/*
Bones animation loading and interaction example in Away3d
Demonstrates:
How to load an AWD file with bones animation frmo external resources.
How to map animation data after loading in order to playback an animation sequence.
How to control the movement of a game character using the mouse.
How to use a skybox with a fog method to create a seamless play area.
Code by Rob Bateman
rob@infiniteturtles.co.uk
http://www.infiniteturtles.co.uk
This code is distributed under the MIT License
Copyright (c)
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
ground = new Mesh(new PlaneGeometry(50000, 50000), groundMaterial);
ground.geometry.scaleUV(50, 50);
ground.castsShadows = ***e;
scene.addChild(ground);
//create a skybox
cubeTexture = new BitmapCubeTexture(new PosX().bitmapData, new NegX().bitmapData, new PosY().bitmapData, new NegY().bitmapData, new PosZ().bitmapData, new NegZ().bitmapData);