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📄 bitmapassetmaterial.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.
 */

// __________________________________________________________________________ BITMAP ASSET MATERIAL

package org.papervision3d.materials
{
	import flash.display.BitmapData;
	import flash.utils.describeType;
	import flash.utils.getDefinitionByName;
	
	import org.papervision3d.Papervision3D;
	import org.papervision3d.core.render.draw.ITriangleDrawer;
	
	/**
	* The BitmapAssetMaterial class creates a texture from a Bitmap library symbol.
	*
	* Materials collects data about how objects appear when rendered.
	*
	*/
	public class BitmapAssetMaterial extends BitmapMaterial implements ITriangleDrawer
	{
		/**
		* 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: BitmapMaterial.texture requires a BitmapData object for the texture");
				return;
			}
			
			bitmap   = createBitmapFromLinkageID( String(asset) );
			_texture = asset;
		}
		// ______________________________________________________________________ NEW

		/**
		* The BitmapAssetMaterial class creates a texture from a Bitmap library asset.
		*
		* @param	linkageID				The linkage name of the Bitmap symbol in the library.
		* @param	initObject			[optional] - An object that contains additional properties with which to populate the newly created material.
		*/

		public function BitmapAssetMaterial( linkageID:String, precise:Boolean = false )
		{
			texture = linkageID;
			this.precise = precise;
		}


		// ______________________________________________________________________ CREATE BITMAP

		/**
		* [internal-use]
		*
		* @param	asset
		* @return
		*/
		protected function createBitmapFromLinkageID( asset:String ):BitmapData
		{
			// Remove previous bitmap
			if( this._texture != asset )
			{
				_count[this._texture]--;

				var prevBitmap:BitmapData = _library[this._texture];

				if( prevBitmap && _count[this._texture] == 0 )
					prevBitmap.dispose();
			}

			// Retrieve from library or...
			var bitmapOk :BitmapData;
			var bitmap   :BitmapData = _library[asset];

			// ...loadBitmap
			if( ! bitmap )
			{
				var BitmapAsset:Class = getDefinitionByName( asset ) as Class;

				var description:XML = describeType( BitmapAsset );

				// Check if Flash 9 Alpha
				if( description..constructor.length() == 0 )
					bitmap = new BitmapAsset() as BitmapData;
				else
					bitmap = new BitmapAsset( 0, 0 ) as BitmapData;
				
				bitmapOk = createBitmap( bitmap );

				_library[asset] = bitmapOk;
				_count[asset] = 0;
			}
			else
			{
				bitmapOk = bitmap;
				maxU = maxV = 1;
				_count[asset]++;
			}

			return bitmapOk;
		}
		
		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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