package
{
import com.adobe.utils.*;
import flash.display.*;
import flash.display3D.*;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
import flash.ui.*;
import mx.utils.*;
public class Main extends Sprite
{
// 3D
private var context3D:Context3D;
private var vertexBuffer:VertexBuffer3D;
private var indexBuffer:IndexBuffer3D;
// model
private var vertexData:Vector.<Number> = new Vector.<Number>;
private var indexData:Vector.<uint> = new Vector.<uint>;
private var numVertices:int = 0;
// matrix
private var view:Matrix3D;
private var projection:PerspectiveMatrix3D;
// input
private var keyDown:Array = new Array;
private var mode:int = 1;
// camera
private var camPos:Vector3D = new Vector3D(0, 20, -200);
private var camPitch:int = 0;
private var camYaw:int = 0;
// display
private var tfParams:TextField;
// course
private const cornerDist:Number = 100 * Math.PI;
private const courseDist:Number = 400 + cornerDist * 2;
private var courseTriangles:int;
// train
private var trainIndex:int;
private var trainTriangles:int;
private var trainDist:Number = 0;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
stage.stage3Ds[0].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[0].requestContext3D();
stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void {
keyDown[e.keyCode] = true;
});
stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void {
keyDown[e.keyCode] = false;
});
stage.addEventListener(Event.DEACTIVATE, function(e:Event):void {
keyDown = new Array;
});
tfParams = addTextField(0, 0);
}
private function addTextField(x:Number, y:Number):TextField
{
var tf:TextField = new TextField;
tf.defaultTextFormat = new TextFormat(null, 20, 0xffffff);
tf.autoSize = TextFieldAutoSize.LEFT;
tf.x = x;
tf.y = y;
addChild(tf);
return tf;
}
private function onContext3DCreate(e:Event):void
{
context3D = (e.target as Stage3D).context3D;
context3D.configureBackBuffer(stage.stageWidth, stage.stageHeight, 2);
context3D.setCulling(Context3DTriangleFace.BACK);
// course
generateStraight( -100, 100, 100, 100);
generateStraight( -100, -100, 100, -100);
generateCorner(100, 0, 100, 0, 180, 32);
generateCorner( -100, 0, 100, 180, 360, 32);
generateStraight( -100, 92, 100, 92);
generateStraight( -100, -92, 100, -92);
generateCorner(100, 0, 92, 0, 180, 32);
generateCorner( -100, 0, 92, 180, 360, 32);
courseTriangles = indexData.length / 3;
// train
trainIndex = indexData.length;
generateTrain();
trainTriangles = indexData.length / 3 - courseTriangles;
vertexBuffer = context3D.createVertexBuffer(numVertices, 6);
vertexBuffer.uploadFromVector(vertexData, 0, numVertices);
indexBuffer = context3D.createIndexBuffer(indexData.length);
indexBuffer.uploadFromVector(indexData, 0, indexData.length);
// program
var vertexProgram:AGALMiniAssembler = new AGALMiniAssembler;
vertexProgram.assemble(Context3DProgramType.VERTEX,
"m44 op va0 vc0\n" +
"mov v0 va1"
);
var fragmentProgram:AGALMiniAssembler = new AGALMiniAssembler;
fragmentProgram.assemble(Context3DProgramType.FRAGMENT,
"mov oc v0"
);
var program:Program3D = context3D.createProgram();
program.upload(vertexProgram.agalcode, fragmentProgram.agalcode);
//
context3D.setVertexBufferAt(0, vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
context3D.setVertexBufferAt(1, vertexBuffer, 3, Context3DVertexBufferFormat.FLOAT_3);
context3D.setProgram(program);
//
projection = new PerspectiveMatrix3D;
projection.perspectiveFieldOfViewLH(
radians(45), stage.stageWidth / stage.stageHeight, 1, 500);
stage.addEventListener(Event.ENTER_FRAME, render);
}
private function generateStraight(x0:Number, z0:Number, x1:Number, z1:Number):void
{
