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How to get visible size of DisplayObject with perspective projection

The following is entirely a math question.

As we know, PerspectiveProjection delivers perspective transformations in 3D represented by the interdependent values of fieldOfView and focalLength according to the following formula:

focalLength = stageWidth/2 * (cos(fieldOfView/2) / sin(fieldOfView/2)

How to get visible size of DisplayObject with perspective projection

(source: bgstaal.net)

Q: How to get the visible on-screen size of the DisplayObject (Cube on the above-linked image) to which PerspectiveProjection has been applied?

A more thorough description and illustrative code on the issue in ActionScript 3 lacks functionality for visible bounds 开发者_如何学Cof DisplayObject.


I think I'm missing the point.

I did a simple test in the ide, put 3 clips together like so:

How to get visible size of DisplayObject with perspective projection

The width and height report the size of the visible 3d area, as you can see in the property inspector as well. You can access just as simple as

trace(cube.width + ' by ' + cube.height);

at runtime or with a bit of jsfl:

var doc = fl.getDocumentDOM();
fl.outputPanel.clear();
fl.trace(doc.selection[0].width + ' by ' + doc.selection[0].height);

for one selected clip at authortime, within the IDE.

I did a similar test with a bit of actionscript:

//draw faces
var front:Sprite = drawFace();
var back:Sprite = drawFace();
var left:Sprite = drawFace();
var right:Sprite = drawFace();
var top:Sprite = drawFace();
var bottom:Sprite = drawFace();
//transform faces
front.z  = -50;
back.z   =  50;
left.x   = -50;
right.x  =  50;
top.y    = -50;
bottom.y =  50;
left.rotationY = right.rotationY = 90;
top.rotationX = bottom.rotationX = 90;
//putem them all together
var cube:Sprite = new Sprite();
cube.addChild(front);
cube.addChild(back);
cube.addChild(left);
cube.addChild(right);
cube.addChild(top);
cube.addChild(bottom);
addChild(cube);
cube.x = stage.stageWidth * .5;
cube.y = stage.stageHeight* .5;
cube.z = -100;
cube.rotationX = cube.rotationY = 30;

trace(cube.width + ' by ' + cube.height);
trace(cube.getBounds(this));
trace(cube.transform.pixelBounds);
this.addEventListener(Event.ENTER_FRAME, loop);
function loop(event:Event):void {
    cube.rotationY += 3;
    var b:Rectangle = cube.getBounds(this);
    graphics.clear();
    graphics.lineStyle(1,0x009900);
    graphics.drawRect(b.x,b.y,b.width,b.height);
}

function drawFace():Sprite{
    var s:Sprite = new Sprite();
    s.graphics.beginFill(0x000099,.5);
    s.graphics.drawRect(-50,-50,100,100);
    s.graphics.endFill();
    return s;
}

Here is a modified sample from Programming Actionscript 3.0

package {  
    import flash.display.*  
    import flash.events.*;  
    import flash.utils.getTimer;  
    import flash.geom.*;

    public class Triangles extends Sprite {  
        var x1:Number = -100,y1:Number = -100,z1:Number = 0,t1:Number = 0;  
        var x2:Number = 100,y2:Number = -100,z2:Number = 0,t2:Number = 0;  
        var x3:Number = 100,y3:Number = 100,z3:Number = 0,t3:Number = 0;  
        var x4:Number = -100,y4:Number = 100,z4:Number = 0,t4:Number = 0;  
        var v1 = new Vector3D(-100,-100,0,0);
        var v2 = new Vector3D(100,-100,0,0);
        var v3 = new Vector3D(100,100,0,0);
        var v4 = new Vector3D(-100,100,0,0);
        var focalLength:Number = 200;   
        var indices:Vector.<int>;  

        var container:Sprite;  

        var bitmapData:BitmapData; // texture  
        var imageLoader:ImageLoader;  

        public function Triangles():void {  
            indices =  new Vector.<int>();  
            indices.push(0,1,3, 1,2,3);  

            container = new Sprite(); // container to draw triangles in  
            container.x = 200;  
            container.y = 200;  
            addChild(container);  

            imageLoader = new ImageLoader("head.jpg");  
            imageLoader.addEventListener(Event.COMPLETE, onImageLoaded);  
        }  

        function onImageLoaded(event:Event):void {  
            bitmapData = imageLoader.bitmap.bitmapData; 
            addEventListener(Event.ENTER_FRAME, rotatePlane);  
        }  
        function rotatePlane(event:Event):void {  
            var ticker = getTimer()/1600;  
            z2 = z3 = -(z1 = z4 = 100*Math.sin(ticker));  
            x2 = x3 = -(x1 = x4 = 100*Math.cos(ticker));  

            v2.z = v3.z = -(v1.z = v4.z = 100*Math.sin(ticker));
            v2.x = v3.x = -(v1.x = v4.x = 100*Math.cos(ticker));


            t1 = focalLength/(focalLength + z1);  
            t2 = focalLength/(focalLength + z2);  
            t3 = focalLength/(focalLength + z3);  
            t4 = focalLength/(focalLength + z4);  

            v1.w = focalLength/(focalLength + v1.z);  
            v2.w = focalLength/(focalLength + v2.z);  
            v3.w = focalLength/(focalLength + v3.z);  
            v4.w = focalLength/(focalLength + v4.z);  

            // determine triangle vertices based on t values  
            var vertices:Vector.<Number> = new Vector.<Number>();  
            //vertices.push(x1*t1,y1*t1, x2*t2,y2*t2, x3*t3,y3*t3, x4*t4,y4*t4);  

            vertices.push(v1.x*v1.w,v1.y*v1.w, v2.x*v2.w,v2.y*v2.w, v3.x*v3.w,v3.y*v3.w, v4.x*v4.w,v4.y*v4.w);  
            var uvtData:Vector.<Number> = new Vector.<Number>();  
            uvtData.push(0,0,v1.w, 1,0,v2.w, 1,1,v3.w, 0,1,v4.w);  

            // draw  
            container.graphics.clear();  
            container.graphics.beginBitmapFill(bitmapData);  
            container.graphics.drawTriangles(vertices, indices, uvtData);  
            var b:Rectangle = container.transform.pixelBounds;
            graphics.clear();
            graphics.lineStyle(1,0x009900);
            graphics.drawRect(b.x,b.y,b.width,b.height);
        }  
    }  
} 

pixelBounds work well here, but it's a simple plane. pixelBounds wouldn't work in the previous example, but getBounds() seems to work fine.

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