📄 renderline.as.svn-base
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package org.papervision3d.core.render.command{ /** * @Author Ralph Hauwert */ import flash.geom.Point; import org.papervision3d.core.geom.renderables.Line3D; import org.papervision3d.core.math.Number2D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.render.data.RenderHitData; import org.papervision3d.core.render.data.RenderSessionData; import org.papervision3d.materials.special.LineMaterial; public class RenderLine extends RenderableListItem implements IRenderListItem { public var line:Line3D; public var renderer:LineMaterial; // rather that create and clean up vector objects, we'll store all our temp working vectors as statics private static var lineVector:Number3D = Number3D.ZERO; private static var mouseVector:Number3D = Number3D.ZERO; public function RenderLine(line:Line3D) { super(); this.renderable = Line3D; this.renderableInstance = line; this.line = line; } override public function render(renderSessionData:RenderSessionData):void { renderer.drawLine(line, renderSessionData.container.graphics, renderSessionData); } override public function hitTestPoint2D(point:Point, rhd:RenderHitData):RenderHitData { if(renderer.interactive) { var linewidth:Number = line.size; var p:Number2D = new Number2D(point.x, point.y); var l1:Number2D = new Number2D(line.v0.vertex3DInstance.x, line.v0.vertex3DInstance.y); var l2:Number2D = new Number2D(line.v1.vertex3DInstance.x, line.v1.vertex3DInstance.y); // get the vector for the line var v:Number2D = Number2D.subtract(l2, l1); // magic formula for calculating how how far along the line a perpendicular // coming from the line to the point would hit. If this number is between 0 and 1 // the point is closest to a part of the line that exists. var u:Number = (((p.x - l1.x)*(l2.x - l1.x)) + ((p.y-l1.y)*(l2.y - l1.y)))/((v.x*v.x)+(v.y*v.y)); if((u>0)&&(u<1)) { // so then to work out that collision point multiply v by u and add it to l1 var cp:Number2D = Number2D.multiplyScalar(v, u); cp = Number2D.add(cp, l1); // then get the vector between the collision point and the mousepoint var dist:Number2D = Number2D.subtract(cp, p); // and get the magnitude of that distance vector, squared var d:Number = (dist.x*dist.x)+(dist.y*dist.y); // and if it's less than the linewidth squared we have a hit if(d<(linewidth*linewidth)) { rhd.displayObject3D = line.instance; rhd.material = renderer; rhd.renderable = line; rhd.hasHit = true; //TODO UPDATE 3D hit point and UV // currently we're just moving u along the 3D line, but this isn't accurate. var cp3d:Number3D = new Number3D(line.v1.x-line.v0.x, line.v1.y-line.v0.y, line.v1.x-line.v0.x); cp3d.x*=u; cp3d.y*=u; cp3d.z*=u; cp3d.x+=line.v0.x; cp3d.y+=line.v0.y; cp3d.z+=line.v0.z; rhd.x = cp3d.x; rhd.y = cp3d.y; rhd.z = cp3d.z; rhd.u = 0; rhd.v = 0; return rhd; } } } return rhd; } }}
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