// forked from keim_at_Si's Code based Structure Synth // Code based Structure Synth // Structure Synth; http://structuresynth.sourceforge.net/ //------------------------------------------------------------ package { import flash.display.*; import flash.events.*; import flash.geom.*; import flash.utils.*; import flash.text.*; [SWF(width='465', height='465', backgroundColor='#000000', frameRate='30')] public class main extends Sprite { // 3D renders private var _materials:Vector.<Material> = new Vector.<Material>(); private var _light:Light = new Light(1,1,1); 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 _tf:TextField = new TextField(); private var gl:Render3D = new Render3D(300,1); private var ss:StructureSynth = new StructureSynth(gl); // objects private var camera:Vector3D; private var structure:Vector.<Mesh> = new Vector.<Mesh>(5, true); private var structName:Array = ["tetrahedrons","hexahedrons","octahedrons","dodecahedrons","icosahedrons"]; // motions private var structNum:int = 0; // entry point function main() { var i:int; _tf.autoSize = "left"; camera = new Vector3D(0, -5, -50); _materials.push((new Material()).setColor(0xff8080, 64, 192, 32, 80), (new Material()).setColor(0xd0d080, 64, 192, 32, 80), (new Material()).setColor(0x80ff80, 64, 192, 32, 80), (new Material()).setColor(0x80c0c0, 64, 192, 48, 80), (new Material()).setColor(0x8080ff, 64, 192, 64, 80)); for (i=0; i<5; i++) structure[i] = new Mesh(_materials); addChild(gl).visible = false; addChild(new Bitmap(_screen)); addChild(_tf); addEventListener("enterFrame", _onEnterFrame); stage.addEventListener("click", _onClick); // register meshes ss.mesh("tetra", SolidFactory.tetrahedron (new Mesh(), 1, 0)); // 4vertices/4triangles ss.mesh("box", SolidFactory.hexahedron (new Mesh(), 1, 1, false)); // 8vertices/12triangles ss.mesh("octa", SolidFactory.octahedron (new Mesh(), 1, 2)); // 6vertices/8triangles ss.mesh("dodeca", SolidFactory.dodecahedron(new Mesh(), 1, 3)); // 12vertices/36triangles ss.mesh("icosa", SolidFactory.icosahedron (new Mesh(), 1, 4)); // 20vertices/20triangles // create mesh by Structure Synth // structure[0] ss.rule("s0r1", function() : void { ss.call("{rz 6 x -2.5} s0r2"); ss.call("{ry 60} s0r1"); }, {md:6}); ss.rule("s0r2", function() : void { ss.call("{rz -54.73561032 ry 45} tetra"); ss.call("{rz 6 x -2.5} s0r2"); }, {md:28}); ss.init(structure[0]).call("{y 30} s0r1"); ss.init(structure[0]).call("{y 0 ry 30} s0r1"); structure[0].updateFaces(); // structure[1] ss.rule("s1r1", function() : void { ss.call("s1r2"); ss.call("{rx 20 z 4} s1r1"); }, {md:18}); ss.rule("s1r2", function() : void { ss.call("box"); ss.call("{x 2.4 y -1 z -1 s 1 0.94 0.94} s1r2"); }, {md:32}); ss.init(structure[1]).call("{x -36 y 11} s1r1"); structure[1].updateFaces(); // structure[2] ss.rule("s2r1", function() : void { ss.call("3 * {y 2 rx 5} octa"); ss.call("{y 6 rz 30 ry 45 s 0.8} s2r1"); ss.call("{y 6 rz -30 ry 45 s 0.8} s2r1"); }); ss.rule("s2r1", function() : void { ss.call("3 * {y 2 rx -5} octa"); ss.call("{y 6 rz 30 ry 45 s 0.8} s2r1"); ss.call("{y 6 rz -30 ry 45 s 0.8} s2r1"); }); ss.init(structure[2], 8).call("{s 1.5} s2r1"); structure[2].updateFaces(); // structure[3] ss.rule("s3r1", function() : void { ss.call("s3r2"); ss.call("{s 1.5} s3r1"); }, {md:6}); ss.rule("s3r2", function() : void { ss.call("{y -4} dodeca"); ss.call("5 * {ry 72} s3r3"); }); ss.rule("s3r3", function() : void { ss.call("{rz 65 y -4} dodeca"); }); ss.init(structure[3]).call("s3r1"); ss.init(structure[3]).call("{rz 180} s3r1"); structure[3].updateFaces(); // structure[4] ss.rule("s4rx", function() : void { ss.call("icosa"); ss.call("{z 3 x 3} s4rz"); ss.call("{y 3 z 3} s4ry"); ss.call("{x 3 y 3} s4rx"); }); ss.rule("s4ry", function() : void { ss.call("icosa"); ss.call("{z 3 x 3} s4rz"); ss.call("{y 3 z 3} s4ry"); }); ss.rule("s4rz", function() : void { ss.call("icosa"); ss.call("{z 3 x 3} s4rz"); }); ss.init(structure[4], 8).call("{x -21.2132 y -21.2132 z -21.2132 s 2} s4rx"); structure[4].updateFaces(); structNum = -1; _onClick(null); } private function _onEnterFrame(e:Event) : void { _screen.fillRect(_screen.rect, 0); _light.transformBy(gl.id().tv(camera).rx((400-mouseY)*0.25).ry((232-mouseX)*0.75).matrix); _screen.draw(gl.push().t(0, 0, 0).project(structure[structNum]).renderSolid(_light).pop(), _matscr); } private function _onClick(e:Event) : void { if (++structNum == structure.length) structNum = 0; _tf.htmlText = "<font color='#ffffff' face='_typewriter'>Click to change the structure[" + structName[structNum] + "]</font>"; } } } import flash.display.