRadius[i];
aoShade[i].x = spheres[i].x;
aoShade[i].y = -5;
aoShade[i].z = spheres[i].z;
}
_timer.start(0);
// clear screen
_screen.fillRect(_screen.rect, 0);
// camera
gl.id().tv(camera).rx((400-mouseY)*0.15).ry((232-mouseX)*0.5);
_light.transformBy(gl.matrix);
// project all primitives
gl.projectPoint3D(spheresProjected);
gl.projectPoint3D(aoShadeProjected);
spheresProjected.sort(function(v1:Point3D, v2:Point3D) : Number { return v1.world.z - v2.world.z; });
// plane
gl.push().tv(plane).project(_meshPlane);
calculateVertexNormal(_meshPlane);
if (frameStep) calculateAmbientOcclusion(_meshPlane, plane.aoPrimitives, plane.ao);
calculateTexCoordByVertexNormal(_meshPlane, _light, plane.ao);
_timer.start(2);
_screen.draw(gl.renderTexture(_materials[0]), _matscr);
_timer.pause(2);
gl.pop();
// spheres
for each (var v:Point3D in spheresProjected) {
var p:AOPrimitive = AOPrimitive(v);
gl.push().tv(p).project(_meshSphere);
calculateVertexNormal(_meshSphere);
if (frameStep) calculateAmbientOcclusion(_meshSphere, p.aoPrimitives, p.ao);
calculateTexCoordByVertexNormal(_meshSphere, _light, p.ao);
_timer.start(2);
_screen.draw(gl.renderTexture(_materials[0]), _matscr);
_timer.pause(2);
gl.pop();
}
_timer.pause(0);
frame += frameStep;
}
private function _onClick(e:Event) : void {
frameStep = 1 - frameStep;
}
private function _onKeyUp(e:KeyboardEvent) : void {
var inkey:String = String.fromCharCode(e.keyCode);
if (inkey == "Z") aoSwitch = !aoSwitch;
}
private function _createSphere(mesh:Mesh, radius:Number, dlat:int, dlong:int) : Mesh {
var ilat:int, ilong:int, lat:Number, long:Number, r:Number, vidx:int,
slat:Number = 3.141592653589793/dlat, slong:Number = 6.283185307179586/dlong;
mesh.vertices.push(0, radius, 0);
mesh.texCoord.push(0, 0, 0);
for (ilat=1, lat=slat; ilat<dlat; ilat++, lat+=slat) {
r = Math.sin(lat) * radius;
for (ilong=0, long=-ilat*slong*0.5; ilong<dlong; ilong++, long+=slong) {
mesh.vertices.push(Math.cos(long) * r, Math.cos(lat) * radius, Math.sin(long) * r);
mesh.texCoord.push(0, 0, 0);
}
}
mesh.vertices.push(0, -radius, 0);
mesh.texCoord.push(0, 0, 0);
for (ilat=0; ilat<dlat-2; ilat++) {
vidx = ilat * dlong + 1;
for (ilong=1; ilong<dlong; ilong++, vidx++) {
mesh.qface(vidx+1, vidx, vidx+dlong+1, vidx+dlong, 0, true);
}
mesh.qface(vidx-dlong+1, vidx, vidx+1, vidx+dlong, 0, true);
}
vidx = dlong * (dlat-1) + 1;
for (ilong=0; ilong<dlong-1; ilong++) {
mesh.face(0, ilong+1, ilong+2, 0);
mesh.face(vidx, vidx-(ilong+1), vidx-(ilong+2), 0);
}
mesh.face(0, ilong+1, 1, 0);
mesh.face(vidx, vidx-(ilong+1), vidx-1, 0);
mesh.updateFaces();
mesh.vnormals = new Vector.<Vector3D>(mesh.verticesCount, true);
for (var i:int=0; i<mesh.verticesCount; i++) mesh.vnormals[i] = new Vector3D();
return mesh;
}
private function _createPlane(mesh:Mesh, w:Number, h:Number, divx:int, divy:int) : Mesh {
var x:Number, y:Number, ix:int, iy:int, i:int, j:int,
