forked from: Human Theatre
forked from Human Theatre (diff: 1)
♥0 |
Line 833 |
Modified 2015-09-08 16:20:52 |
MIT License
archived:2017-03-30 10:22:52
| (replaced)
ActionScript3 source code
/**
* Copyright jmbyh521 ( http://wonderfl.net/user/jmbyh521 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/69nT
*/
// forked from Loth2012's Human Theatre
package {
import away3d.animators.transitions.CrossfadeStateTransition;
import away3d.animators.SkeletonAnimationState;
import away3d.animators.SkeletonAnimationSet;
import away3d.animators.SkeletonAnimator;
import away3d.animators.data.Skeleton;
import away3d.lights.shadowmaps.NearDirectionalShadowMapper;
import away3d.materials.methods.FilteredShadowMapMethod;
import away3d.materials.methods.NearShadowMapMethod;
import away3d.core.managers.Stage3DManager;
import away3d.core.managers.Stage3DProxy;
import away3d.containers.ObjectContainer3D;
import away3d.events.Stage3DEvent;
import away3d.entities.Mesh;
import away3d.debug.AwayStats;
import away3d.primitives.SkyBox;
import away3d.lights.LightBase;
import away3d.loaders.Loader3D;
import away3d.lights.LightProbe;
import away3d.lights.PointLight;
import away3d.events.LoaderEvent;
import away3d.containers.View3D;
import away3d.events.AssetEvent;
import away3d.core.base.Geometry;
import away3d.events.MouseEvent3D;
import away3d.library.AssetLibrary;
import away3d.materials.LightSources;
import away3d.textures.BitmapTexture;
import away3d.materials.ColorMaterial;
import away3d.lights.DirectionalLight;
import away3d.library.assets.AssetType;
import away3d.loaders.parsers.AWD2Parser;
import away3d.materials.methods.FogMethod;
import away3d.materials.methods.OutlineMethod;
import away3d.materials.methods.CelDiffuseMethod;
import away3d.materials.methods.CelSpecularMethod;
import away3d.materials.methods.EnvMapMethod;
import away3d.materials.methods.LightMapMethod;
import away3d.materials.methods.FresnelSpecularMethod;
import away3d.materials.methods.TripleFilteredShadowMapMethod;
import away3d.materials.lightpickers.StaticLightPicker;
import away3d.cameras.lenses.PerspectiveLens;
import away3d.materials.DefaultMaterialBase;
import away3d.controllers.HoverController;
import away3d.materials.TextureMaterial;
import away3d.primitives.SphereGeometry;
import away3d.primitives.PlaneGeometry;
import org.flintparticles.integration.away3d.v4.A3D4Renderer;
import flash.filters.DropShadowFilter;
import flash.display.StageScaleMode;
import flash.display.StageQuality;
import flash.events.KeyboardEvent;
import flash.display.BitmapData;
import flash.display.StageAlign;
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.TextFormat;
import flash.text.TextField;
import flash.display.LoaderInfo;
import flash.display.Bitmap;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.Shape;
import flash.geom.Vector3D;
import flash.events.Event;
import flash.geom.Matrix;
import flash.ui.Keyboard;
import flash.net.URLRequest;
import flash.display.DisplayObject;
import flash.events.ProgressEvent;
import flash.net.URLLoader;
import flash.net.URLLoaderDataFormat;
import flash.system.LoaderContext;
/**
*
* HUMAN THEATRE beta 0.1
*
* One AWD2 file from max
* Two animated model of man and woman on the same squeleton
* Multy clone technique with self animation
*
* Code, Model and map by LoTh
* Blog : http://3dflashlo.wordpress.com
*
*/
public class HumanTheatre extends Sprite {
private static const SCALE:Number = 16;
private static var COLOR:Object = {
sun : 0xFFFFEF, moon : 0x33FF80,
sky : 0xFFFFFF , ground : 0x6D6145,
background : 0x000000 , fog : 0xAEAEA8
}
private static var DemoAmbiant:Array = [0.85, 0.1];
private static var DemoDiffuse:Array = [1, 1];
private static var DemoSpecular:Array = [1, 0.5];
private static var _capture : Bitmap;
private static var _player:Mesh;
// mapping online
private static const MESH_PATH:String = 'http://3dflashlo.free.fr/wonderfl/assets/';
private static const PATH:String = "http://assets.wonderfl.net/images/related_images/"
private static const FILES:Array =[
'/f/f1/f1ad/f1ad270ccefb2f72a1a770c69e2003baf4c525ab', '/3/3a/3a97/3a97741efaeeb0f3a556cc39a305fe4278b73e94',
'/b/b3/b321/b3216c9e0d279b0103e17c780f1c62cfd7e44e6d', '/9/92/92ff/92ffe84a7ebdc2c8841337d9f0fe8cf9cc0e9efa',
];
// mapping Local
private static const PATH_LOCAL:String = 'assets/';
private static const FILES_LOCAL:Array = [ 'amphy.jpg', 'front.jpg', 'man.jpg', 'woman.jpg'];
private static var _local:Boolean = false;