const vertices:Vector.<int> = Vector.<int>([
// x, y, z, x=start/end z=right/left
0, 0, 0,
0, 1, 0,
0, 1, 1,
0, 0, 1,
1, 0, 0,
1, 1, 0,
1, 1, 1,
1, 0, 1,
]);
const indices:Vector.<uint> = Vector.<uint>([
0, 1, 5, 5, 4, 0, // -z
1, 2, 6, 6, 5, 1, // +y
2, 3, 7, 7, 6, 2, // +z
3, 0, 4, 4, 7, 3, // -y
]);
var dx:Number = x1 - x0;
var dz:Number = z1 - z0;
var len:Number = Math.sqrt(dx * dx + dz * dz);
var rad:Number = Math.atan2(dx, dz);
for (var i:int = 0; i < 8; i++)
{
var base:int = i * 3;
var y:int = vertices[base + 1];
var l:Number = len * vertices[base];
var w:Number = (vertices[base + 2] - 0.5) * (8 - y * 3);
var color:Number = (1 + y) / 2;
vertexData.push(x0 + Math.sin(rad) * l - Math.cos(rad) * w);
vertexData.push(y);
vertexData.push(z0 + Math.cos(rad) * l + Math.sin(rad) * w);
vertexData.push(color, color, color);
}
for (i = 0; i < indices.length; i++)
{
indexData.push(numVertices + indices[i]);
}
numVertices += 8;
}
private function generateCorner(
x0:Number, z0:Number, r0:Number, deg0:Number, deg1:Number, slice:Number):void
{
const vertices:Vector.<int> = Vector.<int>([
// x, y, z, x=start/end z=in/out
0, 0, 0,
0, 1, 0,
0, 1, 1,
0, 0, 1,
1, 0, 0,
1, 1, 0,
1, 1, 1,
1, 0, 1,
]);
const indices:Vector.<uint> = Vector.<uint>([
0, 1, 5, 5, 4, 0, // in
1, 2, 6, 6, 5, 1, // +y
2, 3, 7, 7, 6, 2, // out
3, 0, 4, 4, 7, 3, // -y
]);
for (var s:int = 0; s < slice; s++)
{
for (var i:int = 0; i < 8; i++)
{
var base:int = i * 3;
var y:int = vertices[base + 1];
var rad:Number = radians(deg0 + (deg1 - deg0) * (s + vertices[base]) / slice);
var r:Number = r0 + (vertices[base + 2] - 0.5) * (8 - y * 3);
var color:Number = (1 + y) / 2;
vertexData.push(x0 + Math.sin(rad) * r);
vertexData.push(y);
vertexData.push(z0 + Math.cos(rad) * r);
vertexData.push(color, color, color);
}
for (i = 0; i < indices.length; i++)
{
indexData.push(numVertices + indices[i]);
}
numVertices += 8;
}
}
private function generateTrain():void
{
const vertices:Vector.<Number> = Vector.<Number>([
// x, y, z, r, g, b,
1, 0, 0, 1, 0.5, 0.5,
1, 1, 0, 1, 1, 1,
0, 1, 0, 1, 1, 1,
0, 0, 0, 1, 0.5, 0.5,
1, 0, -1, 0.5, 0.5, 0.5,
1, 1, -1, 1, 1, 1,
0, 1, -1, 1, 1, 1,
0, 0, -1, 0.5, 0.5, 0.5,
]);
const indices:Vector.<uint> = Vector.<uint>([
0, 4, 5, 5, 1, 0, // +x
1, 5, 6, 6, 2, 1, // +y
2, 6, 7, 7, 3, 2, // -x
3, 7, 4, 4, 0, 3, // -y
0, 1, 2, 2, 3, 0, // +z
4, 7, 6, 6, 5, 4, // -z
]);
for (var i:int = 0; i < 8; i++)
{
var base:int = i * 6;
vertexData.push((vertices[base + 0] - 0.5) * 3);
vertexData.push(vertices[base + 1] * 3 + 1);
vertexData.push(vertices[base + 2] * 20);
vertexData.push(vertices[base + 3]);
vertexData.push(vertices[base + 4]);
vertexData.push(vertices[base + 5]);
}
for (i = 0; i < indices.length; i++)
{
indexData.push(numVertices + indices[i]);
}
numVertices += 8;
}
private function render(e:Event):void
{
updateView();
updateTrain();
displayParams();
context3D.clear(0.39, 0.58, 0.93);
// course
var m:Matrix3D = new Matrix3D;
m.append(view);
m.append(projection);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m , true);
context3D.drawTriangles(indexBuffer, 0, courseTriangles);
// train
for (var i:int = 0; i < 3; i++)
{
m.identity();
m.append(calcWorld(i));
m.append(view);
m.append(projection);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m , true);
context3D.drawTriangles(indexBuffer, trainIndex, trainTriangles);
}
// train2
var world:Matrix3D = new Matrix3D;
world.appendRotation(270, Vector3D.Y_AXIS);
world.appendTranslation(0, 1, 92);
m.identity();
m.append(world);
m.append(view);
m.append(projection);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m , true);
