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May 14

PV3D虽然没有直接定义接口,但是在org.papervision3d.core.proto包里定义的已Object3D结尾的类,有几个属于顶级基类,其他的类都派生于此。

1。PV3D核心类如下:
1.1 显示对象容器类:
DisplayObjectContainer3D直接继承自flash内部的EventDispatcher类,支持事件派发。

1.2 材质对象类:
MaterialObject3D直接继承自flash内部的EventDispatcher类,支持事件派发。

1.3 场景对象类:
SceneObject3D继承自DisplayObjectContainer3D,是3维场景对象类。
CameraObject3D继承自DisplayObject3D,是摄像机对象类。
PV3D的DisplayObject3D是继承自DisplayObjectContainer3D的,这个容易和flash的内置继承层次混淆,flash内置的DisplayObject不是容器,而PV3D的DisplayObject3D是容器。
flash的内置继承层次是DisplayObjectContainer是继承自InteractiveObject –> DisplayObject,flash的DisplayObjectContainer是支持鼠标交互的。
而PV3D的Mesh3D是不直接支持和鼠标交互的,如果需要和鼠标交互,需要在传给场景构造的参数container上订阅鼠标事件。

2。PV3D在日志和缓动部分引用其他开源的包,如下:
com.blitzagency.xray.logger
caurina.transitions

3。PV3D类继承层次如下:
3.1 3D容器
DisplayObjectContainer3D –> EventDispatcher

3.2 场景相关
SceneObject3D –> DisplayObjectContainer3D –> EventDispatcher
Scene3D –> SceneObject3D –> DisplayObjectContainer3D –> EventDispatcher
MovieScene3D –> Scene3D –> SceneObject3D –> DisplayObjectContainer3D –> EventDispatcher
FlexScene3D –> Scene3D –> SceneObject3D –> DisplayObjectContainer3D –> EventDispatcher

3.3 摄像机
CameraObject3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
Camera3D –> CameraObject3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
FreeCamera3D –> CameraObject3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher

3.4 材质相关
MaterialObject3D –> EventDispatcher
ColorMaterial –> MaterialObject3D –> EventDispatcher
WireframeMaterial –> MaterialObject3D –> EventDispatcher
BitmapMaterial –> MaterialObject3D –> EventDispatcher
BitmapFileMaterial –> BitmapMaterial –> MaterialObject3D –> EventDispatcher
BitmapAssetMaterial –> BitmapMaterial –> MaterialObject3D –> EventDispatcher
MovieMaterial –> BitmapMaterial –> MaterialObject3D –> EventDispatcher
MovieAssetMaterial –> MovieMaterial –> BitmapMaterial –> MaterialObject3D –> EventDispatcher
VideoStreamMaterial –> MovieMaterial –> BitmapMaterial –> MaterialObject3D –> EventDispatcher

3.5 几何体,点,模型
GeometryObject3D –> EventDispatcher
DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
Vertices3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher

Mesh3D –> Vertices3D
Ase –> Mesh3D –> Vertices3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
Collada –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
Cone –> Cylinder –> Mesh3D –> Vertices3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
Cube –> Mesh3D –> Vertices3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
PaperPlane –> Mesh3D –> Vertices3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
Plane –> Mesh3D –> Vertices3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
Sphere –> Mesh3D –> Vertices3D –> DisplayObject3D –> DisplayObjectContainer3D –> EventDispatcher
Stars — Vertex3D

3.6 事件
FileLoadEvent –> Event

3.7 独立类
Vertex2D
Vertex3D
Face3D
Number3D
NumberUV
Matrix3D
MaterialsList

4。PV3D内置对象

==============================================================
Number3D对象
==============================================================
所在包:org.papervision3d.core
所在文件:Number3D.as
描述:三维坐标点的运算。

构造方法:
public function Number3D( x: Number=0, y: Number=0, z: Number=0 )

字段:
public var x: Number;
public var y: Number;
public var z: Number;

属性:
public function get modulo():Number
public static function get ZERO():Number3D

