📄 precisebitmapmaterial.as.svn-base
字号:
/* * 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 * 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.BitmapAssetMaterial; 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; /** Bitmap material that renders bitmap texture taking into account perspective distortion */ public class PreciseBitmapMaterial extends BitmapMaterial 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 PreciseBitmapMaterial( asset:BitmapData ) { super( asset ); 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; } }}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -