topical media & game development
student-ar-org-papervision3d-core-render-command-RenderTriangle.ax
student-ar-org-papervision3d-core-render-command-RenderTriangle.ax
[swf]
[flash]
flex
package org.papervision3d.core.render.command
{
@Author Ralph Hauwert
import flash.display.BitmapData;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.geom.Point;
import flash.geom.Rectangle;
import org.papervision3d.core.geom.renderables.Triangle3D;
import org.papervision3d.core.geom.renderables.Vertex3DInstance;
import org.papervision3d.core.math.Matrix3D;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.core.math.NumberUV;
import org.papervision3d.core.proto.MaterialObject3D;
import org.papervision3d.core.render.data.RenderHitData;
import org.papervision3d.core.render.data.RenderSessionData;
import org.papervision3d.core.render.draw.ITriangleDrawer;
import org.papervision3d.materials.BitmapMaterial;
import org.papervision3d.materials.MovieMaterial;
public class @ax-student-ar-org-papervision3d-core-render-command-RenderTriangle extends RenderableListItem implements IRenderListItem
{
protected static var resBA:Vertex3DInstance = new Vertex3DInstance();
protected static var resPA:Vertex3DInstance = new Vertex3DInstance();
protected static var resRA:Vertex3DInstance = new Vertex3DInstance();
protected static var vPoint:Vertex3DInstance = new Vertex3DInstance();
private var position:Number3D = new Number3D();
public var triangle:Triangle3D;
public var container:Sprite;
public var renderer:ITriangleDrawer;
public var renderMat:MaterialObject3D;
/*
Drawing Variables
*/
public var v0:Vertex3DInstance;
public var v1:Vertex3DInstance;
public var v2:Vertex3DInstance;
public var uv0:NumberUV;
public var uv1:NumberUV;
public var uv2:NumberUV;
//for creating new RT from store. See TriangleMesh3D createDrawTriangle
public var create:Function;
public function @ax-student-ar-org-papervision3d-core-render-command-RenderTriangle(triangle:Triangle3D):void
{
this.triangle = triangle;
this.instance = triangle.instance;
renderableInstance = triangle;
renderable = Triangle3D;
this.v0 = triangle.v0.vertex3DInstance;
this.v1 = triangle.v1.vertex3DInstance;
this.v2 = triangle.v2.vertex3DInstance;
this.uv0 = triangle.uv0;
this.uv1 = triangle.uv1;
this.uv2 = triangle.uv2;
this.renderer = triangle.material;
update();
}
override public function render(renderSessionData:RenderSessionData, graphics:Graphics):void
{
renderer.drawTriangle(this, graphics, renderSessionData);
}
protected var vPointL:Vertex3DInstance;
protected var vx0:Vertex3DInstance;
protected var vx1:Vertex3DInstance;
protected var vx2:Vertex3DInstance;
override public function hitTestPoint2D(point:Point, renderhitData:RenderHitData):RenderHitData
{
renderMat = triangle.material;
if( !renderMat ) renderMat = triangle.instance.material;
if(renderMat && renderMat.interactive){
vPointL = @ax-student-ar-org-papervision3d-core-render-command-RenderTriangle.vPoint;
vPointL.x = point.x;
vPointL.y = point.y;
vx0 = triangle.v0.vertex3DInstance;
vx1 = triangle.v1.vertex3DInstance;
