📄 daeeffect.as.svn-base
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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.ascollada.fx
{
import org.ascollada.ASCollada;
import org.ascollada.core.DaeEntity;
import org.ascollada.core.DaeSampler;
import org.ascollada.types.DaeColorOrTexture;
import org.ascollada.utils.Logger;
/**
*
*/
public class DaeEffect extends DaeEntity
{
/** */
public var color:DaeConstant;
/** */
public var newparams:Object;
/** **/
public var texture_url:String;
/**
*
* @param node
* @return
*/
public function DaeEffect( node:XML = null ):void
{
super( node );
}
/**
*
* @param node
* @return
*/
override public function read( node:XML ):void
{
super.read( node );
// The <profile_COMMON> elements encapsulate all the values and declarations for
// a platform-independent fixed-function shader. All platforms are required to
// support <profile_COMMON>. <profile_COMMON> effects are designed to be used as
// the reliable fallback when no other profile is recognized by the current
// effects runtime.
var profile:XML = getNode( node, ASCollada.DAE_PROFILE_COMMON_ELEMENT );
// Declares a standard COLLADA image resource. 0 or more.
var images:XMLList = getNodeList( profile, ASCollada.DAE_IMAGE_ELEMENT );
// Creates a new parameter from a constrained set of
// types recognizable by all platforms � <float>,
// <float2>, <float3>, <float4>, <surface>, and
// <sampler2D>, with an additional semantic. 0 or more.
var newparams:XMLList = getNodeList( profile, ASCollada.DAE_FXCMN_NEWPARAM_ELEMENT );
// Declares the only technique for this effect. This node
// contains <asset>, <image>, and <extra>, along
// with one of <constant>, <lambert>, <phong>, or
// <blinn>.
var technique:XML = getNode( profile, ASCollada.DAE_TECHNIQUE_ELEMENT );
// check for a SID
var techSID:String = technique.attribute(ASCollada.DAE_SID_ATTRIBUTE);
Logger.log( "reading effect: " + this.id );
Logger.log( " => #images: " + images.length() );
Logger.log( " => #newparams: " + newparams.length() );
Logger.log( " => technique sid: " + techSID );
this.newparams = new Object();
for each( var paramNode:XML in newparams )
{
var p:DaeNewParam = new DaeNewParam( paramNode );
this.newparams[ p.type ] = p;
}
var phong:XML = getNode( technique, ASCollada.DAE_FXSTD_PHONG_ELEMENT );
var lambert:XML = getNode( technique, ASCollada.DAE_FXSTD_LAMBERT_ELEMENT );
var blinn:XML = getNode( technique, ASCollada.DAE_FXSTD_BLINN_ELEMENT );
var constant:XML = getNode( technique, ASCollada.DAE_FXSTD_CONSTANT_ELEMENT );
if( phong )
{
Logger.log( " => shader: phong" );
this.color = new DaePhong( phong );
}
else if( lambert )
{
Logger.log( " => shader: lambert" );
this.color = new DaeLambert( lambert );
}
else if( blinn )
{
Logger.log( " => shader: blinn" );
this.color = new DaeBlinn( blinn );
}
else if( constant )
{
Logger.log( " => shader: constant" );
this.color = new DaeConstant( constant );
}
var surface:DaeNewParam = this.newparams[ASCollada.DAE_FXCMN_SURFACE_ELEMENT];
var sampler2D:DaeNewParam = this.newparams[ASCollada.DAE_FXCMN_SAMPLER2D_ELEMENT];
var ph:DaeLambert = this.color as DaeLambert;
if( ph && ph.diffuse.type == DaeColorOrTexture.TYPE_TEXTURE && sampler2D && surface )
{
if( sampler2D.sid == ph.diffuse.texture.texture && sampler2D.sampler2D.source == surface.sid )
{
this.texture_url = surface.surface.init_from;
}
}
}
}
}
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