*; import flash.geom.*; // Solid Factory //---------------------------------------------------------------------------------------------------- class SolidFactory { // regular solids //-------------------------------------------------- static public function tetrahedron(mesh:Mesh, size:Number, mat:int=0) : Mesh { mesh.vertices.push(size,size,size, size,-size,-size, -size,size,-size, -size,-size,size); mesh.qface(0,2,1,3,mat).qface(1,3,0,2,mat); return mesh.updateFaces(); } static public function hexahedron(mesh:Mesh, size:Number, mat:int=0, div:Boolean=true) : Mesh { for (var i:int=0; i<8; i++) mesh.vertices.push((i&1)?size:-size, ((i>>1)&1)?size:-size, (i>>2)?size:-size); mesh.qface(0,1,2,3,mat,div).qface(1,0,5,4,mat,div).qface(0,2,4,6,mat,div); mesh.qface(2,3,6,7,mat,div).qface(3,1,7,5,mat,div).qface(5,4,7,6,mat,div); return mesh.updateFaces(); } static public function octahedron(mesh:Mesh, size:Number, mat:int=0) : Mesh { mesh.vertices.push(0,0,-size, -size,0,0, 0,-size,0, size,0,0, 0,size,0, 0,0,size); mesh.qface(0,1,2,5,mat).qface(0,2,3,5,mat).qface(0,3,4,5,mat).qface(0,4,1,5,mat); return mesh.updateFaces(); } static public function dodecahedron(mesh:Mesh, size:Number, mat:int=0, div:Boolean=true) : Mesh { var a:Number=size*0.149071198, b:Number=size*0.241202266, c:Number=size*0.283550269, d:Number=size*0.390273464, e:Number=size*0.458793973, f:Number=size*0.631475730, g:Number=size*0.742344243; mesh.vertices.push(c,f,d, e,f,-a, 0,f,-b-b, -e,f,-a, -c,f,d); mesh.vertices.push(e,a,f, g,a,-b, 0,a,-d-d, -g,a,-b, -e,a,f); mesh.vertices.push(0,-a,d+d, g,-a,b, e,-a,-f, -e,-a,-f, -g,-a,b); mesh.vertices.push(0,-f,b+b, e,-f,a, c,-f,-d, -c,-f,-d, -e,-f,a); mesh.qface(0,3,1,2,mat,div).face(0,4,3,mat).qface(4,5,9,10,mat,div).face(4,0,5,mat); mesh.qface(0,6,5,11,mat,div).face(0,1,6,mat).qface(1,7,6,12,mat,div).face(1,2,7,mat); mesh.qface(2,8,7,13,mat,div).face(2,3,8,mat).qface(3,9,8,14,mat,div).face(3,4,9,mat); mesh.qface(17,11,12,6,mat,div).face(17,16,11,mat).qface(16,10,11,5,mat,div).face(16,15,10,mat); mesh.qface(15,14,10,9,mat,div).face(15,19,14,mat).qface(19,13,14,8,mat,div).face(19,18,13,mat); mesh.qface(18,12,13,7,mat,div).face(18,17,12,mat).qface(16,18,15,19,mat,div).face(16,17,18,mat); return mesh.updateFaces(); } static public function icosahedron(mesh:Mesh, size:Number, mat:int=0) : Mesh { var a:Number=size*0.276393202, b:Number=size*0.447213595, c:Number=size*0.525731112, d:Number=size*0.723606798, e:Number=size*0.850650808; mesh.vertices.push(0,size,0, 0,b,b+b, e,b,a, c,b,-d, -c,b,-d, -e,b,a); mesh.vertices.push(e,-b,-a, c,-b,d, -c,-b,d, -e,-b,-a, 0,-b,-b-b, 0,-size,0); mesh.qface(0,2,1,7,mat).qface(0,3,2,6,mat).qface(0,4,3,10,mat).qface(0,5,4,9,mat).qface(0,1,5,8,mat); mesh.qface(1,7,8,11,mat).qface(2,6,7,11,mat).qface(3,10,6,11,mat).qface(4,9,10,11,mat).qface(5,8,9,11,mat); return mesh.updateFaces(); } } // Structure Synth //---------------------------------------------------------------------------------------------------- class StructureSynth { private var _mesh:Mesh; private var _functions:* = new Object(); private var _meshes:* = new Object(); private var _maxDepth:int; private var _depth:int; private var _core:Render3D; static private var _rexLine:RegExp = /((\d+)\s*\*)?\s*({(.*?)})?\s*([^{}\s]+)/; static private var _rexOperate:RegExp = /(r?[x-z]|s)\s*([\-\d.]+)\s*([\-\d.]+)?\s*([\-\d.]+)?