📄 node3d.as
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/*
* Copyright 2007 (c) Tim Knip, ascollada.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.
*/
package org.papervision3d.objects.parsers.ascollada
{
// import papervision
import org.papervision3d.core.*;
import org.papervision3d.core.geom.AnimatedMesh3D;
import org.papervision3d.core.math.*;
import org.papervision3d.core.proto.*;
import org.papervision3d.materials.*;
import org.papervision3d.objects.*;
public class Node3D extends AnimatedMesh3D
{
public var daeID:String;
public var daeSID:String;
public var blendVerts:Array;
public var bindMatrix:Matrix3D;
public var matrixStack:Array;
public var transforms:Array;
/**
*
* @param daeName
* @param daeID
* @param daeSID
* @param c
* @return
*/
public function Node3D( daeName:String, daeID:String, daeSID:String = null, c:uint = 0xffff00 ):void
{
super(new WireframeMaterial(), new Array(), new Array(), daeName);
this.daeID = daeID;
this.daeSID = daeSID || daeID;
this.transform = Matrix3D.IDENTITY;
this.world = Matrix3D.IDENTITY;
this.bindMatrix = Matrix3D.IDENTITY;
this.blendVerts = new Array();
this.matrixStack = new Array();
this.transforms = new Array();
}
}
}
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