AS3 fp10 drawtriangles and uvmapping, when no z-val
I'm messing around a bit with the new fp10 drawing api and drawtriangles. i've created a little something i think is kinda of cool, though i can't seem to get the uv-mapping working as i want. since i'm just moving points in z/y direction i don't really have and z-value to calculate the uv with. though the bitmap texture gets distorted. i've tried to calculate a "fake" z-value with x and y, but since my maths skills are terrible i can't really get it to work.
i've thrown together a little sample here below (code obviously needs cleaning up, but i'm gonna worry about that when i've got it working as i want to).
in this example z-val will always be 1 and no perspective fix开发者_Python百科ing will be done. so i really need your help to figure out how i can take my calculated x and y point and turn them into a "fake" z-point and use that to avoid distortion in the map/texture.
thanks!
package {
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
public class Debug extends Sprite{
private var bitmapData:BitmapData;
private var plane:Plane;
private var container:Sprite;
public function Debug(){
bitmapData = new slask(0, 0);
container = new Sprite();
container.x = 200;
container.y = 200;
this.addChild(container);
plane = new Plane(bitmapData);
container.addChild(plane);
this.addEventListener(Event.ENTER_FRAME, render);
}
function render(e:Event):void{
var mp:Point = new Point(container.mouseX, container.mouseY);
plane.render(mp);
}
}
}
import flash.display.Sprite;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.display.BitmapData;
class Plane extends Sprite {
private var indices:Vector.<int> = new Vector.<int>();
private var vertices:Vector.<Number>;
private var uvtData:Vector.<Number>;
private var focalLength:Number = 200;
private var bitmapData:BitmapData;
private var verts:Array;
public function Plane(bmp:BitmapData){
bitmapData = bmp;
verts = new Array();
var sizes:Array = [
{x: 0, y: 0, z:0},
{x: 200, y: 0, z:0},
{x: 0, y: 200, z:0},
{x: 200, y: 200, z:0}
];
for(var i:int = 0; i < 4; i++){
verts[i] = new Vert(sizes[i].x, sizes[i].y, sizes[i].z);
}
indices.push(0,1,2, 1,2,3);
}
public function render( mousePoint:Point ):void {
for(var i:int = 0; i < 4; i++){
verts[i].update(mousePoint);
}
drawMe();
}
private function drawMe():void {
vertices = Vector.<Number>([]);
uvtData = Vector.<Number>([]);
var t1:Number = focalLength/(focalLength + verts[0].z);
var t2:Number = focalLength/(focalLength + verts[1].z);
var t3:Number = focalLength/(focalLength + verts[2].z);
var t4:Number = focalLength/(focalLength + verts[3].z);
vertices.push( verts[0].x*t1, verts[0].y*t1,
verts[1].x*t2, verts[1].y*t2,
verts[2].x*t3, verts[2].y*t3,
verts[3].x*t4, verts[3].y*t4);
uvtData.push(0,0,t1, 1,0,t2, 0,1,t3, 1,1,t4);
this.graphics.clear();
this.graphics.lineStyle(1, 0xFF0000);
this.graphics.beginBitmapFill(bitmapData, null, false, true);
this.graphics.drawTriangles(vertices, indices, uvtData);
}
}
class Vert extends Vector3D {
private var vx:Number = 0;
private var vy:Number = 0;
private var orgX:Number;
private var orgY:Number;
public function Vert(xx:int, yy:int, zz:int){
x = orgX = xx;
y = orgY = yy;
z = zz;
}
public function update( mousePoint:Point ):void {
var vertPoint:Point = new Point(x, y);
var distance:Number = Point.distance(mousePoint, vertPoint);
var dx:Number;
var dy:Number;
if (distance < 225) {
var diff:Number = -distance * (225 - distance) / 225;
var radian:Number = Math.atan2(mousePoint.y - orgY, mousePoint.x - orgX);
var diffPoint:Point = Point.polar(diff*2, radian);
dx = orgX + diffPoint.x;
dy= orgY + diffPoint.y;
} else {
dx = orgX;
dy = orgY;
}
vx += (dx - x) * 0.02;
vy += (dy - y) * 0.02;
vx *= 0.9;
vy *= 0.9;
x += vx;
y += vy;
}
}
Flash has a nifty utility function Utils3D.projectVectors(). You pass it all your data and it calculates the missing values for the uvt coordinates. Here's that the the docs say:
A vector of Numbers, where every three Numbers represent the u, v, and t elements of the uvt data. The u and v are the texture coordinate for each projected point. The t value is the projection depth value, the distance from the eye to the Vector3D object in the view or eye space. You should pre-allocate the Vector and specify the u and v values. The projectVectors method fills the t value for each projected point.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/geom/Utils3D.html#projectVectors()
精彩评论