方法:
public function normalize():void
public function clone():Number3D
public static function add( v:Number3D, w:Number3D ):Number3D
public static function sub( v:Number3D, w:Number3D ):Number3D
public static function dot( v:Number3D, w:Number3D ):Number
public static function cross( v:Number3D, w:Number3D ):Number3D

==============================================================
NumberUV对象
==============================================================
所在包:org.papervision3d.core
所在文件:NumberUV.as

构造方法:
public function NumberUV( u: Number=0, v: Number=0 )

字段:
public var u: Number;
public var v: Number;

属性:
public static function get ZERO():NumberUV

方法:
public function clone():NumberUV
public function toString(): String

==============================================================
Matrix3D对象
==============================================================
所在包:org.papervision3d.core
所在文件:Matrix3D.as
描述:3X4 和 3X3 矩阵运算

构造方法:
public function Matrix3D( args:Array=null )

字段:
public var n11 :Number;
public var n12 :Number;
public var n13 :Number;
public var n14 :Number;
public var n21 :Number;
public var n22 :Number;
public var n23 :Number;
public var n24 :Number;
public var n31 :Number;
public var n32 :Number;
public var n33 :Number;
public var n34 :Number;

属性:
public static function get IDENTITY():Matrix3D
public function get det():Number
实例方法:
public function calculateMultiply( a:Matrix3D, b:Matrix3D ):void
public function calculateMultiply3×3( a:Matrix3D, b:Matrix3D ):void
public function calculateAdd( a:Matrix3D, b:Matrix3D ):void
public function calculateInverse( m:Matrix3D ):void
public function copy( m:Matrix3D ):Matrix3D
public function copy3×3( m:Matrix3D ):Matrix3D
静态方法:
public static function multiply( a:Matrix3D, b:Matrix3D ):Matrix3D
public static function multiply3×3( a:Matrix3D, b:Matrix3D ):Matrix3D
public static function add( a:Matrix3D, b:Matrix3D ):Matrix3D
public static function inverse( m:Matrix3D ):Matrix3D
public static function clone( m:Matrix3D ):Matrix3D
public static function multiplyVector( m:Matrix3D, v:Number3D ):void
public static function multiplyVector3×3( m:Matrix3D, v:Number3D ):void
public static function rotateAxis( m:Matrix3D, v:Number3D ):void
public static function matrix2euler( t:Matrix3D ):Number3D
public static function euler2matrix( deg:Number3D ):Matrix3D
public static function rotationX( rad:Number ):Matrix3D
public static function rotationY( rad:Number ):Matrix3D
public static function rotationZ( rad:Number ):Matrix3D
public static function rotationMatrix( x:Number, y:Number, z:Number, rad:Number ):Matrix3D
public static function rotationMatrixWithReference( axis:Number3D, rad:Number, ref:Number3D ):Matrix3D
public static function translationMatrix( x:Number, y:Number, z:Number ):Matrix3D
public static function scaleMatrix( x:Number, y:Number, z:Number ):Matrix3D
public static function magnitudeQuaternion( q:Object ):Number
public static function normalizeQuaternion( q:Object ):Object
public static function axis2quaternion( x:Number, y:Number, z:Number, angle:Number ):Object
public static function euler2quaternion( ax:Number, ay:Number, az:Number ):Object
public static function quaternion2matrix( x:Number, y:Number, z:Number, w:Number ):Matrix3D
public static function multiplyQuaternion( a:Object, b:Object ):Object

==============================================================
Vertex2D对象
==============================================================
所在包:org.papervision3d.core.geom
所在文件:Vertex2D.as

构造方法:
public function Vertex2D( x:Number=0, y:Number=0, z:Number=0 )

字段:
public var x :Number;
public var y :Number;
public var z :Number;
public var extra :Object;
public var visible :Boolean;

==============================================================
Vertex3D对象
==============================================================
所在包:org.papervision3d.core.geom
所在文件:Vertex3D.as

构造方法:
public function Vertex3D( x:Number=0, y:Number=0, z:Number=0 )

字段:
public var x :Number;
public var y :Number;
public var z :Number;
public var extra :Object;

