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