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update to md2cubic

git-svn-id: https://away3d.googlecode.com/svn/trunk/fp10/Examples/Away3DLite/cs4@1823 6da1ee2c-932f-0410-8bb4-73b2b089c45a
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rob-bateman committed Sep 11, 2009
1 parent ea072aa commit 976c5b8aead3165952384191b17853b4774460ce
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  1. +1 −1 ExMD2Cubic.as
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-/*Basic MD2 loading in Away3dLiteDemonstrates:How to load an md2 file.How to load a texture from an external image.How to animate an md2 file.Code by Rob Bateman & Katopzrob@infiniteturtles.co.ukhttp://www.infiniteturtles.co.ukkatopz@sleepydesign.comhttp://sleepydesign.com/This code is distributed under the MIT LicenseCopyright (c) Permission is hereby granted, free of charge, to any person obtaining a copyof this software and associated documentation files (the “Software”), to dealin the Software without restriction, including without limitation the rightsto use, copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom the Software isfurnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included inall copies or substantial portions of the Software.THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS ORIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THEAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHERLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS INTHE SOFTWARE.*/package{ import away3dlite.animators.*; import away3dlite.core.utils.*; import away3dlite.events.*; import away3dlite.loaders.*; import away3dlite.materials.*; import away3dlite.templates.*; import flash.display.*; /** * MD2 example */ public class ExMD2Cubic extends FastTemplate { //signature variables private var Signature:Sprite; private var SignatureBitmap:Bitmap; private function onSuccess(event:Loader3DEvent):void { var model:MovieMesh = event.loader.handle as MovieMesh; model.play("walk"); } /** * @inheritDoc */ override protected function onInit():void { title += " : MD2 Example."; //hack to get framerate up in cs4 var background:Sprite = new Sprite(); background.graphics.lineStyle(1, 0) background.graphics.drawRect(-400, -300, 800, 600); view.addChild(background); Debug.active = true; camera.z = -1500; var material:BitmapFileMaterial = new BitmapFileMaterial("assets/pg.png"); material.smooth = true; var amount:uint = 3; var gap:int = 240; for (var i:int = 0; i < amount; ++i) { for (var j:int = 0; j < amount; ++j) { for (var k:int =0; k < amount; ++k) { var md2:MD2 = new MD2(); md2.material = material; material.smooth = true; md2.scaling = 10; md2.centerMeshes = true; var loader:Loader3D = new Loader3D(); loader.loadGeometry("assets/pg.md2", md2); loader.addEventListener(Loader3DEvent.LOAD_SUCCESS, onSuccess); loader.x = gap*i - amount*gap/2; loader.y = gap*j - amount*gap/2; loader.z = gap*k - amount*gap/2; view.scene.addChild(loader); } } } scene.rotationX = 30; //add signature Signature = Sprite(new SignatureSwf()); SignatureBitmap = new Bitmap(new BitmapData(Signature.width, Signature.height, true, 0)); SignatureBitmap.y = stage.stageHeight - Signature.height; stage.quality = StageQuality.HIGH; SignatureBitmap.bitmapData.draw(Signature); stage.quality = StageQuality.MEDIUM; addChild(SignatureBitmap); } /** * @inheritDoc */ override protected function onPreRender():void { scene.rotationX = (mouseX - stage.stageWidth / 2) / 5; scene.rotationZ = (mouseY - stage.stageHeight / 2) / 5; scene.rotationY++; view.render(); } }}
+/*Basic MD2 loading in Away3dLiteDemonstrates:How to load an md2 file.How to load a texture from an external image.How to animate an md2 file.Code by Rob Bateman & Katopzrob@infiniteturtles.co.ukhttp://www.infiniteturtles.co.ukkatopz@sleepydesign.comhttp://sleepydesign.com/This code is distributed under the MIT LicenseCopyright (c) Permission is hereby granted, free of charge, to any person obtaining a copyof this software and associated documentation files (the “Software”), to dealin the Software without restriction, including without limitation the rightsto use, copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom the Software isfurnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included inall copies or substantial portions of the Software.THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS ORIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THEAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHERLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS INTHE SOFTWARE.*/package{ import away3dlite.animators.*; import away3dlite.core.utils.*; import away3dlite.events.*; import away3dlite.loaders.*; import away3dlite.materials.*; import away3dlite.templates.*; import flash.display.*; /** * MD2 example */ public class ExMD2Cubic extends FastTemplate { //signature variables private var Signature:Sprite; private var SignatureBitmap:Bitmap; private function onSuccess(event:Loader3DEvent):void { var model:MovieMesh = event.loader.handle as MovieMesh; model.play("walk"); } /** * @inheritDoc */ override protected function onInit():void { title += " : MD2 Example."; //hack to get framerate up in cs4 var background:Sprite = new Sprite(); background.graphics.lineStyle(1, 0) background.graphics.drawRect(-400, -300, 800, 600); view.addChild(background); Debug.active = true; camera.z = -1500; var material:BitmapFileMaterial = new BitmapFileMaterial("assets/pg.png"); material.smooth = true; var amount:uint = 3; var gap:int = 240; for (var i:int = 0; i < amount; ++i) { for (var j:int = 0; j < amount; ++j) { for (var k:int =0; k < amount; ++k) { var md2:MD2 = new MD2(); md2.material = material; material.smooth = true; md2.scaling = 10; md2.centerMeshes = true; var loader:Loader3D = new Loader3D(); loader.loadGeometry("assets/pg.md2", md2); loader.addEventListener(Loader3DEvent.LOAD_SUCCESS, onSuccess); loader.x = gap*i - amount*gap/2 + 100; loader.y = gap*j - amount*gap/2 + 200; loader.z = gap*k - amount*gap/2; view.scene.addChild(loader); } } } scene.rotationX = 30; //add signature Signature = Sprite(new SignatureSwf()); SignatureBitmap = new Bitmap(new BitmapData(Signature.width, Signature.height, true, 0)); SignatureBitmap.y = stage.stageHeight - Signature.height; stage.quality = StageQuality.HIGH; SignatureBitmap.bitmapData.draw(Signature); stage.quality = StageQuality.MEDIUM; addChild(SignatureBitmap); } /** * @inheritDoc */ override protected function onPreRender():void { scene.rotationX = (mouseX - stage.stageWidth / 2) / 5; scene.rotationZ = (mouseY - stage.stageHeight / 2) / 5; scene.rotationY++; view.render(); } }}

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