// engine
protected static var _lightPicker:StaticLightPicker;
protected static var _hoverCtrl:HoverController;
protected static var _stage3DProxy:Stage3DProxy;
protected static var _manager:Stage3DManager;
protected static var _stats:AwayStats;
protected static var _skyBox:SkyBox;
protected static var _view:View3D;
// referency
private var _materialMan:Vector.<DefaultMaterialBase>;
private var _materialWoman:Vector.<DefaultMaterialBase>;
private var _materials:Vector.<DefaultMaterialBase>;
private var _mapList:Vector.<BitmapData>;
private var _light:Array;
private var _n:int;
private var _i:int;
// animation
//private var animator:SkeletonAnimator;
private var _squeleton:Skeleton;
private var _animationSet:SkeletonAnimationSet;
private var stateTransition:CrossfadeStateTransition = new CrossfadeStateTransition(0.5);
// character movement
private var currentRotationInc:Number = 0;
private var movementDirection:Number;
private var isRunning:Boolean;
private var isMoving:Boolean;
private var isJumping:Boolean;
private var currentAnim:String;
// animation constants
private static const SEQUENCE:Array = ['Breathe', 'Sit', 'SitWoman' , 'Walk', 'Run'];
private static const SEQUENCE_MAN:Array = ['Breathe', 'Sit', 'Walk', 'Run'];
private static const SEQUENCE_WOMEN:Array = ['Breathe', 'SitWoman', 'WalkWoman', 'Run'];
private static const SEQSPEED:Array = [0.5, 1, 1, 0.5, 0.5, 0.5, 0.5, 0.5];
private static const ROTATION_SPEED:Number = 10;
private static const XFADE_TIME:Number = 0.5;
// scene objects
private var _hero:Mesh;
private var _box:Mesh;
private var _deco:Mesh;
private var _decoFront:Mesh;
// Avatar referency
private var _skinMesh:Vector.<Mesh>;
private var _cloneAnim:Vector.<SkeletonAnimator>;
private var _cloneHair:Vector.<Mesh>;
private var _cloneStyleMan:Vector.<Mesh>;
private var _cloneStyleWoman:Vector.<Mesh>;
// Particule container
private var emitter:EmitterSmoke;
private var particleContainer:ObjectContainer3D;
private var particleRenderer:A3D4Renderer;
// navigation
private var _prevMouseX:Number;
private var _prevMouseY:Number;
private var _mouseMove:Boolean;
private var _cameraHeight:Number = 0;
private var _eyePosition:Vector3D;
private var _mapper:Mapper;
private var _text:TextField;
private var _fog:FogMethod;
private var _reflect:EnvMapMethod;
private var _specularMethod:FresnelSpecularMethod;
private var _shadowMethod:NearShadowMapMethod;
private var photoLoad:PhotoLoader;
/** Constructor */
public function HumanTheatre() {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init, false, 0, true);
}
private function init(e:Event = null):void{
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.align = 'TL';
stage.scaleMode = 'noScale';
stage.quality = 'low';
stage.frameRate = 60;
stage.color = COLOR.background;
// ★ wonderfl capture
Wonderfl.disable_capture();
//_capture = addChild(new Bitmap(new BitmapData(465, 465, false, 0x000000))) as Bitmap ;
_manager = Stage3DManager.getInstance(stage);
_stage3DProxy = _manager.getFreeStage3DProxy();
_stage3DProxy.addEventListener(Stage3DEvent.CONTEXT3D_CREATED, onContextCreated);
}
private function onContextCreated(e:Stage3DEvent):void{
_stage3DProxy.color = COLOR.background;
_stage3DProxy.antiAlias = 4;
initEngine();
initText();
initLights();
initListeners();
// start by loading all bitmap
_mapList = new Vector.<BitmapData>();
loadBitmap();
// character mesh referency
_skinMesh = new Vector.<Mesh>();
// hair style clone referency
_cloneStyleMan = new Vector.<Mesh>();
_cloneStyleWoman = new Vector.<Mesh>();
}
//-------------------------------- AWAY3D
/** Initialise the engine */
private function initEngine():void {
_view = new View3D();
_view.stage3DProxy = _stage3DProxy;
_view.shareContext = true;
_view.backgroundColor = COLOR.background;
_view.camera.lens = new PerspectiveLens(80);
_view.camera.lens.far = 20000;
_view.camera.lens.near = 1;
_hoverCtrl = new HoverController(_view.camera, null, 180, 0, 100*SCALE, 6, 90);
_hoverCtrl.tiltAngle = 0;
_hoverCtrl.panAngle = 180;
_hoverCtrl.minTiltAngle = -60;
_hoverCtrl.maxTiltAngle = 60;
_hoverCtrl.autoUpdate = false;
addChild(_view);
//away3d stat
_stats = new AwayStats(_view, false, true);
_stats.alpha = 0.3;
addChild(_stats);
//material reference
_materials = new Vector.<DefaultMaterialBase>();
_materialMan = new Vector.<DefaultMaterialBase>();
_materialWoman = new Vector.<DefaultMaterialBase>();
//light referency
_light = [];
// hero content
_player = new Mesh(new Geometry());
