/// /* 3ds file loading example in Away3d Demonstrates: How to use the Loader3D object to load an embedded internal 3ds model. How to map an external asset reference inside a file to an internal embedded asset. How to extract material data and use it to set custom material properties on a model. Code by Rob Bateman rob@infiniteturtles.co.uk http://www.infiniteturtles.co.uk This code is distributed under the MIT License Copyright (c) The Away Foundation http://www.theawayfoundation.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, 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 IN THE SOFTWARE. */ module examples { export class Basic_Load3DS { //engine variables private _view:away.containers.View3D; private _cameraController:away.controllers.HoverController; //material objects private _groundMaterial:away.materials.TextureMaterial; //light objects private _light:away.lights.DirectionalLight; private _lightPicker:away.materials.StaticLightPicker; private _direction:away.geom.Vector3D; //scene objects private _loader:away.loaders.Loader3D; private _ground:away.entities.Mesh; //navigation variables private _timer:away.utils.RequestAnimationFrame; private _time:number = 0; private _move:boolean = false; private _lastPanAngle:number; private _lastTiltAngle:number; private _lastMouseX:number; private _lastMouseY:number; //ui private dropDown : HTMLSelectElement; /** * Constructor */ constructor() { this.init(); } /** * Global initialise function */ private init():void { this.initEngine(); this.initLights(); this.initMaterials(); this.initObjects(); this.initListeners(); } /** * Initialise the engine */ private initEngine():void { this._view = new away.containers.View3D(); //setup the camera for optimal shadow rendering this._view.camera.lens.far = 2100; //setup controller to be used on the camera this._cameraController = new away.controllers.HoverController(this._view.camera, null, 45, 20, 1000, 10); } /** * Initialise the lights */ private initLights():void { this._light = new away.lights.DirectionalLight(-1, -1, 1); this._direction = new away.geom.Vector3D(-1, -1, 1); this._lightPicker = new away.materials.StaticLightPicker([this._light]); this._view.scene.addChild(this._light); } /** * Initialise the materials */ private initMaterials():void { this._groundMaterial = new away.materials.TextureMaterial(); this._groundMaterial.shadowMethod = new away.materials.SoftShadowMapMethod(this._light , 10 , 5 ); this._groundMaterial.shadowMethod.epsilon = 0.2; this._groundMaterial.lightPicker = this._lightPicker; this._groundMaterial.specular = 0; this._ground = new away.entities.Mesh(new away.primitives.PlaneGeometry(1000, 1000), this._groundMaterial); this._ground.castsShadows =false; this._view.scene.addChild(this._ground); } /** * Initialise the scene objects */ private initObjects():void { this._loader = new away.loaders.Loader3D(); this._loader.scale(300); this._loader.z = -200; this._view.scene.addChild(this._loader); } /** * Initialise the listeners */ private initListeners():void { window.onresize = (event) => this.onResize(event); document.onmousedown = (event) => this.onMouseDown(event); document.onmouseup = (event) => this.onMouseUp(event); document.onmousemove = (event) => this.onMouseMove(event); this.onResize(); this._timer = new away.utils.RequestAnimationFrame(this.onEnterFrame, this); this._timer.start(); //setup parser to be used on Loader3D away.loaders.Parsers.enableAllBundled(); //setup the url map for textures in the 3ds file var assetLoaderContext:away.loaders.AssetLoaderContext = new away.loaders.AssetLoaderContext(); assetLoaderContext.mapUrl("texture.jpg", "assets/soldier_ant.jpg"); this._loader.addEventListener(away.events.AssetEvent.ASSET_COMPLETE, this.onAssetComplete, this); this._loader.load(new away.net.URLRequest("assets/soldier_ant.3ds"), assetLoaderContext); away.library.AssetLibrary.addEventListener(away.events.LoaderEvent.RESOURCE_COMPLETE, this.onResourceComplete, this); away.library.AssetLibrary.load(new away.net.URLRequest("assets/CoarseRedSand.jpg")); } /** * Navigation and render loop */ private onEnterFrame(dt:number):void { this._time += dt; this._direction.x = -Math.sin(this._time/4000); this._direction.z = -Math.cos(this._time/4000); this._light.direction = this._direction; this._view.render(); } /** * Listener function for asset complete event on loader */ private onAssetComplete (event:away.events.AssetEvent) { var asset:away.library.IAsset = event.asset; switch (asset.assetType) { case away.library.AssetType.MESH : var mesh:away.entities.Mesh = event.asset; mesh.castsShadows = true; break; case away.library.AssetType.MATERIAL : var material:away.materials.TextureMaterial = event.asset; material.shadowMethod = new away.materials.SoftShadowMapMethod(this._light , 10 , 5 ); material.shadowMethod.epsilon = 0.2; material.lightPicker = this._lightPicker; material.gloss = 30; material.specular = 1; material.ambientColor = 0x303040; material.ambient = 1; break; } } /** * Listener function for resource complete event on asset library */ private onResourceComplete (event:away.events.LoaderEvent) { var assets:away.library.IAsset[] = event.assets; var length:number = assets.length; for ( var c : number = 0 ; c < length ; c ++ ) { var asset:away.library.IAsset = assets[c]; console.log(asset.name, event.url); switch (event.url) { //plane textures case "assets/CoarseRedSand.jpg" : this._groundMaterial.texture = away.library.AssetLibrary.getAsset(asset.name); break; } } } /** * Mouse down listener for navigation */ private onMouseDown(event):void { this._lastPanAngle = this._cameraController.panAngle; this._lastTiltAngle = this._cameraController.tiltAngle; this._lastMouseX = event.clientX; this._lastMouseY = event.clientY; this._move = true; } /** * Mouse up listener for navigation */ private onMouseUp(event):void { this._move = false; } private onMouseMove(event) { if (this._move) { this._cameraController.panAngle = 0.3*(event.clientX - this._lastMouseX) + this._lastPanAngle; this._cameraController.tiltAngle = 0.3*(event.clientY - this._lastMouseY) + this._lastTiltAngle; } } /** * stage listener for resize events */ private onResize(event = null):void { this._view.y = 0; this._view.x = 0; this._view.width = window.innerWidth; this._view.height = window.innerHeight; } } } window.onload = function () { new examples.Basic_Load3DS(); }