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📄 bitmapmaterial.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
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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 MATERIAL

package org.papervision3d.materials
{
	import flash.display.BitmapData;
	import flash.display.Graphics;
	import flash.geom.Matrix;
	import flash.geom.Point;
	import flash.geom.Rectangle;
	import flash.utils.Dictionary;
	
	import org.papervision3d.Papervision3D;
	import org.papervision3d.core.geom.renderables.Triangle3D;
	import org.papervision3d.core.material.TriangleMaterial;
	import org.papervision3d.core.proto.MaterialObject3D;
	import org.papervision3d.core.render.data.RenderSessionData;
	import org.papervision3d.core.render.draw.ITriangleDrawer;

	/**
	* The BitmapMaterial class creates a texture from a BitmapData object.
	*
	* Materials collect data about how objects appear when rendered.
	*
	*/
	public class BitmapMaterial extends TriangleMaterial implements ITriangleDrawer
	{
		
		private var _precise:Boolean;
		public var focus:Number = 100;
		public var minimumRenderSize:Number = 2;
		public var precision:Number = 8;
		
		/**
		 * Indicates if mip mapping is forced.
		 */
		static public var AUTO_MIP_MAPPING :Boolean = false;

		/**
		 * Levels of mip mapping to force.
		 */
		static public var MIP_MAP_DEPTH :Number = 8;

		// ______________________________________________________________________ TEXTURE

		protected var _texture :Object;
		

		public var uvMatrices:Dictionary = new Dictionary();
		
		/**
		* @private
		*/
		protected static var _triMatrix:Matrix = new Matrix();
		protected static var _triMap:Matrix;
		
		/**
		* @private
		*/
		protected static var _localMatrix:Matrix = new Matrix();
		// ______________________________________________________________________ NEW

		/**
		* The BitmapMaterial class creates a texture from a BitmapData object.
		*
		* @param	asset				A BitmapData object.
		*/
		public function BitmapMaterial( asset:BitmapData=null, precise:Boolean = false)
		{
			// texture calls createBitmap. That's where all the init happens. This allows to reinit when changing texture. -C4RL05
			// if we have an asset passed in, this means we're the subclass, not the super.  Set the texture, let the fun begin.
			if( asset ) texture = asset;
			this.precise = precise;
		}
		

		/**
		* Resets the mapping coordinates. Use when the texture has been resized.
		*/
		public function resetMapping():void
		{
			uvMatrices = new Dictionary();
		}

		/**
		 *  drawTriangle
		 */
		override public function drawTriangle(face3D:Triangle3D, graphics:Graphics, renderSessionData:RenderSessionData, altBitmap:BitmapData = null, altUV:Matrix = null):void
		{
			if(!_precise){
				//Render the bitmap using linear texturing.
				if( lineAlpha )
					graphics.lineStyle( 0, lineColor, lineAlpha );
				if( bitmap )
				{
					_triMap = altUV ? altUV : (uvMatrices[face3D] || transformUV(face3D));
					
					var x0:Number = face3D.v0.vertex3DInstance.x,
					y0:Number = face3D.v0.vertex3DInstance.y,
					x1:Number = face3D.v1.vertex3DInstance.x,
					y1:Number = face3D.v1.vertex3DInstance.y,
					x2:Number = face3D.v2.vertex3DInstance.x,
					y2:Number = face3D.v2.vertex3DInstance.y;
	
					_triMatrix.a = x1 - x0;
					_triMatrix.b = y1 - y0;
					_triMatrix.c = x2 - x0;
					_triMatrix.d = y2 - y0;
					_triMatrix.tx = x0;
					_triMatrix.ty = y0;
						
					_localMatrix.a = _triMap.a;
					_localMatrix.b = _triMap.b;
					_localMatrix.c = _triMap.c;
					_localMatrix.d = _triMap.d;
					_localMatrix.tx = _triMap.tx;
					_localMatrix.ty = _triMap.ty;
					_localMatrix.concat(_triMatrix);
					
					graphics.beginBitmapFill( altBitmap ? altBitmap : bitmap, _localMatrix, tiled, smooth);
				}
				graphics.moveTo( x0, y0 );
				graphics.lineTo( x1, y1 );
				graphics.lineTo( x2, y2 );
				graphics.lineTo( x0, y0 );
				if( bitmap )
					graphics.endFill();
				if( lineAlpha )
					graphics.lineStyle();
				renderSessionData.renderStatistics.triangles++;
			}else{
				
				//Render the bitmap using 'precise' texturing - @Author Alexander Zahdorsky
				_triMap = altUV ? altUV : (uvMatrices[face3D] || transformUV(face3D));
				focus = renderSessionData.camera.focus;
				renderRec(graphics, _triMap.a, _triMap.b, _triMap.c, _triMap.d, _triMap.tx, _triMap.ty, face3D.v0.vertex3DInstance.x, face3D.v0.vertex3DInstance.y, face3D.v0.vertex3DInstance.z, face3D.v1.vertex3DInstance.x, face3D.v1.vertex3DInstance.y, face3D.v1.vertex3DInstance.z, face3D.v2.vertex3DInstance.x, face3D.v2.vertex3DInstance.y, face3D.v2.vertex3DInstance.z,0, renderSessionData, altBitmap ? altBitmap : bitmap);	 
			}
		}
		