_view.scene.addChild(_player);
_player.y = 0//20 * SCALE;
//auto map generator
_mapper = new Mapper();
}
//-------------------------------- PARTICULE
private function addParticule():void {
// flint
emitter = new EmitterSmoke(this);
emitter.start();
// Create Particle Container
particleContainer = new ObjectContainer3D();
particleContainer.visible = true;
_view.scene.addChild(particleContainer);
particleRenderer = new A3D4Renderer(particleContainer);
particleRenderer.addEmitter(emitter);
}
//-------------------------------- LOOP
/** Render loop */
private function onEnterFrame(event:Event):void {
//update character animation
_player.rotationY += currentRotationInc;
_hoverCtrl.lookAtPosition = new Vector3D(_player.x, _player.y + (30 * SCALE), _player.z);
updateClone();
//update camera controler
_hoverCtrl.update();
//update light
//_light[1].position = _view.camera.position;
//update view
_view.render();
// ★ wonderfl capture
if (_capture) _stage3DProxy.context3D.drawToBitmapData(_capture.bitmapData);
}
//-------------------------------- LISTENER
/** Initialise the listeners */
private function initListeners():void {
//add render loop
_stage3DProxy.addEventListener(Event.ENTER_FRAME, onEnterFrame, false, 0, true);
//add key listeners
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp, false, 0, true);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown, false, 0, true);
//navigation
stage.addEventListener(MouseEvent.MOUSE_DOWN, onStageMouseDown, false, 0, true);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onStageMouseMove, false, 0, true);
stage.addEventListener(MouseEvent.MOUSE_UP, onStageMouseLeave, false, 0, true);
stage.addEventListener(MouseEvent.MOUSE_WHEEL, onStageMouseWheel, false, 0, true)
stage.addEventListener(Event.MOUSE_LEAVE, onStageMouseLeave, false, 0, true);
//add resize event
stage.addEventListener(Event.RESIZE, onResize, false, 0, true);
onResize();
}
//-------------------------------- LIGHT
/** Initialise the lights */
private function initLights():void {
//create a light for shadows that mimics the sun's position in the skybox
var sun:DirectionalLight = new DirectionalLight(0.1, -1, 0.35);
sun.castsShadows = true;
sun.shadowMapper = new NearDirectionalShadowMapper(0.3);
_view.scene.addChild(sun);
_light.push(sun);
//create a light for ambient effect that mimics the sky
var moon:PointLight = new PointLight();
moon.y = -600*SCALE;
moon.radius = 200;
moon.fallOff = 2500;
_view.scene.addChild(moon);
_light.push(moon);
makeSky();
}
//-------------------------------- SKY
/** sky change */
private function randomSky():void {
COLOR.ground = 0xFFFFFF * Math.random();
COLOR.fog = 0xFFFFFF * Math.random();
COLOR.sky = 0xFFFFFF * Math.random();
COLOR.sun = 0xFFFFFF * Math.random();
COLOR.moon = 0xFFFFFF * Math.random();
DemoAmbiant = [0.4, 0.3];
DemoAmbiant = [Math.random(), Math.random()];
DemoDiffuse = [Math.random(), Math.random()];
DemoSpecular = [Math.random() * 4, Math.random() * 2];
makeSky();
}
private function makeSky():void {
if (_light[2]) {
_view.scene.removeChild(_light[2]);
_light.pop();
}
if (_skyBox) {
_view.scene.removeChild(_skyBox);
_skyBox.dispose();
}
//generate vector degrade sky
_mapper.vectorSky([COLOR.ground, COLOR.fog, COLOR.sky], 8);
_skyBox = new SkyBox(_mapper.sky);
_view.scene.addChild(_skyBox);
//add new probe light
var probe:LightProbe = new LightProbe(_mapper.sky);
_view.scene.addChild(probe);
_light.push(probe);
//sun
_light[0].color = COLOR.sun;
_light[0].ambientColor = COLOR.fog;
_light[0].ambient = DemoAmbiant[0];
_light[0].diffuse = DemoDiffuse[0];
_light[0].specular = DemoSpecular[0];
// moon
_light[1].color = COLOR.moon;
_light[1].ambientColor = COLOR.ground;
_light[1].ambient = DemoAmbiant[1];
_light[1].diffuse = DemoDiffuse[1];
_light[1].specular = DemoSpecular[1];
_lightPicker = new StaticLightPicker(_light);
for each (var o:DefaultMaterialBase in _materials) {
o.lightPicker = _lightPicker;
}
if(_fog) _fog.fogColor = COLOR.fog;
}
//-------------------------------- MATERIAL
/** Initialise the material */
protected function initMaterial():void {
// global methode
_fog = new FogMethod(200*SCALE, 2000*SCALE, COLOR.fog);
//_reflect = new EnvMapMethod(_mapper.sky, 0.5)
_specularMethod = new FresnelSpecularMethod();
_specularMethod.normalReflectance = 0.3
// global shadow
_shadowMethod = new NearShadowMapMethod(new FilteredShadowMapMethod(_light[0]), 0.05);
_shadowMethod.epsilon = .0007;
var material:DefaultMaterialBase;
