Load assets into away3d-openfl via runtime texture packer

Following on from my last post where I demonstrated Realtime Texture Packer for swf assets in Haxe Flash and HTML5 targets, we’ll now build upon this and bring these assets along with they layout into away3d-openfl.

To achieve this we are again going to be using the texture-packer library, however this time we’re going to use the Away3DConverter class. In a nutshell this class’s parse method accepts an openfl display object and will convert it’s top level children into textures and then return an IAway3DPackage which contains a number of items that can be used within the 3d environment.

package net.peteshand.swfAssetsToAway3D;
import away3d.containers.View3D;
import away3d.core.base.Geometry;
import away3d.entities.Mesh;
import com.imagination.texturePacker.api.convert.away3D.IAway3DPackage;
import com.imagination.texturePacker.impl.convert.away3D.Away3DConverter;
import com.imagination.texturePacker.impl.TexturePacker;
import motion.Actuate;
import motion.easing.Quad;
import openfl.display.Sprite;
import openfl.events.Event;
import openfl.events.MouseEvent;
import openfl.geom.Matrix3D;
import openfl.geom.Vector3D;
 * ...
 * @author P.J.Shand
class Main extends Sprite 
	private var _view:View3D;
	private var placement:Float = 0;
	var inactive:Sprite;
	var away3DPackage:IAway3DPackage;
	public function new() 
		var clip:Sprite = new Mc_Assets();
		TexturePacker.TARGET_TEXTURE_SIZE.setTo(1024, 512);
		_view = new View3D();
		#if flash
			_view.antiAlias = 4;
			_view.antiAlias = 0;
		//setup the camera
		_view.camera.z = -600;
		_view.camera.lookAt(new Vector3D());
		away3DPackage = Away3DConverter.parse(clip);
		var bg:Mesh = away3DPackage.meshByName("mc_bg");
		bg.z += 20;
		adjustMeshAnchor(bg, 500);
		stage.addEventListener(MouseEvent.MOUSE_MOVE, OnMouseMove);
		stage.addEventListener(MouseEvent.CLICK, OnMouseClick);
		stage.addEventListener(Event.MOUSE_LEAVE, OnMouseLeave);
		addEventListener(Event.ENTER_FRAME, NextFrame);
		inactive = new Sprite();
		inactive.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
		inactive.alpha = 0.7;
	private function OnMouseClick(e:MouseEvent):Void 
	function UpdatePositionZ() 
		for (i in 1...21) 
			var item:Mesh = away3DPackage.meshByName("mc_item" + i);
			Actuate.tween(item, 0.5, { z: -250 * Math.random() } ).ease(Quad.easeInOut);
	private function NextFrame(e:Event):Void 
		removeEventListener(Event.ENTER_FRAME, NextFrame);
	private function OnMouseLeave(e:Event):Void 
		inactive.alpha = 0.7;
		removeEventListener(Event.ENTER_FRAME, Update);
	private function OnMouseMove(e:MouseEvent):Void 
		inactive.alpha = 0;
		addEventListener(Event.ENTER_FRAME, Update);
	private function Update(e:Event):Void 
		_view.camera.x = stage.mouseX - (stage.stageWidth / 2);
		_view.camera.y = stage.mouseY - (stage.stageHeight / 2);
		_view.camera.lookAt(new Vector3D());
	public function adjustMeshAnchor(mesh:Mesh, offset:Int):Void {
		adjustGeoAnchor(mesh.geometry, offset);
		mesh.z += offset;
	public function adjustGeoAnchor(geometry:Geometry, offset:Int):Void {
		var matrix:Matrix3D = new Matrix3D();
		matrix.appendTranslation(0, 0, -offset);
		for (subGeometry in geometry.subGeometries) 

The result of the above code can be viewed below in both the flash and html5 targets. Click to tween the items.

Flash Verion

HTML5 Version

Source code for this example can be downloaded from github.

In the next post see how to achieve the same result with Starling.