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📄 moviematerial.as

📁 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. */// __________________________________________________________________________ MOVIE MATERIALpackage org.papervision3d.materials{	import flash.display.BitmapData;	import flash.display.DisplayObject;	import flash.geom.Matrix;		import org.papervision3d.Papervision3D;	import org.papervision3d.core.render.data.RenderSessionData;	import org.papervision3d.core.render.draw.ITriangleDrawer;	import org.papervision3d.core.render.material.IUpdateBeforeMaterial;	/**	* The MovieMaterial class creates a texture from an existing MovieClip instance.	* <p/>	* The texture can be animated and/or transparent. Current scale and color values of the MovieClip instance will be used. Rotation will be discarded.	* <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 MovieMaterial extends BitmapMaterial implements ITriangleDrawer, IUpdateBeforeMaterial	{		// ______________________________________________________________________ PUBLIC				private var _animated:Boolean;				/**		* The MovieClip that is used as a texture.		*/		public var movie :DisplayObject;		/**		* A Boolean value that determines whether the MovieClip is transparent. The default value is false, which is much faster.		*/		public var movieTransparent :Boolean;				/**		* When updateBitmap() is called on an animated material, it looks to handle a change in size on the texture.		* 		* This is true by default, but in certain situations, like drawing on an object, you wouldn't want the size to change		*/		public var allowAutoResize:Boolean = true;		// ______________________________________________________________________ ANIMATED		/**		* A Boolean value that determines whether the texture is animated.		*		* If set, the material must be included into the scene so the BitmapData texture can be updated when rendering. For performance reasons, the default value is false.		*/		public function get animated():Boolean		{			return _animated;		}		public function set animated( status:Boolean ):void		{			_animated = status;		}				/**		* A texture object.		*/				override public function get texture():Object		{			return this._texture;		}		/**		* @private		*/		override public function set texture( asset:Object ):void		{			if( asset is DisplayObject == false )			{				Papervision3D.log("Error: MovieMaterial.texture requires a Sprite to be passed as the object");				return;			}			bitmap = createBitmapFromSprite( DisplayObject(asset) );			_texture = asset;		}		// ______________________________________________________________________ NEW		/**		* The MovieMaterial class creates a texture from an existing MovieClip instance.		*		* @param	movieAsset		A reference to an existing MovieClip loaded into memory or on stage		* @param	transparent		[optional] - If it's not transparent, the empty areas of the MovieClip will be of fill32 color. Default value is false.		* @param	animated		[optional] - a flag setting whether or not this material has animation.  If set to true, it will be updated during each render loop		*/		public function MovieMaterial( movieAsset:DisplayObject=null, transparent:Boolean=false, animated:Boolean=false, precise:Boolean = false )		{			movieTransparent = transparent;			this.animated = animated;			this.interactive = interactive;			this.precise = precise;			if( movieAsset ) texture = movieAsset;		}				// ______________________________________________________________________ CREATE BITMAP		/**		* 		* @param	asset		* @return		*/		protected function createBitmapFromSprite( asset:DisplayObject ):BitmapData		{			// Set the new movie reference			movie = asset;						// initialize the bitmap since it's new			initBitmap( movie );						// Draw			drawBitmap();			// Call super.createBitmap to centralize the bitmap specific code.			// Here only MovieClip specific code, all bitmap code (maxUVs, AUTO_MIP_MAP, correctBitmap) in BitmapMaterial.			bitmap = super.createBitmap( bitmap );			return bitmap;		}				protected function initBitmap( asset:DisplayObject ):void		{			// Cleanup previous bitmap if needed			if( bitmap )				bitmap.dispose();			// Create new bitmap			bitmap = new BitmapData( asset.width, asset.height, this.movieTransparent );		}		// ______________________________________________________________________ UPDATE		/**		* Updates animated MovieClip bitmap.		*		* Draws the current MovieClip image onto bitmap.		*/		public function updateBeforeRender(renderSessionData:RenderSessionData):void		{			if(_animated){				// using int is much faster than using Math.floor. And casting the variable saves in speed from having the avm decide what to cast it as				var mWidth:int = int(movie.width);				var mHeight:int = int(movie.height);								if( allowAutoResize && ( mWidth != bitmap.width || mHeight != bitmap.height ) )				{					// Init new bitmap size					initBitmap( movie );				}								drawBitmap();			}				}				public function drawBitmap():void		{			bitmap.fillRect( bitmap.rect, this.fillColor );			var mtx:Matrix = new Matrix();			mtx.scale( movie.scaleX, movie.scaleY );			bitmap.draw( movie, mtx, movie.transform.colorTransform );		}				override protected function destroy():void		{			super.destroy();			bitmap.dispose();		}					}}

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