		/**
		* Applies the updated UV texture mapping values to the triangle. This is required to speed up rendering.
		*
		*/
		public function transformUV(face3D:Triangle3D):Matrix
		{			
			if( ! face3D.uv )
			{
				Papervision3D.log( "MaterialObject3D: transformUV() uv not found!" );
			}
			else if( bitmap )
			{
				var uv :Array  = face3D.uv;
				
				var w  :Number = bitmap.width * maxU;
				var h  :Number = bitmap.height * maxV;
				
				
				
				var u0 :Number = w * face3D.uv0.u;
				var v0 :Number = h * ( 1 - face3D.uv0.v );
				var u1 :Number = w * face3D.uv1.u;
				var v1 :Number = h * ( 1 - face3D.uv1.v);
				var u2 :Number = w * face3D.uv2.u;
				var v2 :Number = h * ( 1 - face3D.uv2.v );
				
				// Fix perpendicular projections
				if( (u0 == u1 && v0 == v1) || (u0 == u2 && v0 == v2) )
				{
					u0 -= (u0 > 0.05)? 0.05 : -0.05;
					v0 -= (v0 > 0.07)? 0.07 : -0.07;
				}
				
				if( u2 == u1 && v2 == v1 )
				{
					u2 -= (u2 > 0.05)? 0.04 : -0.04;
					v2 -= (v2 > 0.06)? 0.06 : -0.06;
				}
				
				// Precalculate matrix & correct for mip mapping
				var at :Number = ( u1 - u0 );
				var bt :Number = ( v1 - v0 );
				var ct :Number = ( u2 - u0 );
				var dt :Number = ( v2 - v0 );
				
				var m :Matrix = new Matrix( at, bt, ct, dt, u0, v0 );
				m.invert();
				var mapping:Matrix = uvMatrices[face3D] || (uvMatrices[face3D] = m.clone() );
				mapping.a  = m.a;
				mapping.b  = m.b;
				mapping.c  = m.c;
				mapping.d  = m.d;
				mapping.tx = m.tx;
				mapping.ty = m.ty;
			}
			else Papervision3D.log( "MaterialObject3D: transformUV() material.bitmap not found!" );

			return mapping;
		}
		
		 public function renderRec(graphics:Graphics, ta:Number, tb:Number, tc:Number, td:Number, tx:Number, ty:Number, 
		 ax:Number, ay:Number, az:Number, bx:Number, by:Number, bz:Number, cx:Number, cy:Number, cz:Number, index:Number, renderSessionData:RenderSessionData, bitmap:BitmapData):void
        {
			
            if ((az <= 0) && (bz <= 0) && (cz <= 0))
                return;
			
           
            if (index >= 100 || (focus == Infinity) || (Math.max(Math.max(ax, bx), cx) - Math.min(Math.min(ax, bx), cx) < minimumRenderSize) || (Math.max(Math.max(ay, by), cy) - Math.min(Math.min(ay, by), cy) < minimumRenderSize))
            {
                renderTriangleBitmap(graphics, ta, tb, tc, td, tx, ty, ax, ay, bx, by, cx, cy, smooth, tiled, bitmap);
               renderSessionData.renderStatistics.triangles++;
                return;
            }

			
            var faz:Number = focus + az;
            var fbz:Number = focus + bz;
            var fcz:Number = focus + cz;

			var mabz:Number = 2 / (faz + fbz);
            var mbcz:Number = 2 / (fbz + fcz);
            var mcaz:Number = 2 / (fcz + faz);

            var mabx:Number = (ax*faz + bx*fbz)*mabz;
            var maby:Number = (ay*faz + by*fbz)*mabz;
            var mbcx:Number = (bx*fbz + cx*fcz)*mbcz;
            var mbcy:Number = (by*fbz + cy*fcz)*mbcz;
            var mcax:Number = (cx*fcz + ax*faz)*mcaz;
            var mcay:Number = (cy*fcz + ay*faz)*mcaz;

            var dabx:Number = ax + bx - mabx;
            var daby:Number = ay + by - maby;
            var dbcx:Number = bx + cx - mbcx;
            var dbcy:Number = by + cy - mbcy;
            var dcax:Number = cx + ax - mcax;
            var dcay:Number = cy + ay - mcay;
            
            var dsab:Number = (dabx*dabx + daby*daby);
            var dsbc:Number = (dbcx*dbcx + dbcy*dbcy);
            var dsca:Number = (dcax*dcax + dcay*dcay);

            if ((dsab <= precision) && (dsca <= precision) && (dsbc <= precision))
            {

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