hw:Number=w*0.5, hh:Number=h*0.5, dx:Number=1/divx, dy:Number=1/divy;
for (y=0, iy=0; iy<=divy; y+=dy, iy++) {
for (x=0, ix=0; ix<=divx; x+=dx, ix++) {
mesh.vertices.push(x*w-hw, 0, y*h-hh);
mesh.texCoord.push(x, y, 0);
}
}
for (iy=0; iy<divy; iy++) {
for (ix=0; ix<divx; ix++) {
i = iy*(divy+1)+ix;
j = i + divy+1;
mesh.qface(i, i+1, j, j+1, 0, true);
}
}
mesh.updateFaces();
mesh.vnormals = new Vector.<Vector3D>(mesh.verticesCount, true);
for (i=0; i<mesh.verticesCount; i++) mesh.vnormals[i] = new Vector3D();
return mesh;
}
public function calculateVertexNormal(mesh:Mesh) : void {
var i:int, v:Vector3D, fn:Vector3D, n:Number, vnormals:Vector.<Vector3D>=mesh.vnormals;
for each (v in vnormals) {
v.x = v.y = v.z = v.w = 0;
}
for each (var face:Face in mesh.faces) {
fn = face.normal.world;
v = vnormals[face.i0]; v.x += fn.x; v.y += fn.y; v.z += fn.z; v.w += 1;
v = vnormals[face.i1]; v.x += fn.x; v.y += fn.y; v.z += fn.z; v.w += 1;
v = vnormals[face.i2]; v.x += fn.x; v.y += fn.y; v.z += fn.z; v.w += 1;
}
for each (v in vnormals) {
if (v.w == 0) continue;
n = 1/v.w;
v.x *= n;
v.y *= n;
v.z *= n;
}
mesh.vnormals = vnormals;
}
private const bmdw:int = 1<<hcResolution;
private var v0:Vector3D = new Vector3D(), v1:Vector3D = new Vector3D(), v:Vector3D = new Vector3D();
private var hc0:BitmapData = new BitmapData(bmdw,bmdw,false);
private var hcx:Vector.<BitmapData> = Vector.<BitmapData>([
new BitmapData(bmdw, bmdw>>1, false),
new BitmapData(bmdw, bmdw>>1, false)
]);
private var hcy:Vector.<BitmapData> = Vector.<BitmapData>([
new BitmapData(bmdw, bmdw>>1, false),
new BitmapData(bmdw, bmdw>>1, false)
]);
private var rect:Rectangle = new Rectangle();
public function calculateAmbientOcclusion(mesh:Mesh, prims:Vector.<AOPrimitive>, aoBuffer:Vector.<Number>) : void {
var x:Number, y:Number, z:Number, w:Number, t:Number, v2:Vector3D, p:AOPrimitive,
i:int=0, j:int=0, k:int, hci:int, ao:int, ix:int, iy:int,
hhc:int = bmdw>>1, hc0s:int = bmdw*bmdw, hcxs:int = hc0s>>1, hcxf:int = bmdw-1,
vnormals:Vector.<Vector3D> = mesh.vnormals,
vertices:Vector.<Number> = mesh.verticesOnWorld;
_timer.start(1);
for each (v2 in vnormals) {
v1.x = 0.0;
v1.y = 0.0;
v1.z = 0.0;
if ((v2.y < 0.6) && (v2.y > -0.6)) v1.y = -1.0;
else if ((v2.z < 0.6) && (v2.z > -0.6)) v1.z = 1.0;
else v1.x = 1.0;
v0.x = v1.y * v2.z - v1.z * v2.y;
v0.y = v1.z * v2.x - v1.x * v2.z;
v0.z = v1.x * v2.y - v1.y * v2.x;
v0.normalize();
v1.x = v2.y * v0.z - v2.z * v0.y;
v1.y = v2.z * v0.x - v2.x * v0.z;
v1.z = v2.x * v0.y - v2.y * v0.x;
v1.normalize();
// render on hemi-cubes
hc0.fillRect(hc0.rect, 1);
hcx[0].fillRect(hcx[0].rect, 1);
hcx[1].fillRect(hcx[1].rect, 1);
hcy[0].fillRect(hcy[0].rect, 1);
hcy[1].fillRect(hcy[1].rect, 1);
for each (p in prims) {
x = p.world.x - vertices[i];
y = p.world.y - vertices[i+1];
z = p.world.z - vertices[i+2];
v.x = x * v0.x + y * v0.y + z * v0.z;
v.y = x * v1.x + y * v1.y + z * v1.z;