vx2 = triangle.v2.vertex3DInstance;
if(sameSide(vPointL,vx0,vx1,vx2)){
if(sameSide(vPointL,vx1,vx0,vx2)){
if(sameSide(vPointL,vx2,vx0,vx1)){
return deepHitTest(triangle, vPointL, renderhitData);
}
}
}
}
return renderhitData;
}
public function sameSide(point:Vertex3DInstance, ref:Vertex3DInstance, a:Vertex3DInstance, b:Vertex3DInstance):Boolean
{
Vertex3DInstance.subTo(b,a,resBA);
Vertex3DInstance.subTo(point,a,resPA);
Vertex3DInstance.subTo(ref, a, resRA);
return Vertex3DInstance.cross(resBA, resPA)*Vertex3DInstance.cross(resBA, resRA) >= 0;
}
private function deepHitTest(face:Triangle3D, vPoint:Vertex3DInstance, rhd:RenderHitData):RenderHitData
{
var v0:Vertex3DInstance = face.v0.vertex3DInstance;
var v1:Vertex3DInstance = face.v1.vertex3DInstance;
var v2:Vertex3DInstance = face.v2.vertex3DInstance;
var v0_x : Number = v2.x - v0.x;
var v0_y : Number = v2.y - v0.y;
var v1_x : Number = v1.x - v0.x;
var v1_y : Number = v1.y - v0.y;
var v2_x : Number = vPoint.x - v0.x;
var v2_y : Number = vPoint.y - v0.y;
var dot00 : Number = v0_x * v0_x + v0_y * v0_y;
var dot01 : Number = v0_x * v1_x + v0_y * v1_y;
var dot02 : Number = v0_x * v2_x + v0_y * v2_y;
var dot11 : Number = v1_x * v1_x + v1_y * v1_y;
var dot12 : Number = v1_x * v2_x + v1_y * v2_y;
var invDenom : Number = 1 / (dot00 * dot11 - dot01 * dot01);
var u : Number = (dot11 * dot02 - dot01 * dot12) * invDenom;
var v : Number = (dot00 * dot12 - dot01 * dot02) * invDenom;
var rv0_x : Number = face.v2.x - face.v0.x;
var rv0_y : Number = face.v2.y - face.v0.y;
var rv0_z : Number = face.v2.z - face.v0.z;
var rv1_x : Number = face.v1.x - face.v0.x;
var rv1_y : Number = face.v1.y - face.v0.y;
var rv1_z : Number = face.v1.z - face.v0.z;
var hx:Number = face.v0.x + rv0_x*u + rv1_x*v;
var hy:Number = face.v0.y + rv0_y*u + rv1_y*v;
var hz:Number = face.v0.z + rv0_z*u + rv1_z*v;
//From interactive utils
var uv:Array = face.uv;
var uu0 : Number = uv[0].u;
var uu1 : Number = uv[1].u;
var uu2 : Number = uv[2].u;
var uv0 : Number = uv[0].v;
var uv1 : Number = uv[1].v;
var uv2 : Number = uv[2].v;
var v_x : Number = ( uu1 - uu0 ) * v + ( uu2 - uu0 ) * u + uu0;
var v_y : Number = ( uv1 - uv0 ) * v + ( uv2 - uv0 ) * u + uv0;
if( triangle.material )
renderMat = face.material;
else
renderMat = face.instance.material;
var bitmap:BitmapData = renderMat.bitmap;
var width:Number = 1;
var height:Number = 1;
var dx:Number = 0;
var dy:Number = 0;
// MovieMaterial rect
if( renderMat is MovieMaterial )
{
var movieRenderMat:MovieMaterial = renderMat as MovieMaterial;
var rect:Rectangle = movieRenderMat.rect;
if( rect )
{
dx = rect.x;
dy = rect.y;
width = rect.width;
height = rect.height;
}
}
else if( bitmap )
{
width = BitmapMaterial.AUTO_MIP_MAPPING ? renderMat.widthOffset : bitmap.width;
height = BitmapMaterial.AUTO_MIP_MAPPING ? renderMat.heightOffset : bitmap.height;
}
//end from interactive utils
rhd.displayObject3D = face.instance;
rhd.material = renderMat;
rhd.renderable = face;
rhd.hasHit = true;
position.x = hx;
position.y = hy;
position.z = hz;
