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Flash/Flex学习札记(45):3维旋转与透视变换(PerspectiveProjection)

2012-10-16 
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

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。

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import flash.events.Event;

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import flash.display.Sprite;

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import flash.text.TextField;

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import flash.events.MouseEvent;

import flash.text.TextFieldAutoSize;


var isAngleChangeing = false;

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var txtX:TextField,txtY:TextField,txtZ:TextField,txtPosZ:TextField,txtFieldOfView:TextField,txtInfo:TextField,txtCenter:TextField,txtFocusLength:TextField;

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txtX = new TextField();

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txtX.text = "rotationX:";

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txtY = new TextField();

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txtY.text = "rotationY:";

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txtZ = new TextField();

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txtZ.text = "rotationZ:";

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txtPosZ = new TextField();

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txtPosZ.text = "Z:";

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txtFieldOfView = new TextField();

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txtFieldOfView.text = "视角:";

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txtCenter = new TextField();

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txtCenter.text = "消失点:"

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txtFocusLength = new TextField();

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txtFocusLength.text = "焦距:";

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txtX.y = txtY.y = txtZ.y = 5;

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txtX.x = txtPosZ.x = 10;

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txtPosZ.y = txtX.y + 26;

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txtPosZ.x +=? 40;

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txtY.x = txtX.x + 180;

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txtZ.x = txtY.x + 180;

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txtFieldOfView.x = txtPosZ.x + 160;

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txtFieldOfView.y = txtPosZ.y;

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txtCenter.x = txtFieldOfView.x + 170;

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txtCenter.y = txtPosZ.y;

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txtInfo = new TextField();

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txtInfo.text="";

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txtFocusLength.x = txtX.x + 25;


txtFocusLength.y = txtPosZ.y + 25;


var imgBD:BitmapData = new ImgSample();

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var img:Bitmap = new Bitmap(imgBD);

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trace("img.width=",img.width,",img.height=",img.height);

var imgSprite:Sprite = new Sprite();

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img.x =? -? img.width / 2;


img.y =? -? img.height / 2;

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imgSprite.addChild(img);

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trace("imgSprite.width=",imgSprite.width,",imgSprite.height=",imgSprite.height);

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var containerSprite:Sprite = new Sprite();

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containerSprite.addChild(imgSprite);

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imgSprite.x = img.width / 2;

imgSprite.y = img.height / 2;

addChild(containerSprite);


trace("containerSprite.width=",containerSprite.width,",containerSprite.height=",containerSprite.height);

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containerSprite.x = stage.stageWidth / 2 - containerSprite.width / 2;

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containerSprite.y = stage.stageHeight / 2 - containerSprite.height / 2;


containerSprite.z = 50;

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var silderX:SimpleSlider = new SimpleSlider(0,360,0);

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silderX.x = txtX.x + 160;

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silderX.y = txtX.y + 7;


silderX.rotation = 90;

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var silderY:SimpleSlider = new SimpleSlider(0,360,0);

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silderY.x = txtY.x + 160;

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silderY.y = silderX.y;

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silderY.rotation = 90;

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var silderZ:SimpleSlider = new SimpleSlider(0,360,0);

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silderZ.x = txtZ.x + 160;

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silderZ.y = silderX.y;

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silderZ.rotation = 90;

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var silderPosZ:SimpleSlider = new SimpleSlider(-200,200,50);

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silderPosZ.x = txtX.x + 160;

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silderPosZ.y = silderX.y + 25;

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silderPosZ.rotation = 90;

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var silderFieldOfView:SimpleSlider = new SimpleSlider(0.1,179.9,90);

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silderFieldOfView.x = silderPosZ.x + 180;

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silderFieldOfView.y = silderPosZ.y;


silderFieldOfView.rotation = 90;

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var silderCenterPos:SimpleSlider = new SimpleSlider(150,400,275);

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silderCenterPos.x = silderFieldOfView.x + 180;

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silderCenterPos.y = silderPosZ.y;