v.z = x * v2.x + y * v2.y + z * v2.z;
// hemi-cube front
if (v.z > 0) {
t = hhc/v.z;
w = p.aoRadius * 0.8 * t;
rect.x = v.x * t - w + hhc;
rect.y = v.y * t - w + hhc;
rect.width = w + w;
rect.height = w + w;
hc0.fillRect(rect, 0);
}
// hemi-cube x direction
if (v.x != 0) {
if (v.x > 0) { hci = 0; t = hhc/v.x; }
else { hci = 1; t = -hhc/v.x; }
w = p.aoRadius * 0.65 * t;
rect.x = v.y * t - w + hhc;
rect.y = v.z * t - w;
rect.width = w + w;
rect.height = w + w;
hcx[hci].fillRect(rect, 0);
}
// hemi-cube y direction
if (v.y != 0) {
if (v.y > 0) { hci = 0; t = hhc/v.y; }
else { hci = 1; t = -hhc/v.y; }
w = p.aoRadius * 0.65 * t;
rect.x = v.x * t - w + hhc;
rect.y = v.z * t - w;
rect.width = w + w;
rect.height = w + w;
hcy[hci].fillRect(rect, 0);
}
}
ao = 0;
for (k=0; k<hc0s; k++) {
ao += hc0.getPixel(k&hcxf, k>>hcResolution);
}
for (k=0; k<hcxs; k++) {
ix = k & hcxf;
iy = k >> hcResolution;
ao += hcx[0].getPixel(ix, iy) + hcx[1].getPixel(ix, iy) +
hcy[0].getPixel(ix, iy) + hcy[1].getPixel(ix, iy);
}
aoBuffer[j] = ao * 0.005208333333333333;
i+=3;
j++;
}
_timer.pause(1);
}
public function calculateTexCoordByVertexNormal(mesh:Mesh, light:Light, aoBuffer:Vector.<Number>) : void {
var x:Number, y:Number, v:Vector3D, i:int=0, j:int=0, vnormals:Vector.<Vector3D>=mesh.vnormals,
dir:Vector3D=light, hv:Vector3D=light.halfVector,
t:Number = aoBlendRatio, it:Number = 1-aoBlendRatio, offset:Number = 0;
if (!aoSwitch) {
t = 0;
offset = aoBlendRatio*0.8;
it = 1-offset;
}
for each (v in vnormals) {
x = dir.x * v.x + dir.y * v.y + dir.z * v.z;
y = hv.x * v.x + hv.y * v.y + hv.z * v.z;
if (x<0) x = 0;
if (y<0) y = 0;
mesh.texCoord[i] = x*it + aoBuffer[j]*t + offset; i++; j++;
mesh.texCoord[i] = y; i+=2;
}
}
}
}
import flash.display.*;
import flash.text.*;
import flash.geom.*;
import flash.events.*;
import flash.utils.getTimer;
class timer extends TextField {
public var title:String = "";
private var _time:Vector.<int>;
private var _sum :Vector.<int>;
private var _stat:Vector.<String>;
private var _cnt :int;
private var _avc:int;
function timer(averagingCount:int, ...stat) : void {
_avc = averagingCount;
_stat = Vector.<String>(stat);
_time = new Vector.<int>(stat.length, true);
_sum = new Vector.<int>(stat.length, true);
_cnt = new Vector.<int>(stat.length, true);
background = true;
backgroundColor = 0x00ff00;
autoSize = "left";
multiline = true;
addEventListener("enterFrame", _onEnterFrame);
}
public function start(slot:int=0) : void { _time[slot] = getTimer(); }
public function pause(slot:int=0) : void { _sum[slot] += getTimer() - _time[slot]; }
public function _onEnterFrame(e:Event) : void {
if (++_cnt == _avc) {
_cnt = 0;
var str:String = "", line:String;
for (var slot:int = 0; slot<_sum.length; slot++) {
line = _stat[slot].replace("##", String(_sum[slot] / _avc));
str += line + "\n";
_sum[slot] = 0;
}
text = title + str;
}
}
}
// 3D Engine
