答案 0 :(得分:1)
答案 1 :(得分:1)
答案 2 :(得分:0)
答案在James Ward关于这个问题的评论之一,位于blog post。
博客文章没有说的一件事是,在很多情况下,相关类的transform属性的perspectiveProjection属性将为null。链接到示例通过将maintainProjectionCenter
属性设置为true来处理此问题。但是,您也可以创建一个新的perspectiveProjection对象:
object.transform.perspectiveProjection = new PerspectiveProjection();
我把evtimmy中的函数包装成了一个类:
/**
* DotComIt/Flextras
* Utils3D.as
* Utils3D
* jhouser
* Aug 5, 2010
*/
package com.flextras.coverflow
{
import flash.geom.Matrix3D;
import flash.geom.PerspectiveProjection;
import flash.geom.Rectangle;
import flash.geom.Utils3D;
import flash.geom.Vector3D;
public class TransformUtilities
{
public function TransformUtilities()
{
}
//--------------------------------------------------------------------------
//
// Methods
//
//--------------------------------------------------------------------------
//----------------------------------
// projectBounds
//----------------------------------
// info from
// http://evtimmy.com/2009/12/calculating-the-projected-bounds-using-utils3dprojectvector/
/**
* Method retrieved from
* http://evtimmy.com/2009/12/calculating-the-projected-bounds-using-utils3dprojectvector/
*
* @param bounds: The rectangle that makes up the object
* @param matrix The 3D Matrix of the item
* @param the projection of the item's parent.
*/
public static function projectBounds(bounds:Rectangle,
matrix:Matrix3D,
projection:PerspectiveProjection):Rectangle
{
// Setup the matrix
var centerX:Number = projection.projectionCenter.x;
var centerY:Number = projection.projectionCenter.y;
matrix.appendTranslation(-centerX, -centerY, projection.focalLength);
matrix.append(projection.toMatrix3D());
// Project the corner points
var pt1:Vector3D = new Vector3D(bounds.left, bounds.top, 0);
var pt2:Vector3D = new Vector3D(bounds.right, bounds.top, 0)
var pt3:Vector3D = new Vector3D(bounds.left, bounds.bottom, 0);
var pt4:Vector3D = new Vector3D(bounds.right, bounds.bottom, 0);
pt1 = Utils3D.projectVector(matrix, pt1);
pt2 = Utils3D.projectVector(matrix, pt2);
pt3 = Utils3D.projectVector(matrix, pt3);
pt4 = Utils3D.projectVector(matrix, pt4);
// Find the bounding box in 2D
var maxX:Number = Math.max(Math.max(pt1.x, pt2.x), Math.max(pt3.x, pt4.x));
var minX:Number = Math.min(Math.min(pt1.x, pt2.x), Math.min(pt3.x, pt4.x));
var maxY:Number = Math.max(Math.max(pt1.y, pt2.y), Math.max(pt3.y, pt4.y));
var minY:Number = Math.min(Math.min(pt1.y, pt2.y), Math.min(pt3.y, pt4.y));
// Add back the projection center
bounds.x = minX + centerX;
bounds.y = minY + centerY;
bounds.width = maxX - minX;
bounds.height = maxY - minY;
return bounds;
}
}
}
虽然这是我的问题的答案,但我不确定这是否是我的问题的解决方案。谢谢大家!