==============================================================
Face3D对象
==============================================================
所在包 :org.papervision3d.core.geom
所在文件:Face3D.as

构造方法:
public function Face3D( vertices:Array, materialName:String=null, uv:Array=null )

字段:
public var vertices :Array;
public var materialName :String;
public var uv :Array;
public var screenZ :Number;
public var visible :Boolean;
public var id :Number;

实例方法:
public function transformUV( instance:DisplayObject3D=null ):Matrix
/*渲染三角型,贴图*/
public function render( instance:DisplayObject3D, container:Sprite ): Number{
var projected :Dictionary = instance.projected;
var s0:Vertex2D = projected[v0];
var s1:Vertex2D = projected[v1];
var s2:Vertex2D = projected[v2];

var x0:Number = s0.x;
var y0:Number = s0.y;
var x1:Number = s1.x;
var y1:Number = s1.y;
var x2:Number = s2.x;
var y2:Number = s2.y;

var material :MaterialObject3D = ( this.materialName && instance.materials )? instance.materials.materialsByName[ this.materialName ] : instance.material;

// Invisible?
if( material.invisible ) return 0;

// Double sided?
if( material.oneSide )
{
if( material.opposite )
{
if( ( x2 – x0 ) * ( y1 – y0 ) – ( y2 – y0 ) * ( x1 – x0 ) > 0 )
{
return 0;
}
}else{
if( ( x2 – x0 ) * ( y1 – y0 ) – ( y2 – y0 ) * ( x1 – x0 ) < 0 )
{
return 0;
}
}
}

var texture :BitmapData = material.bitmap;
var fillAlpha :Number = material.fillAlpha;
var lineAlpha :Number = material.lineAlpha;
var graphics :Graphics = container.graphics;

if( texture )
{
var map :MatriĂ = instance.projected[ this ] || transformUV( instance );
_triMatrix.a = x1 – x0;
_triMatrix.b = y1 – y0;
_triMatrix.c = x2 – x0;
_triMatrix.d = y2 – y0;
_triMatrix.tx = x0;
_triMatrix.ty = y0;
_localMatrix.a = map.a;
_localMatrix.b = map.b;
_localMatrix.c = map.c;
_localMatrix.d = map.d;
_localMatrix.tx = map.tx;
_localMatrix.ty = map.ty;
_localMatrix.concat(_triMatrix);
graphics.beginBitmapFill( texture, _localMatrix, true, material.smooth); //位图填充
}else if( fillAlpha ){
graphics.beginFill( material.fillColor, fillAlpha );
}

// Line color
if( lineAlpha ){
graphics.lineStyle( 0, material.lineColor, lineAlpha );
}else{
graphics.lineStyle();
}

// Draw triangle
graphics.moveTo( x0, y0 );
graphics.lineTo( x1, y1 );
graphics.lineTo( x2, y2 ); //画三角形

if( lineAlpha ){
graphics.lineTo( x0, y0 );
}
if( texture || fillAlpha ){
graphics.endFill();
}

return 1;
}

==============================================================
DisplayObjectContainer3D对象
==============================================================
所在包 :org.papervision3d.core.proto
所在文件:DisplayObjectContainer3D.as
基类 :EventDispatcher

构造方法:
public function DisplayObjectContainer3D():void

字段:
public var root :DisplayObjectContainer3D;
protected var _children :Dictionary;
protected var _childrenByName :Object;

属性:
public function get numChildren():int
public function get children():Object

实例方法:
public function addChild( child :DisplayObject3D, name:String=null ):DisplayObject3D
public function addChildren( parent :DisplayObject3D ):DisplayObjectContainer3D
public function removeChild( child:DisplayObject3D ):DisplayObject3D
public function getChildByName( name:String ):DisplayObject3D
public function removeChildByName( name:String ):DisplayObject3D
public function childrenList():String

==============================================================
DisplayObject3D对象
==============================================================
所在包 :org.papervision3d.objects
所在文件:DisplayObject3D.as
基类 :DisplayObjectContainer3D

构造方法:
public function DisplayObject3D( name:String=null, geometry:GeometryObject3D=null, initObject:Object=null ):void

