是否可以迭代位图图像的每个像素?最终我想要实现的是我需要获取位图图像的每个像素的坐标值,并根据它们的坐标值更改这些像素的颜色。在我看来,我需要使用getPixels()方法,但我仍然不明白我应该做什么。
答案 0 :(得分:3)
您需要一个BitmapData对象。然后,它是一个简单的直接嵌套循环:
var pix : int; //AS3 uses int even for uint types
for (var x:int = 0; x < myBitmapData.width; x++)
{
for (var y:int = 0; y < myBitmapData.height; y++)
{
// This'll get you the pixel color as RGB
pix = myBitmapData.getPixel(x,y);
// To change the color, use the setPixel method + the uint corresponding
// to the new color.
}
}
答案 1 :(得分:3)
(太慢:)) 所以这是sae,如上所述,使用线性循环而不是2个嵌套循环。
//creates a new BitmapData, with transparency, white 0xFFFFFF
var bd:BitmapData = new BitmapData( 100, 100, false, 0xFFFFFF );
//stores the width and height of the image
var w:int = bd.width;
var h:int = bd.height;
var i:int = w * h;
var x:int, y:int, col;
//decremental loop are said to be faster :)
while ( i-- )
{
//this is the position of each pixel in x & y
x = i % w;
y = int( i / w );
//gets the current color of the pixel ( 0xFFFFFF )
col = bd.getPixel( x, y );
//assign the 0xFF0000 ( red ) color to the pixel
bd.setPixel( x, y, 0xFF0000 );
}
addChild( new Bitmap( bd ) );//a nice red block
请注意,如果您正在使用带有Alpha通道的bitmapData(例如,如果您加载图片,则会自动启用Alpha),您将不得不使用
bd.getPixel32( x, y );// returns a uint : 0xFF000000
//and
bd.setPixel32( x, y, UINT );// 0xFF000000
编辑:我做了一个快速的替补:
package
{
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.utils.getTimer;
public class pixels extends Sprite
{
private var bd:BitmapData = new BitmapData( 100, 100, false, 0xFFFFFF );
public function pixels()
{
var i:int, total:int = 100, t:int = 0;
t = getTimer();
i = total;
while( i-- )
{
whileLoop( bd );
}
trace( 'while:', getTimer() - t );
t = getTimer();
i = total;
while( i-- )
{
forLoop( bd );
}
trace( 'for:', getTimer() - t );
}
private function forLoop( bd:BitmapData ):void
{
var i:int, j:int;
var col:int;
for ( i = 0; i < bd.width; i++ )
{
for ( j = 0; j < bd.height; j++ )
{
col = bd.getPixel( i, j ); // +/- 790 ms
}
}
//for ( i = 0; i < bd.width; i++ ) for ( j = 0; j < bd.height; j++ ) col = bd.getPixel( i, j ); // +/-530 ms
//var w:int = bd.width;
//var h:int = bd.height;
//for ( i = 0; i < w; i++ ) for ( j = 0; j < h; j++ ) col = bd.getPixel( i, j ); // +/-250 ms
}
private function whileLoop( bd:BitmapData ):void
{
var w:int = bd.width;
var h:int = bd.height;
var i:int = w * h;
var col:int;
while ( i-- )
{
col = bd.getPixel( i % w, int( i / w ) ); // +/- 580 ms
}
//while ( i-- ) col = bd.getPixel( i % w, int( i / w ) ); // +/- 330 ms
}
}
}
对于100 *(100 * 100)getPixel,最快(在我的机器上)是带有局部变量的单行for循环。 (+/- 250 ms)然后是单行while(+/- 330 ms):)
存储局部变量w和h的宽度和高度使for循环快两倍:)
很高兴知道
答案 2 :(得分:3)
如果如你所说,你只是根据x和y设置像素,你既不需要getPixel()也不需要getPixels()!
myBitmapData.lock();
for( var j:int = 0; j < myBitmapData.height; j++ )
{
for( var i:int = 0; i < myBitmapData.width; i++ )
{
var alpha:uint = 0xFF000000; // Alpha is always 100%
var red:uint = 0x00FF0000 * ( i / myBitmapData.width ); // Set red based on x
var green:uint = 0x0000FF00 * ( j / myBitmapData.height ); // Set green based on y
var newColor:uint = alpha + red + green; // Add the components
// Set the new pixel value (setPixel32() includes alpha, e.g. 0xFFFF0000 => alpha=FF, red=FF, green=00, blue=00)
myBitmapData.setPixel32( i, j, newColor );
}
}
myBitmapData.unlock();
但是,如果您想要读取像素的当前值,请加入速度竞赛。
除了早期的答案,这里还有更多的速度增加!
您可以使用getPixels()来获取像素数据的byteArray,而不是多次调用getPixel()。
myBitmapData.lock();
var numPixels:int = myBitmapData.width * myBitmapData.height;
var pixels:ByteArray = myBitmapData.getPixels( new Rectangle( 0, 0, myBitmapData.width, myBitmapData.height ) );
for( var i:int = 0; i < numPixels; i++ )
{
// Read the color data
var color:uint = pixels.readUnsignedInt();
// Change it if you like
// Write it to the pixel (setPixel32() includes alpha, e.g. 0xFFFF0000 => alpha=FF, red=FF, green=00, blue=00)
var theX:int = i % myBitmapData.width;
myBitmapData.setPixel32( theX, ( i - theX ) / myBitmapData.width, color );
}
myBitmapData.unlock();