// 0 - ground
var grid:Shape = new Shape();
grid.graphics.beginFill(0x333333, 0.3);
grid.graphics.drawRect(0, 0, 4, 128);
grid.graphics.drawRect(0, 0, 128, 4);
var b:BitmapData = new BitmapData(128, 128, false, 0x91825F);
b.draw(grid);
material = materialFromBitmap('ground', [b, b, b], true, false);
material.ambient = 1;
material.gloss = 30;
material.specular = 1;
material.repeat = true;
// 1 - Hero
var bsize:int = 512;
/* grid.graphics.clear();
grid.graphics.beginFill(0xAAAAAA, 1);//full
grid.graphics.drawRect(0, 0, bsize, bsize);
grid.graphics.beginFill(0xAA8000, 1);//head
grid.graphics.drawRect(0, 0, bsize, 178);
grid.graphics.beginFill(0xEEEEEE, 1);//shirt
grid.graphics.drawRect(0, 178, bsize, 160);
grid.graphics.beginFill(0x333333, 1);//shoes
grid.graphics.drawRect(0, 472, bsize, 40);
var g:Bitmap = new Bitmap(_mapList[2]);
var f:Sprite = new Sprite();
f.addChild(g);
f.addChild(grid);
grid.blendMode = 'multiply';
var b:BitmapData = new BitmapData(512, 512, false, 0x606060);
b.draw(f);*/
material = materialFromBitmap('hero', [_mapList[2]], false, false, false, true);
material.gloss = 10;
material.specular = 0.2;
material.ambient = 1;
// 2 - Amphy
material = materialFromBitmap('amphy', [_mapList[0]], false, false, false, true);
material.ambient = 1;
material.gloss = 100;
material.specular = 0.1;
// 3 - Amphy front
material = materialFromBitmap('front', [_mapList[1]], false, false, false, true);
material.ambient = 1;
material.gloss = 30;
material.specular = 0.2;
// 4 _ hair
grid.graphics.clear();
grid.graphics.beginFill(0x333333, 1);//full
grid.graphics.drawRect(0, 0, bsize, bsize);
b = new BitmapData(512, 512, false, 0x202020);
b.draw(grid);
material = materialFromBitmap('hair', [b], false, false, false, true);
material.ambient = 1;
material.gloss = 10;
material.specular = 0.2;
// 5_woman
material = materialFromBitmap('hero', [_mapList[3]], false, false, false, true);
material.gloss = 10;
material.specular = 0.2;
material.ambient = 1;
}
/** Make Material from bitmap */
protected function materialFromBitmap(name:String, Bitmaps:Array, Norm:Boolean = false, Spec:Boolean = false, Occ:Boolean = false, cartoon:Boolean = false):DefaultMaterialBase {
var n:int;
var material:TextureMaterial = new TextureMaterial(new BitmapTexture(Bitmaps[0]));
// normal map
if (Norm) { n = 1; material.normalMap = new BitmapTexture(Bitmaps[n]); }
// specular map
if (Spec) { n = 2; material.specularMap = new BitmapTexture(Bitmaps[n]); }
// occlusion
if (Occ) { n = 3; material.addMethod(new LightMapMethod(new BitmapTexture(Bitmaps[n]))); }
material.name = name;
material.lightPicker = _lightPicker;
material.diffuseLightSources = LightSources.PROBES;
material.specularLightSources = LightSources.LIGHTS;
// material.specularMethod = _specularMethod;
material.shadowMethod = _shadowMethod;
if (cartoon) {
material.addMethod(new OutlineMethod(0x000000, 0.2, true));
// material.diffuseMethod = new CelDiffuseMethod(3);
// CelDiffuseMethod(material.diffuseMethod).smoothness = .3;
//material.specularMethod = new CelSpecularMethod(.2);
//CelSpecularMethod(material.specularMethod).smoothness = .3;
}
material.addMethod(_fog);
//push to reference
_materials.push(material);
return material;
}
//-------------------------------- BINARY LOADER
/** Global Load Binary file */
private function load(url:String):void {
var loader:URLLoader = new URLLoader();
var extention:String = url.substring(url.length - 3);
loader.dataFormat = URLLoaderDataFormat.BINARY;
if(extention == 'awd') loader.addEventListener(Event.COMPLETE, parseAWD, false, 0, true);
loader.addEventListener(ProgressEvent.PROGRESS, loadProgress, false, 0, true);
loader.load(new URLRequest(url));
}
/** Display current load */
private function loadProgress(e:ProgressEvent):void {
var P:int = int(e.bytesLoaded / e.bytesTotal * 100);
if (P != 100) log('Load : ' + P + ' % | ' + int((e.bytesLoaded / 1024) << 0) + ' ko\n');
else message();
}
//-------------------------------- BITMAP DISPLAY
/** load bitmap from WonderFl or Local */
public function loadBitmap():void {
_n = 0;
photoLoad = new PhotoLoader();
completeBitmap(); // start first
}
protected function completeBitmap(e:Event=null):void {
if (e) {
var f:Bitmap = new Bitmap(photoLoad.content);
_mapList.push(f.bitmapData);
_n++;
}
if (FILES[_n]){
log("image " + _n);
photoLoad = new PhotoLoader();
photoLoad.addEventListener(PhotoLoader.COMPLETE, completeBitmap, false, 0, true);
if (_local) photoLoad.load(PATH_LOCAL + FILES_LOCAL[_n]);
