Flash/Flex学习笔记(45):3维旋转与透视变换(PerspectiveProjection)
Flash/Flex学习笔记:3D基础 里已经介绍了3D透视的基本原理,不过如果每次都要利用象该文中那样写一堆代码,估计很多人不喜欢,事实上AS3的DisplayObject类已经内置了z坐标、rotationX、rotationY、rotationZ属性,再加上PerspectiveProjection类用于处理透视转换,基本上可以满足大多数的3D要求。
?import
flash.events.Event;
?import
flash.display.Sprite;
?import
flash.text.TextField;
?import
flash.events.MouseEvent;
import
flash.text.TextFieldAutoSize;
var
isAngleChangeing =
false
;
?var
txtX:TextField,txtY:TextField,txtZ:TextField,txtPosZ:TextField,txtFieldOfView:TextField,txtInfo:TextField,txtCenter:TextField,txtFocusLength:TextField;
?txtX =
new
TextField();
?txtX.text =
"rotationX:"
;
?txtY =
new
TextField();
?txtY.text =
"rotationY:"
;
?txtZ =
new
TextField();
?txtZ.text =
"rotationZ:"
;
?txtPosZ =
new
TextField();
?txtPosZ.text =
"Z:"
;
?txtFieldOfView =
new
TextField();
?txtFieldOfView.text =
"视角:"
;
?txtCenter =
new
TextField();
?txtCenter.text =
"消失点:"
?txtFocusLength =
new
TextField();
?txtFocusLength.text =
"焦距:"
;
?txtX.y = txtY.y = txtZ.y =
5
;
?txtX.x = txtPosZ.x =
10
;
?txtPosZ.y = txtX.y +
26
;
?txtPosZ.x +=?
40
;
?txtY.x = txtX.x +
180
;
?txtZ.x = txtY.x +
180
;
?txtFieldOfView.x = txtPosZ.x +
160
;
?txtFieldOfView.y = txtPosZ.y;
?txtCenter.x = txtFieldOfView.x +
170
;
?txtCenter.y = txtPosZ.y;
?txtInfo =
new
TextField();
?txtInfo.text=
""
;
?txtFocusLength.x = txtX.x +
25
;
txtFocusLength.y = txtPosZ.y +
25
;
var
imgBD:BitmapData =
new
ImgSample();
?var
img:Bitmap =
new
Bitmap(imgBD);
?trace
(
"img.width="
,img.width,
",img.height="
,img.height);
var
imgSprite:Sprite =
new
Sprite();
?img.x =? -? img.width /
2
;
img.y =? -? img.height /
2
;
?imgSprite.addChild(img);
?trace
(
"imgSprite.width="
,imgSprite.width,
",imgSprite.height="
,imgSprite.height);
?var
containerSprite:Sprite =
new
Sprite();
?containerSprite.addChild(imgSprite);
?imgSprite.x = img.width /
2
;
imgSprite.y = img.height /
2
;
addChild(containerSprite);
trace
(
"containerSprite.width="
,containerSprite.width,
",containerSprite.height="
,containerSprite.height);
?containerSprite.x = stage.stageWidth /
2
- containerSprite.width /
2
;
?containerSprite.y = stage.stageHeight /
2
- containerSprite.height /
2
;
containerSprite.z =
50
;
?var
silderX:SimpleSlider =
new
SimpleSlider(
0
,
360
,
0
);
?silderX.x = txtX.x +
160
;
?silderX.y = txtX.y +
7
;
silderX.rotation =
90
;
?var
silderY:SimpleSlider =
new
SimpleSlider(
0
,
360
,
0
);
?silderY.x = txtY.x +
160
;
?silderY.y = silderX.y;
?silderY.rotation =
90
;
?var
silderZ:SimpleSlider =
new
SimpleSlider(
0
,
360
,
0
);
?silderZ.x = txtZ.x +
160
;
?silderZ.y = silderX.y;
?silderZ.rotation =
90
;
?var
silderPosZ:SimpleSlider =
new
SimpleSlider(-
200
,
200
,
50
);
?silderPosZ.x = txtX.x +
160
;
?silderPosZ.y = silderX.y +
25
;
?silderPosZ.rotation =
90
;
?var
silderFieldOfView:SimpleSlider =
new
SimpleSlider(
0.1
,
179.9
,
90
);
?silderFieldOfView.x = silderPosZ.x +
180
;
?silderFieldOfView.y = silderPosZ.y;
silderFieldOfView.rotation =
90
;
?var
silderCenterPos:SimpleSlider =
new
SimpleSlider(
150
,
400
,
275
);
?silderCenterPos.x = silderFieldOfView.x +
180
;
?silderCenterPos.y = silderPosZ.y;
?silderCenterPos.rotation =
90
;
?var
silderFocusLength:SimpleSlider =
new
SimpleSlider(
100
,
500
,
300
);
?silderFocusLength.x = silderPosZ.x ;
?silderFocusLength.y = silderPosZ.y +
25
;
?silderFocusLength.rotation =
90
;
?addChild(txtX);
