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📄 movieassetmaterial.as.svn-base

📁 一个2D基于verlet的Flash物理引擎。它用AS3编写而成。Fisix的目标是应用到游戏等计算量很大的实时应用中。尽管flash比c/c++要慢,很棒的物理引擎
💻 SVN-BASE
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/* *  PAPER    ON   ERVIS  NPAPER ISION  PE  IS ON  PERVI IO  APER  SI  PA *  AP  VI  ONPA  RV  IO PA     SI  PA ER  SI NP PE     ON AP  VI ION AP *  PERVI  ON  PE VISIO  APER   IONPA  RV  IO PA  RVIS  NP PE  IS ONPAPE *  ER     NPAPER IS     PE     ON  PE  ISIO  AP     IO PA ER  SI NP PER *  RV     PA  RV SI     ERVISI NP  ER   IO   PE VISIO  AP  VISI  PA  RV3D *  ______________________________________________________________________ *  papervision3d.org � blog.papervision3d.org � osflash.org/papervision3d *//* * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com. * * 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. */// __________________________________________________________________________ MOVIE ASSET MATERIALpackage org.papervision3d.materials{	import flash.display.MovieClip;	import flash.display.Sprite;	import flash.utils.getDefinitionByName;		import org.papervision3d.Papervision3D;	import org.papervision3d.core.render.draw.ITriangleDrawer;	/**	* The MovieAssetMaterial class creates a texture from a MovieClip library symbol.	* <p/>	* The texture can be animated and/or transparent.	* <p/>	* The MovieClip's content needs to be top left aligned with the registration point.	* <p/>	* Materials collects data about how objects appear when rendered.	*/	public class MovieAssetMaterial extends MovieMaterial implements ITriangleDrawer	{		/**		 * By default, a MovieAssetMaterial is stored and resused, but there are times where a user may want a unique copy.  set to true if you want a unique instance		 * created		 */		public var createUnique:Boolean = false;				/**		* A texture object.		*/				override public function get texture():Object		{			return this._texture;		}		/**		* @private		*/		override public function set texture( asset:Object ):void		{			if( asset is String == false )			{				Papervision3D.log("Error: MovieAssetMaterial.texture requires a String to be passed to create the MovieClip reference from the library");				return;			}						movie = Sprite(createMovie( String( asset ) ));			bitmap = createBitmapFromSprite( movie );			_texture = asset;		}		// ______________________________________________________________________ NEW		/**		* The MovieAssetMaterial class creates a texture from a MovieClip library id.		*		* @param	linkageID			The linkage name of the MovieClip symbol in the library.		* @param	transparent			[optional] - If it's not transparent, the empty areas of the MovieClip will be of fill32 color. Default value is false.		* @param	initObject			[optional] - An object that contains additional properties with which to populate the newly created material.		*/				public function MovieAssetMaterial( linkageID:String="", transparent:Boolean=false, animated:Boolean=false, createUnique:Boolean=false, precise:Boolean = false)		{			movieTransparent = transparent;			this.animated = animated;			this.createUnique = createUnique;			this.precise = precise;			if( linkageID.length > 0 ) texture = linkageID;		}		// ______________________________________________________________________ CREATE BITMAP				/*		* since we need to pass a movieclip reference to MovieMaterial, I changed this method		* from createBitmap, to createMovie.  the super's constructor will take care of		* creating the actual bitmap reference		*  		*/		protected function createMovie( asset:* ):MovieClip		{			// Remove previous bitmap			if( this._texture != asset )			{				_count[this._texture]--;				var prevMovie:MovieClip = _library[this._texture];				if( prevMovie && _count[this._texture] == 0 )				{					_library[this._texture] = null;				}			}						// Retrieve from library or...			var movie:MovieClip = _library[asset];						var MovieAsset:Class;						// ...attachMovie			if( ! movie )			{				MovieAsset = getDefinitionByName( asset ) as Class;				movie = new MovieAsset();				_library[asset] = movie;				_count[asset] = 0;			}			else if( createUnique )			{				MovieAsset = getDefinitionByName( asset ) as Class;				movie = new MovieAsset();			}			else			{				_count[asset]++;			}			// Create Bitmap			return  movie;		}				override protected function destroy():void		{			super.destroy();			bitmap.dispose();		}		static private var _library :Object = new Object();		static private var _count   :Object = new Object();	}}

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