context3D.drawTriangles(indexBuffer, trainIndex, trainTriangles);
context3D.present();
}
private function updateView():void
{
var front:int = 0;
var cross:int = 0;
var up:int = 0;
if (keyDown[Keyboard.W]) { camPitch += 1; if (89 < camPitch) camPitch = 89; }
if (keyDown[Keyboard.S]) { camPitch -= 1; if (camPitch < -89) camPitch = -89; }
if (keyDown[Keyboard.A]) { camYaw -= 1; if (camYaw < 0) camYaw += 360; }
if (keyDown[Keyboard.D]) { camYaw += 1; if (360 <= camYaw) camYaw -= 360; }
if (keyDown[Keyboard.UP]) front += 1;
if (keyDown[Keyboard.DOWN]) front += -1;
if (keyDown[Keyboard.LEFT]) cross += 1;
if (keyDown[Keyboard.RIGHT]) cross += -1;
if (keyDown[Keyboard.PAGE_UP]) up += 1;
if (keyDown[Keyboard.PAGE_DOWN]) up += -1;
if (keyDown[Keyboard.NUMPAD_1]) mode = 1;
if (keyDown[Keyboard.NUMPAD_2]) mode = 2;
switch (mode)
{
case 1:
var pitch:Number = radians(camPitch);
var y:Number = Math.sin(pitch);
var r:Number = Math.cos(pitch);
var yaw:Number = radians(camYaw);
var z:Number = Math.cos(yaw) * r;
var x:Number = Math.sin(yaw) * r;
var camFront:Vector3D = new Vector3D(x, y, z);
updatePos(camFront, front);
var camCross:Vector3D = camFront.crossProduct(Vector3D.Y_AXIS);
updatePos(camCross, cross);
var camUp:Vector3D = camCross.crossProduct(camFront);
updatePos(camUp, up);
view = lookAt(camPos, camPos.add(camFront), Vector3D.Y_AXIS);
break;
case 2:
var v0:Vector3D = calcPos(trainDist);
var v1:Vector3D = calcPos(trainDist - 20);
v0.y = v1.y = 4;
view = lookAt(v1, v0, Vector3D.Y_AXIS);
break;
}
}
private function updatePos(vector:Vector3D, scale:int):void
{
vector.normalize();
if (scale == 0) return;
var v:Vector3D = vector.clone();
v.scaleBy(scale * 0.5);
camPos = camPos.add(v);
}
private function updateTrain():void
{
trainDist += 0.5; // 0.5 = 54km/h
if (courseDist <= trainDist) trainDist -= courseDist;
}
private function calcWorld(i:int):Matrix3D
{
var dist:Number = trainDist - 21 * i;
var v0:Vector3D = calcPos(dist);
var v1:Vector3D = calcPos(dist - 20);
var rad:Number = Math.atan2(v0.x - v1.x, v0.z - v1.z);
var world:Matrix3D = new Matrix3D;
world.appendRotation(degrees(rad), Vector3D.Y_AXIS);
world.appendTranslation(v0.x, v0.y, v0.z);
return world;
}
private function calcPos(dist:Number):Vector3D
{
if (dist < 0) dist += courseDist;
if (dist <= 200)
{
return new Vector3D( -100 + dist, 1, 100);
}
dist -= 200;
var rad:Number;
if (dist <= cornerDist)
{
rad = Math.PI * dist / cornerDist;
return new Vector3D(100 + Math.sin(rad) * 100, 1, Math.cos(rad) * 100);
}
dist -= cornerDist;
if (dist <= 200)
{
return new Vector3D(100 - dist, 1, -100);
}
dist -= 200;
rad = Math.PI * (1 + dist / cornerDist);
return new Vector3D( -100 + Math.sin(rad) * 100, 1, Math.cos(rad) * 100);
}
private function displayParams():void
{
tfParams.text = StringUtil.substitute(
"Pos:{0} {1} {2}\nPitch:{3} Yaw:{4}\nDist:{5}",
camPos.x.toFixed(0), camPos.y.toFixed(0), camPos.z.toFixed(0),
camPitch, camYaw, trainDist.toFixed(0));
}
private function lookAt(
cameraPosition:Vector3D, cameraTarget:Vector3D, cameraUpVector:Vector3D):Matrix3D
{
var zaxis:Vector3D = cameraTarget.subtract(cameraPosition);
zaxis.normalize();
var xaxis:Vector3D = cameraUpVector.crossProduct(zaxis);
xaxis.normalize();
var yaxis:Vector3D = zaxis.crossProduct(xaxis);
return new Matrix3D(Vector.<Number>([
xaxis.x, yaxis.x, zaxis.x, 0,
xaxis.y, yaxis.y, zaxis.y, 0,
xaxis.z, yaxis.z, zaxis.z, 0,
-xaxis.dotProduct(cameraPosition), -yaxis.dotProduct(cameraPosition),
-zaxis.dotProduct(cameraPosition), 1
]));
}
private function radians(x:Number):Number
{
return x * Math.PI / 180;
}
private function degrees(x:Number):Number
{
return x * 180 / Math.PI;
}
}
}