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silderCenterPos.rotation = 90;

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var silderFocusLength:SimpleSlider = new SimpleSlider(100,500,300);

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silderFocusLength.x = silderPosZ.x ;

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silderFocusLength.y = silderPosZ.y + 25;

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silderFocusLength.rotation = 90;

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addChild(txtX);

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addChild(txtY);

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addChild(txtZ);

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addChild(txtPosZ);

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addChild(txtFieldOfView);

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addChild(txtInfo);

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addChild(txtCenter);

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addChild(txtFocusLength);

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addChild(silderX);

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addChild(silderY);

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addChild(silderZ);

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addChild(silderPosZ);

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addChild(silderFieldOfView);

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addChild(silderCenterPos);

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addChild(silderFocusLength);

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silderX.addEventListener(Event.CHANGE,silderXChangeHandler);

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silderY.addEventListener(Event.CHANGE,silderYChangeHandler);

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silderZ.addEventListener(Event.CHANGE,silderZChangeHandler);

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silderPosZ.addEventListener(Event.CHANGE,silderPosZChangeHandler);

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silderFieldOfView.addEventListener(Event.CHANGE,silderFieldOfViewChangeHandler);


silderFieldOfView.addEventListener(MouseEvent.MOUSE_UP,function(){isAngleChangeing = false});

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silderCenterPos.addEventListener(Event.CHANGE,silderCenterPosChangeHandler);

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silderFocusLength.addEventListener(Event.CHANGE,silderFocusLengthChangeHandler);

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function showTxtInfo(s:SimpleSlider){


txtInfo.text = s.value.toString().substr(0,5);

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txtInfo.x = mouseX + 20;

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txtInfo.y = s.y + 5;

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}


function silderXChangeHandler(e:Event):void {

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imgSprite.rotationX = silderX.value;

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showTxtInfo(silderX);

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}

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function silderYChangeHandler(e:Event):void {

imgSprite.rotationY = silderY.value;


showTxtInfo(silderY);

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}

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function silderZChangeHandler(e:Event):void {

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imgSprite.rotationZ = silderZ.value;

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showTxtInfo(silderZ);

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}

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function silderPosZChangeHandler(e:Event):void {

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containerSprite.z = silderPosZ.value;

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showTxtInfo(silderPosZ);

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}


function silderFieldOfViewChangeHandler(e:Event):void {

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doPerspectiveProjection();

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showTxtInfo(silderFieldOfView);

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isAngleChangeing = true;

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}

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function silderCenterPosChangeHandler(e:Event):void {

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doPerspectiveProjection();

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showTxtInfo(silderCenterPos);

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}

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function silderFocusLengthChangeHandler(e:Event):void {

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doPerspectiveProjection();


showTxtInfo(silderFocusLength);

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}

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function doPerspectiveProjection():void{

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var pp:PerspectiveProjection=new PerspectiveProjection();


pp.fieldOfView = silderFieldOfView.value;

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if (!isAngleChangeing){

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pp.focalLength? = silderFocusLength.value;??

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}


//trace(pp.focalLength);

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pp.projectionCenter = new Point(silderCenterPos.value,silderCenterPos.value);

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containerSprite.transform.perspectiveProjection = pp;

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}

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doPerspectiveProjection();

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var txtAuthor:TextField = new TextField();

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txtAuthor.htmlText ="<a href='http://yjmyzz.cnblogs.com/' target='_blank'>by 菩提树下的杨过</a>";

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addChild(txtAuthor);

txtAuthor.y = txtFocusLength.y;

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txtAuthor.x = 425;

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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:

Flash/Flex学习札记(45):3维旋转与透视变换(PerspectiveProjection)

2.如何用代码从库里取出一张图片?

Flash/Flex学习札记(45):3维旋转与透视变换(PerspectiveProjection)

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

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var imgBD:BitmapData = new ImgSample();//从库中取出一张图片

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var img:Bitmap = new Bitmap(imgBD);

得到一个图片的Bigmap实例

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