else photoLoad.load(PATH+FILES[_n]);
} else {
// create material
initMaterial();
// start Loading AWD
if (_local) load(PATH_LOCAL + "simple.awd");
else load(MESH_PATH+"simple.awd");
}
}
//-------------------------------- AWD DISPLAY
/** Load AWD */
private function parseAWD(e:Event):void {
var loader:URLLoader = e.target as URLLoader
var loader3d:Loader3D = new Loader3D(false);
loader3d.addEventListener(AssetEvent.ASSET_COMPLETE, onAssetComplete, false, 0, true);
loader3d.addEventListener(LoaderEvent.RESOURCE_COMPLETE, finalAWD, false, 0, true);
loader3d.loadData(loader.data, null, null, new AWD2Parser());
loader.removeEventListener(ProgressEvent.PROGRESS, loadProgress);
loader.removeEventListener(Event.COMPLETE, parseAWD);
loader = null;
}
/** Listener function for asset complete event on awd */
private function onAssetComplete(event:AssetEvent):void {
var mesh:Mesh;
var material:TextureMaterial;
var specularMethod:FresnelSpecularMethod;
// ++ Skeleton referency same for man and woman
if (event.asset.assetType == AssetType.SKELETON) {
_animationSet = new SkeletonAnimationSet(2);
_squeleton = event.asset as Skeleton;
// ++ Animations create state objects for each animation state encountered
} else if (event.asset.assetType == AssetType.ANIMATION_STATE) {
var animationState:SkeletonAnimationState = event.asset as SkeletonAnimationState;
_animationSet.addState(animationState.name, animationState);
// ++ Mesh
} else if (event.asset.assetType == AssetType.MESH) {
mesh = Mesh(event.asset);
// Character Men & Woman
if (mesh.name.substring(0, 4) == "Skin") {
mesh.scale(SCALE * 0.45);
if (mesh.name == 'Skin_Man') mesh.material = _materials[1];
if (mesh.name == 'Skin_Woman') mesh.material = _materials[5];
_skinMesh.push(mesh);
}
// Character hair no scale because hero child
if (mesh.name.substring(0, 8) == "Hair_Man") {
mesh.material = _materials[4];
_cloneStyleMan.push(mesh);
}
if (mesh.name.substring(0, 8) == "Hair_Wom") {
mesh.material = _materials[4];
_cloneStyleWoman.push(mesh);
}
// Scene decoration
if (mesh.name == "Deco") {
_deco = mesh;
_deco.material = _materials[2];
_deco.scale(SCALE);
}
if (mesh.name == "DecoFront") {
_decoFront = mesh;
_decoFront.material = _materials[3];
_decoFront.scale(SCALE);
}
if (mesh.name == "Box") {
_box = mesh;
_box.material = _materials[0];
_box.castsShadows = false;
_box.geometry.scaleUV(50, 50);
_box.scale(SCALE);
}
}
}
/** Check if all resourse loaded */
private function finalAWD(e:LoaderEvent):void {
var loader3d:Loader3D = e.target as Loader3D;
loader3d.removeEventListener(AssetEvent.ASSET_COMPLETE, onAssetComplete);
loader3d.removeEventListener(LoaderEvent.RESOURCE_COMPLETE, finalAWD);
_view.scene.addChild(_deco);
_view.scene.addChild(_decoFront);
_view.scene.addChild(_box);
// add people in theatre
populateTheatre();
// add player avatar
_hero = addAvatar({target:_player});
rest();
addParticule();
}
//-------------------------------- CLONE AVATAR
/** Duplicate Man or Woman into Avatar with self animation */
public function addAvatar(o:Object = null):Mesh {
if (o == null) o = new Object();
if(!_cloneAnim)_cloneAnim = new Vector.<SkeletonAnimator>();
if(!_cloneHair)_cloneHair = new Vector.<Mesh>();
var sex:int = o.sex || rand(1);// 0:man 1:woman
var hair:Mesh;
var skin:Mesh = Mesh((_skinMesh[sex]).clone());
// position & rotation
if(o.rot!=null)skin.yaw(o.rot.y || 0);
skin.position = o.pos || new Vector3D();
if (o.target!=null) o.target.addChild(skin);
else _view.scene.addChild(skin);
// choose random hair style;
if (o.hair==null) o.hair = true;
if(o.hair){
if (sex == 0) hair = Mesh((_cloneStyleMan[rand(_cloneStyleMan.length - 1)]).clone());
else hair = Mesh((_cloneStyleWoman[rand(_cloneStyleWoman.length - 1)]).clone());
_cloneHair.push(hair);
skin.addChild(hair);
}
// create new animator
var animatorX:SkeletonAnimator = new SkeletonAnimator(_animationSet, _squeleton);
animatorX.updateRootPosition = false;
if(o.hair)_cloneAnim.push(animatorX);
// play random animation
var num:int = o.anim || (int(Math.random() * 2));
var anim:String;
if (sex == 0) anim = SEQUENCE_MAN[num];
else anim = SEQUENCE_WOMEN[num];
animatorX.playbackSpeed = o.speed || -SEQSPEED[num];
animatorX.play(anim, stateTransition);
skin.animator = animatorX;
return skin;
}
/** Special populate for Theatre */
private function populateTheatre(n:int = 11):void {
var list:Vector.<Object> = new Vector.<Object>();
var r:int, d:int = 200, nh:int = 45, obj:Object;