//----------------------------------------------------------------------------------------------------
/** Core */
class Render3D extends Shape {
/** model view matrix */
public var matrix:Matrix3D;
private var _meshProjected:Mesh = null; // projecting mesh
private var _facesProjected:Vector.<Face> = new Vector.<Face>(); // projecting face
private var _projectionMatrix:Matrix3D; // projection matrix
private var _matrixStac:Vector.<Matrix3D> = new Vector.<Matrix3D>(); // matrix stac
private var _cmdTriangle:Vector.<int> = Vector.<int>([1,2,2]); // commands to draw triangle
private var _cmdQuadrangle:Vector.<int> = Vector.<int>([1,2,2,2]); // commands to draw quadrangle
private var _data:Vector.<Number> = new Vector.<Number>(8, true); // data to draw shape
private var _clippingZ:Number; // z value of clipping plane
/** constructor */
function Render3D(focus:Number=300, clippingZ:Number=0) {
var projector:PerspectiveProjection = new PerspectiveProjection()
projector.focalLength = focus;
_projectionMatrix = projector.toMatrix3D();
_clippingZ = -clippingZ;
matrix = new Matrix3D();
_matrixStac.length = 1;
_matrixStac[0] = matrix;
}
// control matrix
//--------------------------------------------------
public function clear() : Render3D { matrix = _matrixStac[0]; _matrixStac.length = 1; return this; }
public function push() : Render3D { _matrixStac.push(matrix.clone()); return this; }
public function pop() : Render3D { matrix = (_matrixStac.length == 1) ? matrix : _matrixStac.pop(); return this; }
public function id() : Render3D { matrix.identity(); return this; }
public function t(x:Number, y:Number, z:Number) : Render3D { matrix.prependTranslation(x, y, z); return this; }
public function tv(v:Vector3D) : Render3D { matrix.prependTranslation(v.x, v.y, v.z); return this; }
public function s(x:Number, y:Number, z:Number) : Render3D { matrix.prependScale(x, y, z); return this; }
public function sv(v:Vector3D) : Render3D { matrix.prependScale(v.x, v.y, v.z); return this; }
public function r(angle:Number, axis:Vector3D) : Render3D { matrix.prependRotation(angle, axis); return this; }
public function rv(v:Vector3D) : Render3D { matrix.prependRotation(v.w, v); return this; }
public function rx(angle:Number) : Render3D { matrix.prependRotation(angle, Vector3D.X_AXIS); return this; }
public function ry(angle:Number) : Render3D { matrix.prependRotation(angle, Vector3D.Y_AXIS); return this; }
public function rz(angle:Number) : Render3D { matrix.prependRotation(angle, Vector3D.Z_AXIS); return this; }
// projections
//--------------------------------------------------
/** project */
public function project(mesh:Mesh) : Render3D {
matrix.transformVectors(mesh.vertices, mesh.verticesOnWorld);
var fn:Point3D, vs:Vector.<Number> = mesh.verticesOnWorld;
var m:Vector.<Number> = matrix.rawData,
m00:Number = m[0], m01:Number = m[1], m02:Number = m[2],
