📄 precisebitmapfilematerial.as.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.
*/
/**
* @author Alexander Zadorozhny - Away3D
* @author John Grden
* NOTE: ported by Andy Zupko
*/
package org.papervision3d.materials
{
import flash.display.BitmapData;
import flash.display.Graphics;
import flash.geom.Matrix;
import org.papervision3d.materials.BitmapFileMaterial;
import org.papervision3d.materials.IPreciseMaterial;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.core.geom.Face3D;
import org.papervision3d.core.geom.Vertex2D;
import org.papervision3d.core.NumberUV;
public class PreciseBitmapFileMaterial extends BitmapFileMaterial implements IPreciseMaterial
{
public var precision:Number = 1;
public var uv0:NumberUV;
public var uv1:NumberUV;
public var uv2:NumberUV;
public var focus:Number = 100;
public function PreciseBitmapFileMaterial( url:String )
{
super( url );
precision = precision * precision * 1.4;
}
public override function drawFace3D(instance:DisplayObject3D, face3D:Face3D, graphics:Graphics, v0:Vertex2D, v1:Vertex2D, v2:Vertex2D):int
{
var mapping:Matrix = transformUV(face3D);
renderRec(graphics, mapping.a, mapping.b, mapping.c, mapping.d, mapping.tx, mapping.ty, v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, v2.x, v2.y, v2.z,0);
return 1;
}
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):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) < 2) || (Math.max(Math.max(ay, by), cy) - Math.min(Math.min(ay, by), cy) < 2))
{
renderTriangleBitmap(graphics, ta, tb, tc, td, tx, ty, ax, ay, bx, by, cx, cy, smooth, tiled);
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))
{
renderTriangleBitmap(graphics, ta, tb, tc, td, tx, ty, ax, ay, bx, by, cx, cy, smooth, tiled);
return;
}
//Debug.trace(num(ta)+" "+num(tb)+" "+num(tc)+" "+num(td)+" "+num(tx)+" "+num(ty));
if ((dsab > precision) && (dsca > precision) && (dsbc > precision))
{
renderRec(graphics, ta*2, tb*2, tc*2, td*2, tx*2, ty*2,
ax, ay, az, mabx * 0.5, maby * 0.5, (az+bz) * 0.5, mcax * 0.5, mcay * 0.5, (cz+az) * 0.5, index+1);
renderRec(graphics, ta*2, tb*2, tc*2, td*2, tx*2-1, ty*2,
mabx * 0.5, maby * 0.5, (az+bz) * 0.5, bx, by, bz, mbcx * 0.5, mbcy * 0.5, (bz+cz) * 0.5, index+1);
renderRec(graphics, ta*2, tb*2, tc*2, td*2, tx*2, ty*2-1,
mcax * 0.5, mcay * 0.5, (cz+az) * 0.5, mbcx * 0.5, mbcy * 0.5, (bz+cz) * 0.5, cx, cy, cz, index+1);
renderRec(graphics, -ta*2, -tb*2, -tc*2, -td*2, -tx*2+1, -ty*2+1,
mbcx * 0.5, mbcy * 0.5, (bz+cz) * 0.5, mcax * 0.5, mcay * 0.5, (cz+az) * 0.5, mabx * 0.5, maby * 0.5, (az+bz) * 0.5, index+1);
return;
}
var dmax:Number = Math.max(dsab, Math.max(dsca, dsbc));
if (dsab == dmax)
{
renderRec(graphics, ta*2, tb*1, tc*2, td*1, tx*2, ty*1,
ax, ay, az, mabx * 0.5, maby * 0.5, (az+bz) * 0.5, cx, cy, cz, index+1);
renderRec(graphics, ta*2+tb, tb*1, 2*tc+td, td*1, tx*2+ty-1, ty*1,
mabx * 0.5, maby * 0.5, (az+bz) * 0.5, bx, by, bz, cx, cy, cz, index+1);
return;
}
if (dsca == dmax)
{
renderRec(graphics, ta*1, tb*2, tc*1, td*2, tx*1, ty*2,
ax, ay, az, bx, by, bz, mcax * 0.5, mcay * 0.5, (cz+az) * 0.5, index+1);
renderRec(graphics, ta*1, tb*2 + ta, tc*1, td*2 + tc, tx, ty*2+tx-1,
mcax * 0.5, mcay * 0.5, (cz+az) * 0.5, bx, by, bz, cx, cy, cz, index+1);
return;
}
renderRec(graphics, ta-tb, tb*2, tc-td, td*2, tx-ty, ty*2,
ax, ay, az, bx, by, bz, mbcx * 0.5, mbcy * 0.5, (bz+cz) * 0.5, index+1);
renderRec(graphics, 2*ta, tb-ta, tc*2, td-tc, 2*tx, ty-tx,
ax, ay, az, mbcx * 0.5, mbcy * 0.5, (bz+cz) * 0.5, cx, cy, cz, index+1);
}
public function renderTriangleBitmap(graphics:Graphics,a:Number, b:Number, c:Number, d:Number, tx:Number, ty:Number,
v0x:Number, v0y:Number, v1x:Number, v1y:Number, v2x:Number, v2y:Number, smooth:Boolean, repeat:Boolean):void
{
var a2:Number = v1x - v0x;
var b2:Number = v1y - v0y;
var c2:Number = v2x - v0x;
var d2:Number = v2y - v0y;
var matrix:Matrix = new Matrix(a*a2 + b*c2,
a*b2 + b*d2,
c*a2 + d*c2,
c*b2 + d*d2,
tx*a2 + ty*c2 + v0x,
tx*b2 + ty*d2 + v0y);
graphics.lineStyle();
graphics.beginBitmapFill(bitmap, matrix, repeat, smooth && (v0x*(v2y - v1y) + v1x*(v0y - v2y) + v2x*(v1y - v0y) > 400));
graphics.moveTo(v0x, v0y);
graphics.lineTo(v1x, v1y);
graphics.lineTo(v2x, v2y);
graphics.endFill();
}
private static function num(n:Number):Number
{
return int(n*1000)/1000;
}
}
}
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