for (var j:int = 1; j < n; j++) {
if (j == 1) { nh = 16; d = 80; }
if (j == 2) { nh = 22; d = 100; }
if (j == 3) { nh = 24; d = 120; }
if (j == 4) { nh = 26; d = 140; }
if (j == 5) { nh = 30; d = 160; }
if (j == 6) { nh = 35; d = 180; }
if (j == 7) { nh = 40; d = 200; }
for (_i = 1; _i < nh; _i++) {
r = -30 + ( _i * (240 / nh));
obj = new Object();
obj['rot'] = new Vector3D(0, 90 - r, 0);
if (j < 7) obj['pos'] = orbit( 90, r , (d + 5) * SCALE, (20 * SCALE) + (j * (20 * SCALE)));
else obj['pos'] = orbit( 90, r , (d + 5) * SCALE, (20 * SCALE) + (j * (20 * SCALE) ) + ((j - 7) * (40 * SCALE)) );
list.push(obj);
}
}
var avatar:Mesh;
for (_i = 0; _i < list.length; _i++ ) {
avatar = addAvatar(list[_i])
}
}
/** Update Hair animation to follow head bone */
private function updateClone():void {
var anim:SkeletonAnimator;
for (_i = 0; _i < _cloneAnim.length; _i++) {
anim = _cloneAnim[_i];
if (anim.globalPose.numJointPoses == 25)
_cloneHair[_i].transform = anim.globalPose.jointPoses[24].toMatrix3D();
}
}
//-------------------------------- ANIMATION
/** Character breath animation */
private function rest():void {
isMoving = false;
_hero.animator.playbackSpeed = SEQSPEED[0];
if (currentAnim == SEQUENCE[0]) return;
currentAnim = SEQUENCE[0];
_hero.animator.play(currentAnim, stateTransition);
}
/** Character fight animation */
private function fight():void {
if (currentAnim == SEQUENCE[3]) return;
currentAnim = SEQUENCE[3];
_hero.animator.playbackSpeed = SEQSPEED[3];
_hero.animator.play(currentAnim, stateTransition);
}
/** Character fight animation */
private function fight2():void {
if (currentAnim == SEQUENCE[4]) return;
currentAnim = SEQUENCE[4];
_hero.animator.playbackSpeed = SEQSPEED[4];
_hero.animator.play(currentAnim, stateTransition);
}
/** Character jump animation */
private function jump():void {
isJumping = false;
}
/** Get animation index in SEQUENCE */
private function getAnim(name:String):int {
var n:int;
for (_i = 0; _i < SEQUENCE.length; _i++)
if (SEQUENCE[_i] == name) n = _i;
return n;
}
/** Character Mouvement */
private function updateMovement(dir:Number):void {
isMoving = true;
var anim:String = isRunning ? 'Run' : 'Walk';
_hero.animator.playbackSpeed = dir * SEQSPEED[getAnim(anim)];
if (currentAnim == anim) return;
currentAnim = anim;
_hero.animator.play(currentAnim, stateTransition);
}
//-------------------------------- KEYBORD
/** Key down listener for player animation */
private function onKeyDown(event:KeyboardEvent):void {
switch (event.keyCode) {
case Keyboard.SHIFT:
isRunning = true;
if (isMoving)
updateMovement(movementDirection);
break;
case Keyboard.UP: case Keyboard.W: case Keyboard.Z: //fr
updateMovement(movementDirection = 1);
break;
case Keyboard.DOWN: case Keyboard.S:
updateMovement(movementDirection = -1);
break;
case Keyboard.LEFT: case Keyboard.A: case Keyboard.Q: //fr
currentRotationInc = -ROTATION_SPEED;
break;
case Keyboard.RIGHT: case Keyboard.D:
currentRotationInc = ROTATION_SPEED;
break;
case Keyboard.E:
fight2();
break;
case Keyboard.SPACE: case Keyboard.R:
fight();
break;
case Keyboard.N:
randomSky();
break;
case Keyboard.B:
// makeClone();
break;
}
}
/** Key up listener */
private function onKeyUp(event:KeyboardEvent):void {
switch (event.keyCode) {
case Keyboard.SHIFT:
isRunning = false;
if (isMoving) updateMovement(movementDirection);
break;
case Keyboard.UP: case Keyboard.W: case Keyboard.Z: //fr
case Keyboard.DOWN: case Keyboard.S: case Keyboard.SPACE:
case Keyboard.E: case Keyboard.R:
rest();
break;
case Keyboard.LEFT: case Keyboard.A: case Keyboard.Q: //fr
case Keyboard.RIGHT: case Keyboard.D:
currentRotationInc = 0;
break;
}
}
//-------------------------------- RESIZE
private function onResize(event:Event = null):void {
_view.width = _stage3DProxy.width = stage.stageWidth;
_view.height = _stage3DProxy.height = stage.stageHeight;
_stats.x = stage.stageWidth - _stats.width;
}
//-------------------------------- NAVIGATION
private function onStageMouseDown(ev:MouseEvent):void {
_prevMouseX = ev.stageX;
_prevMouseY = ev.stageY;
_mouseMove = true;
}
private function onStageMouseLeave(event:Event):void {
_mouseMove = false;
}
private function onStageMouseMove(ev:MouseEvent):void {
if (_mouseMove) {
_hoverCtrl.panAngle += (ev.stageX - _prevMouseX);
_hoverCtrl.tiltAngle += (ev.stageY - _prevMouseY);
}
_prevMouseX = ev.stageX;
_prevMouseY = ev.stageY;
}
private function onStageMouseWheel(ev:MouseEvent):void {
_hoverCtrl.distance -= ev.delta * (5*SCALE)