字段:
public var visible :Boolean;
public var name :String;
public var id :int;
public var extra :Object
public var container :Sprite;
public var material :MaterialObject3D;
public var materials :MaterialsList;
public var scene :SceneObject3D;
public var parent :DisplayObjectContainer3D;
public static const MESH_SORT_CENTER:String = “meshSortCenter”;
public static const MESH_SORT_FAR:String = “meshSortFar”;
public static const MESH_SORT_CLOSE:String = “meshSortClose”;
public var meshSort:String = MESH_SORT_CENTER;
public var transform :Matrix3D;
public var view :Matrix3D;
public var projected :Dictionary;
public var faces :Array = new Array();
public var geometry :GeometryObject3D;
public var screenZ :Number;
protected var _transformDirty :Boolean = false;
protected var _sorted :Array;

//属性
public static function get ZERO():DisplayObject3D

//实例方法
public function addGeometry( geometry:GeometryObject3D=null ):void
public function distanceTo( obj:DisplayObject3D ):Number
public function hitTestPoint( x:Number, y:Number, z:Number ):Boolean
public function hitTestObject( obj:DisplayObject3D, multiplier:Number=1 ):Boolean
public function getMaterialByName( name:String ):MaterialObject3D
public function materialsList():String
public function project( parent :DisplayObject3D, camera :CameraObject3D, sorted :Array=null ):Number
public function render( scene :SceneObject3D ):void
public function moveForward ( distance:Number ):void
public function moveBackward ( distance:Number ):void
public function moveLeft ( distance:Number ):void
public function moveRight ( distance:Number ):void
public function moveUp ( distance:Number ):void
public function moveDown ( distance:Number ):void
public function translate( distance:Number, axis:Number3D ):void
public function pitch( angle:Number ):void
public function yaw( angle:Number ):void
public function roll( angle:Number ):void
public function lookAt( targetObject:DisplayObject3D, upAxis:Number3D=null ):void
public function copyPosition( reference:* ):void
public function copyTransform( reference:* ):void
protected function updateTransform():void

==============================================================
SceneObject3D对象
==============================================================
所在包 :org.papervision3d.core.proto
所在文件:SceneObject3D.as
基类 :DisplayObjectContainer3D

构造方法:
public function SceneObject3D( container:Sprite )

字段:
public var container :Sprite;
public var stats :Object;
public var objects :Array;
public var materials :MaterialsList;

实例方法:
public function renderCamera( camera :CameraObject3D ):void

保护方法:
protected function renderObjects( sort:Boolean ):void {}

==============================================================
Scene3D对象
==============================================================
所在包 :org.papervision3d.scenes
所在文件:Scene3D.as
基类 :SceneObject3D

构造方法:
public function Scene3D( container:Sprite )

重写基类保护方法:
protected override function renderObjects( sort:Boolean ):void

==============================================================
FlexScene3D对象
==============================================================
所在包 :org.papervision3d.scenes
所在文件:FlexScene3D.as
基类 :Scene3D

构造方法:
public function FlexScene3D(container:Sprite)

实例方法:
public function getSprite(child:DisplayObject3D):Canvas
重写基类保护方法:
public override function addChild( child :DisplayObject3D, name :String=null ):DisplayObject3D
protected override function renderObjects( sort:Boolean ):void

==============================================================
MovieScene3D对象
==============================================================
所在包 :org.papervision3d.scenes
所在文件:MovieScene3D.as
基类 :Scene3D

构造方法:
public function MovieScene3D( container:Sprite )

实例方法:
public function getSprite(child:DisplayObject3D):Canvas
重写基类保护方法:
public override function addChild( child :DisplayObject3D, name :String=null ):DisplayObject3D
protected override function renderObjects( sort:Boolean ):void

==============================================================
Vertices3D对象
==============================================================
所在包 :org.papervision3d.core.geom
所在文件:Vertices3D.as
基类 :DisplayObject3D

构造方法:
public function Vertices3D( vertices:Array, name:String=null, initObject:Object=null )

实例方法:
public function boundingBox():Object
public function transformVertices( transformation:Matrix3D ):void

