📄 morphcontroller.as
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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.
*/
package org.papervision3d.core.animation.controllers
{
import org.papervision3d.core.animation.controllers.*;
import org.papervision3d.core.animation.core.*;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.proto.GeometryObject3D;
/**
*
*/
public class MorphController extends KeyFrameController
{
/**
* constructor.
*
* @param the targeted geometry.
*
* @return
*/
public function MorphController( geometry:GeometryObject3D ):void
{
super(geometry);
}
/**
* Tick. Called by the animation engine on each frame.
*
* @param dt current time in milliseconds
*
* @return
*/
override public function tick( dt:Number ):void
{
super.tick(dt);
updateVertices( this.split / this.duration );
}
/**
* Updates all vertices.
*
* @param split current time split as a value between 0 (currentFrame) and 1 (nextFrame).
*
* @return
*/
protected function updateVertices( split:Number ):Boolean
{
split = Math.min( split, 1 );
var verts:Array = this.geometry.vertices;
var i:int = verts.length;
var v:Vertex3D;
var startFrame:AnimationFrame = this.frames[ currentFrame ];
var endFrame:AnimationFrame = this.frames[ nextFrame ];
if( !startFrame )
return false;
var sv:Array = startFrame.values;
if( !endFrame )
{
while( v = verts[--i] )
{
v.x = sv[i].x;
v.y = sv[i].y;
v.z = sv[i].z;
}
return true;
}
var ev:Array = endFrame.values;
while( v = verts[--i] )
interpolateVertices(v, sv[i], ev[i], split);
return true;
}
/**
* simple lineair interpolation.
*
* @param v
* @param sv
* @param ev
* @param alpha
* @return
*/
private function interpolateVertices( v:Vertex3D, sv:Vertex3D, ev:Vertex3D, alpha:Number ):void
{
v.x = sv.x + alpha * (ev.x - sv.x);
v.y = sv.y + alpha * (ev.y - sv.y);
v.z = sv.z + alpha * (ev.z - sv.z);
}
}
}
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