if (_hoverCtrl.distance < 500*SCALE) {
if (ev.delta > 0)
_cameraHeight += 5*SCALE;
else
_cameraHeight -= 5*SCALE;
}
if (_hoverCtrl.distance < 10*SCALE)
_hoverCtrl.distance = 10*SCALE;
else if (_hoverCtrl.distance > 1000*SCALE)
_hoverCtrl.distance = 1000*SCALE;
}
//-------------------------------- FLASH SIDE
/** Display simple text */
private function initText():void {
_text = new TextField();
_text.defaultTextFormat = new TextFormat("Verdana", 9, 0xAAAAAA);
_text.x=2;
_text.width = 300;
_text.height = 250;
_text.selectable = false;
_text.mouseEnabled = true;
_text.wordWrap = true;
_text.filters = [new DropShadowFilter(1, 45, 0x0, 1, 0, 0)];
addChild(_text);
}
/** final message */
protected function message():void {
_text.htmlText = "<b>Human Theatre</b> beta 0.1\n"
//_text.appendText("Cursor keys / WSAD / ZSQD - move\n");
//_text.appendText("SHIFT - hold down to run\n");
_text.appendText("N - random sky\n");
}
//-------------------------------- LOG DEBUG
/** log for display info */
private final function log(t:String):void {
_text.htmlText = t;
}
//-------------------------------- MATHEMATICS
private static function randomColor():Number {
return 0xFFFFFF * Math.random();
}
private static function rand(max:Number = 1, min:Number = 0):Number {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
private static function orbit(H:Number, V:Number, D:Number, extraY:Number=0):Vector3D {
var p:Vector3D = new Vector3D();
var phi:Number = radToDeg(H);
var theta:Number = radToDeg(V);
p.x = (D * Math.sin(phi) * Math.cos(theta));
p.z = (D * Math.sin(phi) * Math.sin(theta));
p.y = (D * Math.cos(phi))+extraY;
return p;
}
private static function radToDeg(d:Number):Number {
return (d * (Math.PI / 180));
}
}
}
//-------------------------------------o
// FLINT PARTICULE o
//-------------------------------------o
import org.flintparticles.integration.away3d.v4.initializers.A3D4CloneObject;
import org.flintparticles.common.initializers.Lifetime;
import org.flintparticles.threeD.initializers.Position;
import org.flintparticles.threeD.initializers.Velocity;
import org.flintparticles.common.actions.TargetScale;
import org.flintparticles.threeD.actions.RandomDrift;
import org.flintparticles.threeD.emitters.Emitter3D;
import org.flintparticles.threeD.actions.DeathZone;
import org.flintparticles.threeD.actions.Friction;
import org.flintparticles.common.counters.Steady;
import org.flintparticles.threeD.zones.BoxZone;
import org.flintparticles.threeD.actions.Move;
import org.flintparticles.common.actions.Fade;
import org.flintparticles.common.actions.Age;
import away3d.primitives.SphereGeometry;
import away3d.materials.ColorMaterial;
import away3d.entities.Mesh;
import flash.geom.Vector3D;
internal class EmitterSmoke extends Emitter3D
{
public function EmitterSmoke(O:Object = null)
{
counter = new Steady(10);
// test cloning character
// var sphere:Mesh = O.addAvatar({anim:2, speed:1, hair:false})
var sphere:Mesh = new Mesh(new SphereGeometry(10), new ColorMaterial(0xffffff, 0.3));
addInitializer(new Position(new BoxZone(100, 100, 1000, new Vector3D(1000, 0, 0))));
//addInitializer(new Lifetime(10));
addInitializer(new Velocity(new BoxZone(200, 20, 200, new Vector3D( -100, 0, 0))));
var clone:A3D4CloneObject = new A3D4CloneObject( sphere, true, 400 )
addInitializer( clone );
//addAction(new Age());
addAction(new Move());
addAction(new Friction(0.9));
addAction(new Fade(0.7, 1.0));
addAction(new TargetScale(10));
addAction(new RandomDrift(50, 10, 50));
addAction(new DeathZone(new BoxZone(2000, 1000, 2000), true));
}
}
//-------------------------------------o
// VECTOR MAPPER o
//-------------------------------------o
import flash.display.Stage;
import flash.filters.DisplacementMapFilter;
import away3d.textures.BitmapCubeTexture;
import flash.display.DisplayObject;
import flash.filters.ShaderFilter;
import flash.geom.ColorTransform;
import flash.display.BitmapData;
import flash.display.Bitmap;
import flash.display.Shader;
import flash.display.Sprite;
import flash.geom.Matrix;
import flash.geom.Point;
internal class Mapper extends Sprite {
private var _shaders:Vector.<Shader>;
private var _bitmap:Vector.<Bitmap>;
private var _bitdata:Vector.<BitmapData>;
private var _skydata:Vector.<BitmapData>;
private var _sky:BitmapCubeTexture;
//-------------------------------- REFERENCY
public function get bitdata():Vector.<BitmapData> { return _bitdata; }
public function get sky():BitmapCubeTexture { return _sky; }