==============================================================
Mesh3D对象
==============================================================
所在包 :org.papervision3d.core.geom
所在文件:Mesh3D.as
基类 :Vertices3D

构造方法:
public function Mesh3D( material:MaterialObject3D, vertices:Array, faces:Array, name:String=null, initObject:Object=null )

实例方法:
public function projectTexture( u:String=”x”, v:String=”y” ):void

==============================================================
CameraObject3D对象
==============================================================
所在包 :org.papervision3d.core.proto
所在文件:CameraObject3D.as
基类 :DisplayObject3D

构造方法:
public function CameraObject3D( zoom:Number=3, focus:Number=500, initObject:Object=null )

字段:
public var zoom :Number;
public var focus :Number;
public var sort :Boolean;
public static var DEFAULT_POS :Number3D = new Number3D( 0, 0, -1000 );

实例方法:
public function transformView( transform:Matrix3D=null ):void
public function tilt( angle:Number ):void
public function pan( angle:Number ):void

==============================================================
Camera3D对象
==============================================================
所在包 :org.papervision3d.cameras
所在文件:Geometry3D.as
基类 :CameraObject3D

构造方法:
public function Camera3D( target:DisplayObject3D=null, zoom:Number=2, focus:Number=100, initObject:Object=null )

字段:
public var target :DisplayObject3D;
public var goto :Number3D;

实例方法:
public function hover( type:Number, mouseX:Number, mouseY:Number ):void

重写基类方法:
public override function transformView( transform:Matrix3D=null ):void

==============================================================
FreeCamera3D对象
==============================================================
所在包 :org.papervision3d.cameras
所在文件:FreeCamera3D.as
基类 :CameraObject3D

构造方法:
public function FreeCamera3D( zoom:Number=2, focus:Number=100, initObject:Object=null )

重写基类方法:
public override function transformView( transform:Matrix3D=null ):void

==============================================================
GeometryObject3D对象
==============================================================
所在包 :org.papervision3d.core.proto
所在文件:GeometryObject3D.as
基类 :EventDispatcher

构造方法:
public function GeometryObject3D( initObject:Object=null ):void

字段:
public var materials :MaterialsList;
public var faces :Array;
public var vertices :Array;
public var ready :Boolean = false;

protected var _material :MaterialObject3D;
protected var _boundingSphere2 :Number;
protected var _boundingSphereDirty :Boolean = true;

属性:
public function get material():MaterialObject3D
public function set material( newMaterial:MaterialObject3D ):void
public function get boundingSphere2():Number
public function getBoundingSphere2():Number

实例方法:
public function transformVertices( transformation:Matrix3D ):void {}
public function transformUV( material:MaterialObject3D ):void

==============================================================
MaterialObject3D对象
==============================================================
所在包 :org.papervision3d.core.proto
所在文件:MaterialObject3D.as
基类 :EventDispatcher

构造方法:
public function MaterialObject3D( initObject:Object=null )

字段:
public var bitmap :BitmapData;
public var smooth :Boolean;
public var lineColor :Number;
public var lineAlpha :Number;
public var fillColor :Number;
public var fillAlpha :Number;
public var oneSide :Boolean;
public var invisible :Boolean;
public var opposite :Boolean;
public var scene :SceneObject3D;
public static var DEFAULT_COLOR :int = 0×000000;
public static var DEBUG_COLOR :int = 0xFF00FF;
public var name :String;
public var id :Number;
public var maxU :Number;
public var maxV :Number;

属性:
public function get doubleSided():Boolean
public function set doubleSided( double:Boolean ):void
public static function get DEFAULT():MaterialObject3D
public static function get DEBUG():MaterialObject3D

实例方法:
public function updateBitmap():void {}
public function copy( material :MaterialObject3D ):void
public function clone():MaterialObject3D

==============================================================
WireframeMaterial对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:WireframeMaterial.as
基类 :MaterialObject3D

构造方法:
public function WireframeMaterial( color:Number=0xFF00FF, alpha:Number=100, initObject:Object=null )

