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📄 max3ds.as

📁 Papervision3d的源码
💻 AS
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			while (chunk.bytesRead < chunk.length)			{				var subChunk:Chunk3ds = new Chunk3ds();				readChunk(subChunk);				switch (subChunk.id)				{					case MESH_OBJECT:						parseMesh(subChunk, meshData);						break;					case MESH_VERTICES:						meshData.vertices = readMeshVertices(subChunk);						break;					case MESH_FACES:						meshData.faces = readMeshFaces(subChunk);						parseMesh(subChunk, meshData);						break;					case MESH_MATER:						readMeshMaterial(subChunk, meshData);						break;					case MESH_TEX_VERT:						meshData.uvs = readMeshTexVert(subChunk);						break;					default:						skipChunk(subChunk);				}				chunk.bytesRead += subChunk.length;			}		}				/**		 * 		 * @param	chunk		 */  		private function readMeshFaces(chunk:Chunk3ds):Array		{			var faces:Array = new Array();			var numFaces:int = _data.readUnsignedShort();			chunk.bytesRead += 2;						for (var i:int = 0; i < numFaces; i++)			{				var v2:uint = _data.readUnsignedShort();				var v1:uint = _data.readUnsignedShort();				var v0:uint = _data.readUnsignedShort();				var visible:Boolean = (_data.readUnsignedShort() as Boolean);				chunk.bytesRead += 8;								faces.push([v0, v1, v2]);			}			return faces;		}				/**		 * Read the Mesh Material chunk		 * 		 * @param chunk		 */		private function readMeshMaterial(chunk:Chunk3ds, meshData:MeshData):void		{			var material:MaterialData = new MaterialData();						material.name = readASCIIZString(_data);			material.faces = new Array();						chunk.bytesRead += material.name.length +1;						var numFaces:int = _data.readUnsignedShort();			chunk.bytesRead += 2;			for (var i:int = 0; i < numFaces; i++)			{				material.faces.push(_data.readUnsignedShort());				chunk.bytesRead += 2;			}						meshData.materials.push(material);		}				/**		 * 		 * @param	chunk		 *		 * @return		 */ 		private function readMeshTexVert(chunk:Chunk3ds):Array		{			var uvs:Array = new Array();			var numUVs:int = _data.readUnsignedShort();			chunk.bytesRead += 2;						for (var i:int = 0; i < numUVs; i++)			{				uvs.push(new NumberUV(_data.readFloat(), _data.readFloat()));				chunk.bytesRead += 8;			}			return uvs;		}				/**		 * 		 * @param	chunk		 */ 		private function readMeshVertices(chunk:Chunk3ds):Array		{			var vertices:Array = new Array();			var numVerts:int = _data.readUnsignedShort();			chunk.bytesRead += 2;						for (var i:int = 0; i < numVerts; i++)			{				vertices.push(new Vertex3D(_data.readFloat(), _data.readFloat(), _data.readFloat()));				chunk.bytesRead += 12;			}						return vertices;		}				/**		 * Reads a null-terminated ascii string out of a byte array.		 * 		 * @param data The byte array to read from.		 * 		 * @return The string read, without the null-terminating character.		 */				private function readASCIIZString(data:ByteArray):String		{			var readLength:int = 0; // length of string to read			var l:int = data.length - data.position;			var tempByteArray:ByteArray = new ByteArray();						for (var i:int = 0; i < l; i++)			{				var c:int = data.readByte();								if (c == 0)				{					break;				}				tempByteArray.writeByte(c);			}						var asciiz:String = "";			tempByteArray.position = 0;			for (i = 0; i < tempByteArray.length; i++)			{				asciiz += String.fromCharCode(tempByteArray.readByte());			}			return asciiz;		}				/**		 * 		 */ 		private function readColor(colorChunk:Chunk3ds):int		{			var color:int = 0;			switch(colorChunk.id) 			{				case COLOR_RGB:					color = readColorRGB(colorChunk);					break;				case COLOR_F:					color = readColorScale(colorChunk);					break;				default:					throw new Error("Unknown color chunk: " + colorChunk.id);			}			return color;		}				/**		 * Read Scaled Color		 * 		 * @param	chunk		 */ 		private function readColorScale(chunk:Chunk3ds):int		{			var color:int = 0;			for (var i:int = 0; i < 3; i++)			{				var c:Number = _data.readFloat();				var bv:int = 255 * c;				bv <<= (8 * (2 - i));				color |= bv;													 				chunk.bytesRead += 4;			}						return color;		}				/**		 * Read RGB		 * 		 * @param	chunk		 */ 		private function readColorRGB(chunk:Chunk3ds):int		{			var color:int = 0;						for (var i:int = 0; i < 3; i++)			{				var c:int = _data.readUnsignedByte();				color += c*Math.pow(0x100, 2-i);				chunk.bytesRead++;			}						return color;		}				/**		 * Read id and length of 3ds chunk		 * 		 * @param chunk		 */				private function readChunk(chunk:Chunk3ds):void		{			chunk.id = _data.readUnsignedShort();			chunk.length = _data.readUnsignedInt();			chunk.bytesRead = 6;		}				/**		 * Skips past a chunk. If we don't understand the meaning of a chunk id,		 * we just skip past it.		 * 		 * @param chunk		 */				private function skipChunk(chunk:Chunk3ds):void		{			_data.position += chunk.length - chunk.bytesRead;			chunk.bytesRead = chunk.length;		}				//>----- Color Types --------------------------------------------------------				public const AMBIENT:String = "ambient";		public const DIFFUSE:String = "diffuse";		public const SPECULAR:String = "specular";				//>----- Main Chunks --------------------------------------------------------				public const PRIMARY:int = 0x4D4D;		public const EDIT3DS:int = 0x3D3D;  // Start of our actual objects		public const KEYF3DS:int = 0xB000;  // Start of the keyframe information				//>----- General Chunks -----------------------------------------------------				public const VERSION:int = 0x0002;		public const MESH_VERSION:int = 0x3D3E;		public const KFVERSION:int = 0x0005;		public const COLOR_F:int = 0x0010;		public const COLOR_RGB:int = 0x0011;		public const LIN_COLOR_24:int = 0x0012;		public const LIN_COLOR_F:int = 0x0013;		public const INT_PERCENTAGE:int = 0x0030;		public const FLOAT_PERC:int = 0x0031;		public const MASTER_SCALE:int = 0x0100;		public const IMAGE_FILE:int = 0x1100;		public const AMBIENT_LIGHT:int = 0X2100;				//>----- Object Chunks -----------------------------------------------------				public const MESH:int = 0x4000;		public const MESH_OBJECT:int = 0x4100;		public const MESH_VERTICES:int = 0x4110;		public const VERTEX_FLAGS:int = 0x4111;		public const MESH_FACES:int = 0x4120;		public const MESH_MATER:int = 0x4130;		public const MESH_TEX_VERT:int = 0x4140;		public const MESH_XFMATRIX:int = 0x4160;		public const MESH_COLOR_IND:int = 0x4165;		public const MESH_TEX_INFO:int = 0x4170;		public const HEIRARCHY:int = 0x4F00;				//>----- Material Chunks ---------------------------------------------------				public const MATERIAL:int = 0xAFFF;		public const MAT_NAME:int = 0xA000;		public const MAT_AMBIENT:int = 0xA010;		public const MAT_DIFFUSE:int = 0xA020;		public const MAT_SPECULAR:int = 0xA030;		public const MAT_SHININESS:int = 0xA040;		public const MAT_FALLOFF:int = 0xA052;		public const MAT_EMISSIVE:int = 0xA080;		public const MAT_SHADER:int = 0xA100;		public const MAT_TEXMAP:int = 0xA200;		public const MAT_TEXFLNM:int = 0xA300;		public const OBJ_LIGHT:int = 0x4600;		public const OBJ_CAMERA:int = 0x4700;				//>----- KeyFrames Chunks --------------------------------------------------				public const ANIM_HEADER:int = 0xB00A;		public const ANIM_OBJ:int = 0xB002;		public const ANIM_NAME:int = 0xB010;		public const ANIM_POS:int = 0xB020;		public const ANIM_ROT:int = 0xB021;		public const ANIM_SCALE:int = 0xB022;			private var _data		:ByteArray;				private var _textureDir	:String = "./image/";		private var _textureExtensionReplacements:Object;	}}class Chunk3ds{		public var id:int;	public var length:int;	public var bytesRead:int;	 }class MeshData{	public var name:String;	public var vertices:Array;	public var faces:Array;	public var uvs:Array;	public var materials:Array;}class MaterialData{	public var name:String;	public var faces:Array;}

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