m10:Number = m[4], m11:Number = m[5], m12:Number = m[6],
m20:Number = m[8], m21:Number = m[9], m22:Number = m[10];
_facesProjected.length = 0;
for each (var f:Face in mesh.faces) {
var i0:int=(f.i0<<1)+f.i0, i1:int=(f.i1<<1)+f.i1, i2:int=(f.i2<<1)+f.i2,
x0:Number=vs[i0++], x1:Number=vs[i1++], x2:Number=vs[i2++],
y0:Number=vs[i0++], y1:Number=vs[i1++], y2:Number=vs[i2++],
z0:Number=vs[i0], z1:Number=vs[i1], z2:Number=vs[i2];
if (z0<_clippingZ && z1<_clippingZ && z2<_clippingZ) {
fn = f.normal;
fn.world.x = fn.x * m00 + fn.y * m10 + fn.z * m20;
fn.world.y = fn.x * m01 + fn.y * m11 + fn.z * m21;
fn.world.z = fn.x * m02 + fn.y * m12 + fn.z * m22;
if (vs[f.pvi-2]*fn.world.x + vs[f.pvi-1]*fn.world.y + vs[f.pvi]*fn.world.z <= 0) {
_facesProjected.push(f);
}
}
}
_facesProjected.sort(function(f1:Face, f2:Face):Number{ return vs[f2.pvi] - vs[f1.pvi]; });
_meshProjected = mesh;
return this;
}
/** project slower than transformVectors() but Vector3D.w considerable. */
public function projectPoint3D(points:Vector.<Point3D>) : Render3D {
var m:Vector.<Number> = matrix.rawData, p:Point3D,
m00:Number = m[0], m01:Number = m[1], m02:Number = m[2],
m10:Number = m[4], m11:Number = m[5], m12:Number = m[6],
m20:Number = m[8], m21:Number = m[9], m22:Number = m[10],
m30:Number = m[12], m31:Number = m[13], m32:Number = m[14];
for each (p in points) {
p.world.x = p.x * m00 + p.y * m10 + p.z * m20 + p.w * m30;
p.world.y = p.x * m01 + p.y * m11 + p.z * m21 + p.w * m31;
p.world.z = p.x * m02 + p.y * m12 + p.z * m22 + p.w * m32;
}
return this;
}
// rendering
//--------------------------------------------------
/** render solid */
public function renderSolid(light:Light) : Render3D {
var idx:int, mat:Material, materials:Vector.<Material> = _meshProjected.materials,
vout:Vector.<Number> = _meshProjected.verticesOnScreen;
Utils3D.projectVectors(_projectionMatrix, _meshProjected.verticesOnWorld, vout, _meshProjected.texCoord);
graphics.clear();
for each (var face:Face in _facesProjected) {
mat = materials[face.mat];
graphics.beginFill(mat.getColor(light, face.normal.world), mat.alpha);
idx = face.i0<<1;
_data[0] = vout[idx]; idx++;
_data[1] = vout[idx];
idx = face.i1<<1;
_data[2] = vout[idx]; idx++;
_data[3] = vout[idx];
idx = face.i2<<1;
_data[4] = vout[idx]; idx++;
_data[5] = vout[idx];
if (face.i3 == -1) {
graphics.drawPath(_cmdTriangle, _data);
} else {
idx = face.i3<<1;
_data[6] = vout[idx]; idx++;
_data[7] = vout[idx];
graphics.drawPath(_cmdQuadrangle, _data);
}
graphics.endFill();
}
return this;
}
/** render with texture */
private var _indices:Vector.<int> = new Vector.<int>(); // temporary index list
public function renderTexture(texture:BitmapData) : Render3D {
var idx:int, mat:Material, indices:Vector.<int> = _indices;
indices.length = 0;
for each (var face:Face in _facesProjected) { indices.push(face.i0, face.i1, face.i2); }
Utils3D.projectVectors(_projectionMatrix,