?addChild(txtY);
?addChild(txtZ);
?addChild(txtPosZ);
?addChild(txtFieldOfView);
?addChild(txtInfo);
?addChild(txtCenter);
?addChild(txtFocusLength);
?addChild(silderX);
?addChild(silderY);
?addChild(silderZ);
?addChild(silderPosZ);
?addChild(silderFieldOfView);
?addChild(silderCenterPos);
?addChild(silderFocusLength);
?silderX.addEventListener(Event.CHANGE,silderXChangeHandler);
?silderY.addEventListener(Event.CHANGE,silderYChangeHandler);
?silderZ.addEventListener(Event.CHANGE,silderZChangeHandler);
?silderPosZ.addEventListener(Event.CHANGE,silderPosZChangeHandler);
?silderFieldOfView.addEventListener(Event.CHANGE,silderFieldOfViewChangeHandler);
silderFieldOfView.addEventListener(MouseEvent.MOUSE_UP,
function
(){isAngleChangeing =
false
});
?silderCenterPos.addEventListener(Event.CHANGE,silderCenterPosChangeHandler);
?silderFocusLength.addEventListener(Event.CHANGE,silderFocusLengthChangeHandler);
?function
showTxtInfo(s:SimpleSlider){
txtInfo.text = s.value.toString().substr(
0
,
5
);
?txtInfo.x = mouseX +
20
;
?txtInfo.y = s.y +
5
;
?}
function
silderXChangeHandler(e:Event):
void
{
?imgSprite.rotationX = silderX.value;
?showTxtInfo(silderX);
?}
?function
silderYChangeHandler(e:Event):
void
{
imgSprite.rotationY = silderY.value;
showTxtInfo(silderY);
?}
?function
silderZChangeHandler(e:Event):
void
{
?imgSprite.rotationZ = silderZ.value;
?showTxtInfo(silderZ);
?}
?function
silderPosZChangeHandler(e:Event):
void
{
?containerSprite.z = silderPosZ.value;
?showTxtInfo(silderPosZ);
?}
function
silderFieldOfViewChangeHandler(e:Event):
void
{
?doPerspectiveProjection();
?showTxtInfo(silderFieldOfView);
?isAngleChangeing =
true
;
?}
?
function
silderCenterPosChangeHandler(e:Event):
void
{
?doPerspectiveProjection();
?showTxtInfo(silderCenterPos);
?}
?function
silderFocusLengthChangeHandler(e:Event):
void
{
?doPerspectiveProjection();
showTxtInfo(silderFocusLength);
?}
?function
doPerspectiveProjection():
void
{
?var
pp:PerspectiveProjection=
new
PerspectiveProjection();
pp.fieldOfView = silderFieldOfView.value;
?if
(!isAngleChangeing){
?pp.focalLength? = silderFocusLength.value;??
?}
//trace(pp.focalLength);
?pp.projectionCenter =
new
Point(silderCenterPos.value,silderCenterPos.value);
?containerSprite.transform.perspectiveProjection = pp;
?}
?doPerspectiveProjection();
?var
txtAuthor:TextField =
new
TextField();
?txtAuthor.htmlText =
"<a href='http://yjmyzz.cnblogs.com/' target='_blank'>by 菩提树下的杨过</a>"
;
?addChild(txtAuthor);
txtAuthor.y = txtFocusLength.y;
?txtAuthor.x =
425
;
?txtAuthor.autoSize = TextFieldAutoSize.LEFT;
稍加解释:
z坐标:即对象在z轴上的坐标,flash默认采用的是右手三维坐标,也就是说z值越大,物体越小
rotaionX,rotationY,rotationZ:即对象绕着x,y,z轴旋转的角度
PerspectiveProjection对象的三个属性:
1.focalLength 即焦距,使用效果上貌似焦距越大,物体也越大(?跟常规理解的不同),而且据官方帮助上讲:在透视转换过程中,将使用视野的角度和舞台的高宽比(舞台宽度除以舞台高度)来自动计算 focalLength
2.fieldOfView 即观察点的三维"视角"(0到180之间的值),怎么理解我还没想好,不过在使用效果上,如果当物体的z轴坐标不为0时,该值越大,物体的扭曲和形变越夸张,而且动态调整该值时focalLength值也会自动重新计算。(所以如果用代码写死了focalLength,不管如何调整fieldOfView都是看不到效果的)
3.projectionCenter:即3D透视中的消失点,当z轴坐标趋近于无限大时,物体越趋向于该点(消失)。
最后:上面的代码中暗藏了二个小技巧
1.为啥要先把图片放到imgSprite中,然后再将imgSprite又放到containerSprite中?
因为旋转时有一个旋转的中心点,而Flash默认这个中心就是对象的左顶点,即(0,0)位置,用二个sprite嵌套后,再配合坐标的设定,巧妙的将中心点正好移动到了图片中心,如下图:
2.如何用代码从库里取出一张图片?
如上图,关键在于导入图片时要指定“类”名,这样在代码中就可以用
1
var
imgBD:BitmapData =
new
ImgSample();
//从库中取出一张图片
2
var
img:Bitmap =
new
Bitmap(imgBD);
得到一个图片的Bigmap实例