/g; function StructureSynth(core:Render3D) { _core = core; } /** register mesh to call in CFDG. * @param name Mesh name to call. * @param mesh Mesh data. */ public function mesh(name:String, mesh:Mesh) : StructureSynth { _meshes[name] = mesh; return this; } /** register rule. * @param name Rule name to call. * @param func Function to execute. The type is "function(depth:int) : void". * @param option Option["w"/"weight"] to set weight and the option["md"/"maxdepth"] to set maxdepth. */ public function rule(name:String, func:Function, option:*=null) : StructureSynth { if (!(name in _functions)) _functions[name] = new SSFunctionList(); _functions[name].rule(func, option||new Object()); return this; } /** initialize to constructing structure */ public function init(mesh:Mesh, maxDepth:int=512) : StructureSynth { for each (var func:SSFunctionList in _functions) func.init(); _maxDepth = maxDepth; _depth = 0; _mesh = mesh; _core.id(); return this; } /** command 1 line in CFDG. */ public function call(line:String) : StructureSynth { var i:int, imax:int, res:*; res = _rexLine.exec(line); if (res) { _core.push(); imax = (res[2]) ? int(res[2]) : 1; for (i=0; i<imax; i++) { operate(res[4]); if (res[5] in _functions) { if (++_depth <= _maxDepth) _functions[res[5]].call(); _depth--; } else if (res[5] in _meshes) { _core.project(_meshes[res[5]]); _mesh.put(_meshes[res[5]]); } } _core.pop(); } return this; } /** opreate matrix */ public function operate(ope:String) : void { //_rexOperate.lastIndex = 0; var res:* = _rexOperate.exec(ope); while(res) { var n:Number = Number(res[2]); switch (res[1]) { case 'x': _core.t(n,0,0); break; case 'y': _core.t(0,n,0); break; case 'z': _core.t(0,0,n); break; case 'rx': _core.rx(n); break; case 'ry': _core.ry(n); break; case 'rz': _core.rz(n); break; case 's': if (res[3]) _core.s(n, Number(res[3]), Number(res[4])); else _core.s(n, n, n); break; } res = _rexOperate.exec(ope); } } } class SSFunctionList { private var _totalWeight:Number = 0; private var _functions:Vector.<SSFunction> = new Vector.<SSFunction>(); public function rule(func:Function, option:*) : void { var ssf:SSFunction = new SSFunction(func, option); _functions.push(ssf); _totalWeight += ssf.weight; } public function init() : void { for each (var ssf:SSFunction in _functions) ssf.depth = 0; } public function call() : void { var w:Number = 0, rand:Number = Math.random() * _totalWeight; for each (var ssf:SSFunction in _functions) { w += ssf.weight; if (rand <= w) { if (++ssf.depth <= ssf.maxdepth) ssf.func(); ssf.depth--; return; } } } } class SSFunction { public var func:Function; public var weight:Number; public var maxdepth:int; public var depth:int = 0; function SSFunction(func:Function, option:*) { this.func = func; this.weight = option["w"] || option["weight"] || 1; this.maxdepth = option["md"] || option["maxdepth"] || int.MAX_VALUE; } } // 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=-0.1) { 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[f1.pvi] - vs[f2.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 vertices:Vector.<Number>; // vertex public var verticesOnWorld:Vector.<Number>; // vertex on camera coordinate public var verticesOnScreen:Vector.<Number>; // vertex on screen public var verticesCount:int; // vertex count 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>=null) { 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; } /** put mesh on world coordinate. */ public function put(src:Mesh, mat:int=-1) : Mesh { var i0:int = vertices.length, imax:int, i:int; imax = (src.verticesCount<<1) + src.verticesCount; vertices.length += imax; for (i=0; i<imax; i++) vertices[i0+i] = src.verticesOnWorld[i]; i0 /= 3; for each (var f:Face in src.faces) { i = (mat == -1) ? f.mat : mat; if (f.i3==-1) face (f.i0+i0, f.i1+i0, f.i2+i0, i); else qface(f.i0+i0, f.i1+i0, f.i3+i0, f.i2+i0, i, false); } 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) { f.pvi = vs.length+2; 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]; 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; } } Regular Solid Structures