我用新的fp10绘图api和drawtriangles搞砸了一下。 我创造了一些我觉得有点酷的东西,虽然我似乎无法让uv-mapping按照我想要的方式工作。因为我只是在z / y方向上移动点,所以我没有和z值一起计算uv。虽然位图纹理变形了。我试图用x和y来计算一个“假的”z值,但由于我的数学技能很糟糕,我无法让它真正起作用。
我在下面拼凑了一些小样本(代码显然需要清理,但是当我按照我的意愿工作时,我会担心这一点)。
在这个例子中,z-val将始终为1,并且不会进行透视修复。所以我真的需要你的帮助来弄清楚我如何能够计算出我的x和y点并将它们变成一个“虚假的”z点并使用它来避免地图/纹理中的扭曲。
谢谢!
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;
}
}
答案 0 :(得分:1)
Flash有一个漂亮的实用功能Utils3D.projectVectors()。您将所有数据传递给它,并计算uvt坐标的缺失值。这是文档说的:
数字向量,其中每三个数字代表u,v和 uvt数据的元素。 u和v是纹理坐标 每个预测点。 t值是投影深度值, 在视图或眼睛空间中从眼睛到Vector3D对象的距离。 您应该预先分配Vector并指定u和v值。的的 projectVectors方法填充每个投影点的t值。