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?? collada.as.svn-base

?? ActionScript寫(xiě)的3D圖片展示功能
?? SVN-BASE
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package org.papervision3d.objects.parsers
{
	import flash.events.Event;
	import flash.events.IOErrorEvent;
	import flash.events.ProgressEvent;
	import flash.events.SecurityErrorEvent;
	import flash.net.URLLoader;
	import flash.net.URLRequest;
	
	import org.papervision3d.Papervision3D;
	import org.papervision3d.core.geom.TriangleMesh3D;
	import org.papervision3d.core.geom.renderables.Triangle3D;
	import org.papervision3d.core.geom.renderables.Vertex3D;
	import org.papervision3d.core.math.Matrix3D;
	import org.papervision3d.core.math.NumberUV;
	import org.papervision3d.core.proto.DisplayObjectContainer3D;
	import org.papervision3d.core.proto.GeometryObject3D;
	import org.papervision3d.core.proto.MaterialObject3D;
	import org.papervision3d.events.FileLoadEvent;
	import org.papervision3d.materials.BitmapFileMaterial;
	import org.papervision3d.materials.utils.MaterialsList;
	import org.papervision3d.objects.DisplayObject3D;
	
	/**
	* The Collada class lets you load and parse Collada scenes.
	* <p/>
	* Recommended DCC Settings:
	* <ul><li><b>Maya</b>:
	* <ul><li>General Export Options
	* <ul><li>Relative Paths, Triangulate.</li></ul>
	* <li>Filter Export
	* <ul><li>Polygon meshes, Normals, Texture Coordinates.</li></ul>
	* </li></ul>
	* <li><b>3DS Max</b>:
	* <ul><li>Standard Options
	* <ul><li>Relative Paths.</li></ul>
	* <li>Geometry
	* <ul><li>Normals, Triangulate.</li></ul>
	* </li></ul>
	*/
	public class Collada extends DisplayObject3D
	{
		/**
		* Default scaling value for constructor.
		*/
		static public var DEFAULT_SCALING  :Number = 1;
	
		/**
		* Internal scaling value.
		*/
		static private var INTERNAL_SCALING :Number = 100;
	
		/**
		* Whether or not the scene has been loaded.
		*/
		public var loaded :Boolean;
		
		public var materialsToLoad:int =0;
	
		// ___________________________________________________________________________________________________
		//                                                                                               N E W
		// NN  NN EEEEEE WW    WW
		// NNN NN EE     WW WW WW
		// NNNNNN EEEE   WWWWWWWW
		// NN NNN EE     WWW  WWW
		// NN  NN EEEEEE WW    WW
	
		/**
		* Creates a new Collada object.
		* <p/>
		* The Collada class lets you load and parse a Collada scene.
		* <p/>
		* COLLADA is a COLLAborative Design Activity for establishing an interchange file format for interactive 3D applications.
		* <p/>
		* COLLADA defines an open standard XML schema for exchanging digital assets among various container software applications that might otherwise store their assets in incompatible formats.
		* <p/>
		* COLLADA documents that describe digital assets are XML files, usually identified with a .dae (digital asset exchange) filename extension.
		* <p/>
		* @param	COLLADA		An XML COLLADA object or the filename of the .dae scene to load.
		* <p/>
		* @param	materials	A MaterialsList object.
		* <p/>
		* @param	scale		Scaling factor.
		* <p/>
		*/
	
		public function Collada( COLLADA :*, materials :MaterialsList=null, scale :Number=1, initObject :Object=null )
		{
			super(null, null, initObject);
			
			this._materials = materials || new MaterialsList();
	
			this._container = this;
			this.loaded = false;
	
			this._scaling  = scale || DEFAULT_SCALING;
			this._scaling *= INTERNAL_SCALING;
	
			this._geometries = new Object();
	
			if( COLLADA is XML )
			{
				this.COLLADA = COLLADA;
				this._filename = "";
				buildCollada();
			}
			else if( COLLADA is String )
			{
				this._filename = COLLADA;
				loadCollada();
			}
		}
	
		// _______________________________________________________________________ PRIVATE
	
		private function loadCollada():void
		{
			this._loader = new URLLoader();
			this._loader.addEventListener( Event.COMPLETE, onComplete );
			this._loader.addEventListener(IOErrorEvent.IO_ERROR, handleIOError);
			this._loader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, handleSecurityLoadError);
			this._loader.addEventListener( ProgressEvent.PROGRESS, handleLoadProgress );
			this._loader.load( new URLRequest( this._filename ) );
		}
		
		private function handleLoadProgress( e:ProgressEvent ):void
		{
			var progressEvent:FileLoadEvent = new FileLoadEvent( FileLoadEvent.LOAD_PROGRESS, this._filename, e.bytesLoaded, e.bytesTotal);
			dispatchEvent( progressEvent );
		}
		
		private function handleIOError(e:IOErrorEvent):void
		{
			trace("COLLADA file load error", e.text);
			dispatchEvent(new FileLoadEvent(FileLoadEvent.LOAD_ERROR,this._filename,0,0,e.text));
		}
		
		private function handleSecurityLoadError(e:SecurityErrorEvent):void
		{
			trace("COLLADA file security load error", e.text);
			dispatchEvent(new FileLoadEvent(FileLoadEvent.SECURITY_LOAD_ERROR,this._filename, 0, 0, e.text));
		}
		
		private function onComplete(evt:Event):void
		{
			this.COLLADA = new XML( this._loader.data );
	
			buildCollada();
		}
	
		// _______________________________________________________________________
	
	
		private function buildCollada():void
		{
			//Reset the number of materials to load.
			materialsToLoad = 0;
			
			default xml namespace = COLLADA.namespace();
	