_meshProjected.verticesOnWorld,
_meshProjected.verticesOnScreen,
_meshProjected.texCoord);
graphics.clear();
graphics.beginBitmapFill(texture, null, false, true);
graphics.drawTriangles(_meshProjected.verticesOnScreen, indices, _meshProjected.texCoord);
graphics.endFill();
return this;
}
}
/** Point3D */
class Point3D extends Vector3D {
public var world:Vector3D;
function Point3D(x:Number=0, y:Number=0, z:Number=0, w:Number=1) { super(x,y,z,w); world=clone(); }
}
/** Face */
class Face {
public var i0:int, i1:int, i2:int, i3:int, pvi:int, mat:int, normal:Point3D;
static private var _freeList:Vector.<Face> = new Vector.<Face>();
static public function free(face:Face) : void { _freeList.push(face); }
static public function alloc(i0:int, i1:int, i2:int, i3:int, mat:int) : Face {
var f:Face = _freeList.pop() || new Face();
f.i0=i0; f.i1=i1; f.i2=i2; f.i3=i3; f.pvi=0; f.mat=mat;
return f;
}
}
/** Mesh */
class Mesh {
public var materials:Vector.<Material>; // material list
public var verticesCount:int;
public var vertices:Vector.<Number>; // vertex
public var verticesOnWorld:Vector.<Number>; // vertex on camera coordinate
public var verticesOnScreen:Vector.<Number>; // vertex on screen
public var texCoord:Vector.<Number>; // texture coordinate
public var faces:Vector.<Face> = new Vector.<Face>(); // face list
public var vnormals:Vector.<Vector3D>; // vertex normal
/** constructor */
function Mesh(materials:Vector.<Material>) {
this.materials = materials;
this.vertices = new Vector.<Number>();
this.texCoord = new Vector.<Number>();
this.verticesOnWorld = new Vector.<Number>();
this.verticesOnScreen = new Vector.<Number>();
this.vnormals = null;
this.verticesCount = 0;
}
/** clear all faces */
public function clear() : Mesh {
for each (var face:Face in faces) Face.free(face);
faces.length = 0;
return this;
}
/** register face */
public function face(i0:int, i1:int, i2:int, mat:int=0) : Mesh {
faces.push(Face.alloc(i0, i1, i2, -1, mat));
return this;
}
/** register quadrangle face. set div=true to divide into 2 triangles. */
public function qface(i0:int, i1:int, i2:int, i3:int, mat:int=0, div:Boolean=true) : Mesh {
if (div) faces.push(Face.alloc(i0, i1, i2, -1, mat), Face.alloc(i3, i2, i1, -1, mat));
else faces.push(Face.alloc(i0, i1, i3, i2, mat));
return this;
}
/** update face gravity point and normal */
public function updateFaces() : Mesh {
verticesCount = vertices.length/3;
var vs:Vector.<Number> = vertices;
for each (var f:Face in faces) {
var i0:int=(f.i0<<1)+f.i0, i1:int=(f.i1<<1)+f.i1, i2:int=(f.i2<<1)+f.i2;
var x01:Number=vs[i1]-vs[i0], x02:Number=vs[i2]-vs[i0];
f.pvi = vs.length+2;
vs.push((vs[i0++] + vs[i1++] + vs[i2++]) * 0.333333333333);
var y01:Number=vs[i1]-vs[i0], y02:Number=vs[i2]-vs[i0];
vs.push((vs[i0++] + vs[i1++] + vs[i2++]) * 0.333333333333);
var z01:Number=vs[i1]-vs[i0], z02:Number=vs[i2]-vs[i0];