==============================================================
ColorMaterial对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:ColorMaterial.as
基类 :MaterialObject3D

构造方法:
public function ColorMaterial( color:Number=0xFF00FF, alpha:Number = 100, initObject:Object=null )

==============================================================
BitmapMaterial对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:BitmapMaterial.as
基类 :MaterialObject3D

构造方法:
public function BitmapMaterial( asset :*, initObject :Object=null )

字段:
public static var AUTO_MIP_MAPPING :Boolean = true;
public static var MIP_MAP_DEPTH :Number = 8;
protected var _texture :*;

属性:
public function get texture():*
public function set texture( asset:* ):void

公共方法:
public function correctBitmap( bitmap :BitmapData, dispose :Boolean ):BitmapData
保护方法:
protected function createBitmap( asset:* ):BitmapData
protected function extendBitmapEdges( bmp:BitmapData, originalWidth:Number, originalHeight:Number )

重写基类方法:
override public function copy( material :MaterialObject3D ):void
override public function clone():MaterialObject3D

==============================================================
BitmapFileMaterial对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:BitmapMaterial.as
基类 :BitmapMaterial

构造方法:
public function BitmapFileMaterial( url :String, initObject :Object=null )

字段:
public var url :String = “”;
public var loaded :Boolean;
static public var callback :Function;
static public var LOADING_COLOR :int = MaterialObject3D.DEFAULT_COLOR;
重写基类保护方法:
protected override function createBitmap( asset:* ):BitmapData

==============================================================
BitmapAssetMaterial对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:BitmapAssetMaterial.as
基类 :BitmapMaterial

构造方法:
public function BitmapAssetMaterial( id:String, initObject:Object=null )

重写基类保护方法:
protected override function createBitmap( asset:* ):BitmapData

==============================================================
MovieMaterial对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:BMovieMaterial.as
基类 :BitmapMaterial

构造方法:
public function BitmapAssetMaterial( id:String, initObject:Object=null )

字段:
public var movie :MovieClip;
public var movieTransparent :Boolean;

属性:
public function get animated():Boolean
public function set animated( status:Boolean ):void

公共方法:
static public function updateAnimatedBitmaps():void
重写基类方法:
public override function updateBitmap():void
protected override function createBitmap( asset:* ):BitmapData

==============================================================
MovieAssetMaterial对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:MovieAssetMaterial.as
基类 :MovieMaterial

构造方法:
public function MovieAssetMaterial( id:*, transparent:Boolean=false, initObject:Object=null )

重写基类方法:
protected override function createBitmap( asset:* ):BitmapData

==============================================================
VideoStreamMaterial对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:VideoStreamMaterial.as
基类 :MovieMaterial

构造方法:
public function VideoStreamMaterial ( video:Video=null, stream:NetStream=null, initObject:Object=null )

字段:
public var stream:NetStream;
public var video:Video;

重写基类方法:
protected override function createBitmap( asset:* ):BitmapData
public override function updateBitmap ():void

==============================================================
MaterialsList对象
==============================================================
所在包 :org.papervision3d.materials
所在文件:MaterialsList.as

构造方法:
public function MaterialsList( materials :*=null ):void

字段:
public var materialsByName :Dictionary;

属性:
public function get numMaterials():int

实例方法:
public function addMaterial( material:MaterialObject3D, name:String=null ):MaterialObject3D
public function removeMaterial( material:MaterialObject3D ):MaterialObject3D
public function getMaterialByName( name:String ):MaterialObject3D
public function removeMaterialByName( name:String ):MaterialObject3D
public function clone():MaterialsList

==============================================================
FileLoadEvent对象
==============================================================
所在包 :org.papervision3d.events
所在文件:FileLoadEvent.as
基类 :Event

构造方法:
public function FileLoadEvent( type:String, p_file:String=””, bubbles:Boolean=false, cancelable:Boolean=false )

字段:
public static var LOAD_COMPLETE :String = “loadComplete”;
public static var LOAD_ERROR :String = “loadError”;
public static var COLLADA_MATERIALS_DONE:String = “colladaMaterialsDone”;
public var file:String;

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