			// Get up axis
			this._yUp = (COLLADA.asset.up_axis == "Y_UP");
	
			// Parse first scene
			var sceneId:String = getId( COLLADA.scene.instance_visual_scene.@url );
	
			var scene:XML = COLLADA.library_visual_scenes.visual_scene.(@id == sceneId)[0];
	
			parseScene( scene );
	
			var fileEvent:FileLoadEvent = new FileLoadEvent( FileLoadEvent.LOAD_COMPLETE, _filename );
			this.dispatchEvent( fileEvent );
	
			this.loaded = true;
			
		}
	
	
		// _______________________________________________________________________ parseScene
	
		private function parseScene( scene:XML ):void
		{
			for each( var node:XML in scene.node )
				parseNode( node, this._container );
		}
	
		// _______________________________________________________________________ parseNode
	
		private function parseNode( node:XML, parent:DisplayObjectContainer3D ):void
		{
			var matrix :Matrix3D = Matrix3D.IDENTITY;
	
			//if( ! this._yUp && parent == this._container )
			//{
				//matrix = Matrix3D.rotationX( Math.PI/2 );
				//matrix = Matrix3D.multiply( matrix, Matrix3D.rotationZ( Math.PI ) );
			//}
	
			var newNode:DisplayObject3D;
	
			if( String( node.instance_geometry ) == "" )
				newNode = new DisplayObject3D( node.@name );
			else
				newNode = new TriangleMesh3D( null, null, null, node.@name );
	
	
			var instance :DisplayObject3D = parent.addChild( newNode, node.@name );
	
			var children      :XMLList  = node.children();
			var totalChildren :int      = children.length();
	
			for( var i:int = 0; i < totalChildren; i++ )
			{
				var child:XML = children[i];
	
				switch( child.name().localName )
				{
					case "translate":
						matrix = Matrix3D.multiply( matrix, translateMatrix( getArray( child ) ) );
						break;
	
					case "rotate":
						matrix = Matrix3D.multiply( matrix, rotateMatrix( getArray( child ) ) );
						break;
	
					case "scale":
						matrix = Matrix3D.multiply( matrix, scaleMatrix( getArray( child ) ) );
						break;
	
					// Baked transform matrix
					case "matrix":
						matrix = Matrix3D.multiply( matrix, bakedMatrix( new Matrix3D( getArray( child ) ) ) );
						break;
	
					case "node":
						parseNode( child, instance );
						break;
	
					case "instance_geometry":
	
						// Instance materials
						var bindMaterial:Object = new Object();
						for each( var instance_material:XML in child..instance_material )
						{
							bindMaterial[ instance_material.@symbol ] = instance_material.@target.split("#")[1];
						}
	
						// Instance geometry
						for each( var geometry:XML in child )
						{
							var geoId:String = getId( geometry.@url );
							var geo:XML = COLLADA.library_geometries.geometry.(@id == geoId)[0];
							parseGeometry( geo, instance, Matrix3D.clone( matrix ), bindMaterial );
						}
						break;
				}
			}
	
			instance.copyTransform( matrix );
		}
	
		// _______________________________________________________________________ parseGeometry
	
		private function parseGeometry( geometry:XML, instance:DisplayObject3D, matrix2:Matrix3D=null, bindMaterial:Object=null ):void
		{
			var matrix:Matrix3D = Matrix3D.clone( matrix2 ) || Matrix3D.IDENTITY; // TODO: Cleanup
	
			// DEBUG
			//trace( "parseGeometry: " + geometry.@id ); // DEBUG
	
			// Semantics
			var semantics :Object = new Object();
			semantics.name = geometry.@id;
	
			var faces:Array = semantics.triangles = new Array();
	
			// Multi material
			var multiMaterial:Boolean = (geometry.mesh.triangles.length() > 1);
	
			// Triangles
			for each( var triangles:XML in geometry.mesh.triangles )
			{
				// Input
				var field:Array = new Array();
	
				for each( var input:XML in triangles.input )
				{
					semantics[ input.@semantic ] = deserialize( input, geometry );
					field.push( input.@semantic );
				}
	
				var data     :Array  = triangles.p.split(' ');
				var len      :Number = triangles.@count;
				var material :String = triangles.@material;
	
				// DEBUG
				//trace( "triangles: " + len );
				addMaterial( instance, material, bindMaterial );
	
				for( var j:Number = 0; j < len; j++ )
				{
					var t:Object = new Object();
	
					for( var v:Number = 0; v < 3; v++ )
					{
						var fld:String;
						for( var k:Number = 0; fld = field[k]; k++ )
						{
							if( ! t[ fld ] ) t[ fld ] = new Array();
	
							t[ fld ].push( Number( data.shift() ) );
						}
	
						t["material"] = material; //multiMaterial? material : null;
					}
					faces.push( t );
				}
			}
	
			buildObject( semantics, instance, matrix );
		}
	
	
		// _______________________________________________________________________ buildObject
	
	
		private function buildObject( semantics:Object, instance:DisplayObject3D, matrix:Matrix3D=null ):void
		{
			matrix = matrix || Matrix3D.IDENTITY;
			instance.addGeometry( new GeometryObject3D() );
			// Vertices
			var vertices :Array    = instance.geometry.vertices = new Array();
			var scaling  :Number   = this._scaling;
			var accVerts :Number   = vertices.length;
	
			var semVertices :Array = semantics.VERTEX;
			var len:Number = semVertices.length;
	
			// DEBUG
			//trace( "Vertices: " + len );
	
			var i:int;
			for( i=0; i < len; i++ )

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