vs.push((vs[i0++] + vs[i1++] + vs[i2++]) * 0.333333333333);
f.normal = new Point3D(y02*z01-y01*z02, z02*x01-z01*x02, x02*y01-x01*y02, 0);
f.normal.normalize();
if (f.i3 != -1) {
var i3:int = (f.i3<<1)+f.i3;
vs[f.pvi-2] = vs[f.pvi-2]*0.75 + vs[i3++]*0.25;
vs[f.pvi-1] = vs[f.pvi-1]*0.75 + vs[i3++]*0.25;
vs[f.pvi] = vs[f.pvi] *0.75 + vs[i3] *0.25;
}
}
return this;
}
}
/** Light */
class Light extends Point3D {
public var halfVector:Vector3D = new Vector3D();
/** constructor (set position) */
function Light(x:Number=1, y:Number=1, z:Number=1) {
super(x, y, z, 0);
normalize();
}
/** projection */
public function transformBy(matrix:Matrix3D) : void {
world = matrix.deltaTransformVector(this);
halfVector.x = world.x;
halfVector.y = world.y;
halfVector.z = world.z + 1;
halfVector.normalize();
}
}
/** Material */
class Material extends BitmapData {
public var alpha:Number = 1; // The alpha value is available for renderSolid()
public var doubleSided:int = 0; // set doubleSided=-1 if double sided material
/** constructor */
function Material(dif:int=128, spc:int=128) { super(dif, spc, false); }
/** set color. */
public function setColor(col:uint, amb:int=64, dif:int=192, spc:int=0, pow:Number=8) : Material {
fillRect(rect, col);
var lmap:LightMap = new LightMap(width, height);
draw(lmap.diffusion(amb, dif), null, null, "hardlight");
draw(lmap.specular (spc, pow), null, null, "add");
lmap.dispose();
return this;
}
/** calculate color by light and normal vector. */
public function getColor(l:Light, n:Vector3D) : uint {
var dir:Vector3D = l.world, hv:Vector3D = l.halfVector;
var ln:int = int((dir.x * n.x + dir.y * n.y + dir.z * n.z) * (width-1)),
hn:int = int((hv.x * n.x + hv.y * n.y + hv.z * n.z) * (height-1));
if (ln<0) ln = (-ln) & doubleSided;
if (hn<0) hn = (-hn) & doubleSided;
return getPixel(ln, hn);
}
}
class LightMap extends BitmapData {
function LightMap(dif:int, spc:int) { super(dif, spc, false); }
public function diffusion(amb:int, dif:int) : BitmapData {
var col:int, rc:Rectangle = new Rectangle(0, 0, 1, height), ipk:Number = 1 / width;
for (rc.x=0; rc.x<width; rc.x+=1) {
col = ((rc.x * (dif - amb)) * ipk) + amb;
fillRect(rc, (col<<16)|(col<<8)|col);
}
return this;
}
public function specular(spc:int, pow:Number) : BitmapData {
var col:int, rc:Rectangle = new Rectangle(0, 0, width, 1),
mpk:Number = (pow + 2) * 0.15915494309189534, ipk:Number = 1 / height;
for (rc.y=0; rc.y<height; rc.y+=1) {
col = Math.pow(rc.y * ipk, pow) * spc * mpk;
if (col > 255) col = 255;
fillRect(rc, (col<<16)|(col<<8)|col);
}
return this;
}
}
// Ambient Occlusion Primitive
class AOPrimitive extends Point3D {
public var aoPrimitives:Vector.<AOPrimitive> = new Vector.<AOPrimitive>();
public var aoRadius:Number, ao:Vector.<Number>;
function AOPrimitive(x:Number=0, y:Number=0, z:Number=0, r:Number=0, vc:int=0) {
super(x, y, z, 1);
aoRadius = r;
ao = new Vector.<Number>(vc, true);
}
}