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ActionScript - Drawing BitmapData While Maintaining Center Registration of Display Object

maintaining the center registration point of a circle shape, or any other display object with center registration, while being converted to a bitmap object is proving to be difficult.

the following cod开发者_运维百科e converts a circle shape into a bitmap object and positions it in the center of the stage and subsequently removes its center registration poin.

the x and y origin of a new bitmapData object (top left) is the same as the x and y origin of the circle (center), but it's not possible to translate the x and y position of the bitmapData.draw() - its parameters only accept width, height, transparency and fill color.

var myCircle:Shape = new Shape();
myCircle.graphics.beginFill(0xFF0000, 1.0);
myCircle.graphics.drawCircie(0, 0, 100);
myCircle.graphics.endFill();

var matrix:Matrix = new Matrix();
matrix.tx = myCircle.width / 2;
matrix.ty = myCircle.height / 2;

var myCircleBitmapData:BitmapData = new BitmapData(myCircle.width, myCircle.height, true, 0x00FFFFFF);
myCircleBitmapData.draw(myCircle, matrix);

var result:Bitmap = new Bitmap(myCircleBitmapData, PixelSnapping.AUTO, true);
result.x = stage.stageWidth / 2 - matrix.tx;
result.y = stage.stageHeight / 2 - matrix.ty;

addChild(result);

with the help of a matrix translation, the new bitmap object will appear centered in the stage, but applying a regular or 3D rotation, etc., will clearly demonstrate that the registration point is now the top left corner instead of the center.

how can i convert a center registered display object into a bitmap while maintaining its center registration?


it appears the most common approach is to simply add the bitmap as a child of a sprite container and rotate the sprite container rather than the bitmap itself.

var myCircle:Shape = new Shape();
myCircle.graphics.beginFill(0xFF0000, 1.0);
myCircle.graphics.drawCircie(0, 0, 100);
myCircle.graphics.endFill();

var matrix:Matrix = new Matrix();
matrix.tx = myCircle.width / 2;
matrix.ty = myCircle.height / 2;

var myCircleBitmapData:BitmapData = new BitmapData(myCircle.width, myCircle.height, true, 0x00FFFFFF);
myCircleBitmapData.draw(myCircle, matrix);

var myCircleBitmap:Bitmap = new Bitmap(myCircleBitmapData, PixelSnapping.AUTO, true);
myCircleBitmap.x -= matrix.tx;
myCircleBitmap.y -= matrix.ty;

var circleContainer:Sprite = new Sprite();
circleContainer.addChild(myCircleBitmap);

alternatively, for those using Flash Professional IDE, there is the option to employ fl.motion.MatrixTransformer.rotateAroundInternalPoint instead of using a container sprite.


The following tutorial looks like what you're trying to do.

http://www.8bitrocket.com/2007/10/30/Actionscript-3-Tutorial-BitmapData-rotation-with-a-matrix/

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