//-------------------------------- VECTOR SKY
/** create vector sky */
public function vectorSky(C:Array, quality:uint=8):void {
var xl:uint = 128 * quality;
var pinch:uint = xl / 3.6;
// sky color from bottom to top;
var color:Array = [brighten(C[0], 50), darken(C[0], 25), darken(C[0], 5), darken(C[1], 0), C[1], C[2], darken(C[2], 25), darken(C[2], 50)];
var side:BitmapData = new BitmapData(xl, xl, false, color[1]);
var top:BitmapData = new BitmapData(xl, xl, false, color[6]);
var floor:BitmapData = new BitmapData(xl, xl, false, color[1]);
// side
var matrix:Matrix = new Matrix();
matrix.createGradientBox(xl, xl, -Math.PI / 2)
var g:Sprite = new Sprite();
g.graphics.beginGradientFill('linear', [color[1], color[2], color[3], color[4], color[5], color[6]], [1, 1, 1, 1, 1, 1], [90, 110, 120, 126, 180, 230], matrix);
g.graphics.drawRect(0, 0, xl, xl);
g.graphics.endFill();
var displacement_map:DisplacementMapFilter = new DisplacementMapFilter(pinchMap(xl, xl), new Point(0, 0), 4, 2, 0, pinch, "clamp")
g.filters = [displacement_map];
side.draw(g);
// top
matrix = new Matrix();
g.graphics.clear();
matrix.createGradientBox(xl, xl, 0, 0, 0);
g.graphics.beginGradientFill('radial', [color[7], color[6]], [1, 1], [0, 255], matrix);
g.graphics.drawEllipse(0, 0, xl, xl);
g.graphics.endFill();
top.draw(g);
// bottom
matrix = new Matrix();
matrix.createGradientBox(xl, xl, 0, 0, 0);
g.graphics.clear();
g.graphics.beginGradientFill('radial', [color[0], color[1]], [1, 1], [0, 255], matrix);
g.graphics.drawEllipse(0, 0, xl, xl);
g.graphics.endFill();
floor.draw(g);
_skydata = new Vector.<BitmapData>();
_skydata.push(side, top, floor);
if (_sky) _sky.dispose();
_sky = new BitmapCubeTexture(side, side, top, floor, side, side);
}
/** add some sphericale distortion */
private function pinchMap(w:int, h:int):BitmapData {
var i:int, BCol:Number, GCol:Number;
var b:BitmapData = new BitmapData(w, h, false, 0x000000)
var vx:int = w >> 1, vy:int = h >> 1;
for (var j:int = 0; j < h; j++) {
for ( i = 0; i < w; i++) {
BCol = 127 + (i - vx) / (vx) * 127 * (1 - Math.pow((j - vy) / (vy), 2));
GCol = 127 + (j - vy) / (vy) * 127 * (1 - Math.pow((i - vx) / (vx), 2));
b.setPixel(i, j, (GCol << 8) | BCol);
}
}
return b;
}
//-------------------------------- COLORS UTILS
/** brighten color */
public function brighten(hexColor:Number, percent:Number):Number {
if (isNaN(percent)) percent = 0;
if (percent > 100) percent = 100;
if (percent < 0) percent = 0;
var factor:Number = percent / 100, rgb:Object = hexToRgb(hexColor);
rgb.r += (255 - rgb.r) * factor; rgb.b += (255 - rgb.b) * factor; rgb.g += (255 - rgb.g) * factor;
return rgbToHex(Math.round(rgb.r), Math.round(rgb.g), Math.round(rgb.b));
}
/** darken color */
public function darken(hexColor:Number, percent:Number):Number {
if (isNaN(percent)) percent = 0;
if (percent > 100) percent = 100;
if (percent < 0) percent = 0;
var factor:Number = 1 - (percent / 100), rgb:Object = hexToRgb(hexColor);
rgb.r *= factor; rgb.b *= factor; rgb.g *= factor;
return rgbToHex(Math.round(rgb.r), Math.round(rgb.g), Math.round(rgb.b));
}
/** conversion */
public function rgbToHex(r:Number, g:Number, b:Number):Number { return (r << 16 | g << 8 | b); }
public function hexToRgb(hex:Number):Object { return {r: (hex & 0xff0000) >> 16, g: (hex & 0x00ff00) >> 8, b: hex & 0x0000ff}; }
/** apply color to object */
public function color(o:DisplayObject, c:int=0, a:Number=1):void {
if (!o) return;
var nc:ColorTransform = o.transform.colorTransform;
nc.color = c;
nc.alphaMultiplier = a;
if (c == 0) o.transform.colorTransform = new ColorTransform();
else o.transform.colorTransform = nc;
}
}
//-------------------------------------o
// LOADING BITMAP o
//-------------------------------------o
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.system.LoaderContext;
internal class PhotoLoader extends Sprite {
private var loader:Loader;
public var content:BitmapData;
public static const COMPLETE:String = Event.COMPLETE;
public function PhotoLoader() {
loader = new Loader();
}
public function load(file:String):void {
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, complete, false, 0, true);
loader.load(new URLRequest(file), new LoaderContext(true));
}
private function complete(evt:Event):void {
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, complete);
content = Bitmap(loader.contentLoaderInfo.content).bitmapData;
dispatchEvent(new Event(PhotoLoader.COMPLETE));
loader.unload();
loader = null;
}
}