Matrix3D.multiplyVector( face.instance.world, position );
rhd.x = position.x; //hx;
rhd.y = position.y; //hy;
rhd.z = position.z; //hz;
rhd.u = v_x * width + dx;
rhd.v = height - v_y * height + dy;
return rhd;
}
public override function update():void{
if (v0.x > v1.x) {
if (v0.x > v2.x) maxX = v0.x;
else maxX = v2.x;
} else {
if (v1.x > v2.x) maxX = v1.x;
else maxX = v2.x;
}
if (v0.x < v1.x) {
if (v0.x < v2.x) minX = v0.x;
else minX = v2.x;
} else {
if (v1.x < v2.x) minX = v1.x;
else minX = v2.x;
}
if (v0.y > v1.y) {
if (v0.y > v2.y) maxY = v0.y;
else maxY = v2.y;
} else {
if (v1.y > v2.y) maxY = v1.y;
else maxY = v2.y;
}
if (v0.y < v1.y) {
if (v0.y < v2.y) minY = v0.y;
else minY = v2.y;
} else {
if (v1.y < v2.y) minY = v1.y;
else minY = v2.y;
}
if (v0.z > v1.z) {
if (v0.z > v2.z) maxZ = v0.z;
else maxZ = v2.z;
} else {
if (v1.z > v2.z) maxZ = v1.z;
else maxZ = v2.z;
}
if (v0.z < v1.z) {
if (v0.z < v2.z) minZ = v0.z;
else minZ = v2.z;
} else {
if (v1.z < v2.z) minZ = v1.z;
else minZ = v2.z;
}
screenZ = (v0.z + v1.z + v2.z) / 3;
area = 0.5 * (v0.x*(v2.y - v1.y) + v1.x*(v0.y - v2.y) + v2.x*(v1.y - v0.y));
}
public function fivepointcut(v0:Vertex3DInstance, v01:Vertex3DInstance, v1:Vertex3DInstance, v12:Vertex3DInstance, v2:Vertex3DInstance, uv0:NumberUV, uv01:NumberUV, uv1:NumberUV, uv12:NumberUV, uv2:NumberUV):Array
{
if (v0.distanceSqr(v12) < v01.distanceSqr(v2))
{
return [
create(renderableInstance, instance.material, v0, v01, v12, uv0, uv01, uv12),
create(renderableInstance, instance.material, v01, v1, v12, uv01, uv1, uv12),
create(renderableInstance, instance.material, v0, v12 , v2, uv0, uv12, uv2)];
}
else
{
return [
create(renderableInstance, instance.material, v0, v01, v2, uv0, uv01, uv2),
create(renderableInstance, instance.material, v01, v1, v12, uv01, uv1, uv12),
create(renderableInstance, instance.material, v01, v12, v2, uv01, uv12, uv2)];
}
}
public override final function getZ(x:Number, y:Number, focus:Number):Number
{
ax = v0.x;
ay = v0.y;
az = v0.z;
bx = v1.x;
by = v1.y;
bz = v1.z;
cx = v2.x;
cy = v2.y;
cz = v2.z;
if ((ax == x) && (ay == y))
return az;
if ((bx == x) && (by == y))
return bz;
if ((cx == x) && (cy == y))
return cz;
azf = az / focus;
bzf = bz / focus;
czf = cz / focus;
faz = 1 + azf;
fbz = 1 + bzf;
fcz = 1 + czf;
axf = ax*faz - x*azf;
bxf = bx*fbz - x*bzf;
cxf = cx*fcz - x*czf;
ayf = ay*faz - y*azf;
byf = by*fbz - y*bzf;
cyf = cy*fcz - y*czf;
det = axf*(byf - cyf) + bxf*(cyf - ayf) + cxf*(ayf - byf);
da = x*(byf - cyf) + bxf*(cyf - y) + cxf*(y - byf);
db = axf*(y - cyf) + x*(cyf - ayf) + cxf*(ayf - y);
dc = axf*(byf - y) + bxf*(y - ayf) + x*(ayf - byf);
return (da*az + db*bz + dc*cz) / det;
}
public override final function quarter(focus:Number):Array
{
if (area < 20)
return null;
v01 = Vertex3DInstance.median(v0, v1, focus);
v12 = Vertex3DInstance.median(v1, v2, focus);
v20 = Vertex3DInstance.median(v2, v0, focus);
uv01 = NumberUV.median(uv0, uv1);
uv12 = NumberUV.median(uv1, uv2);
uv20 = NumberUV.median(uv2, uv0);
return [
create(renderableInstance, renderer, v0, v01, v20, uv0, uv01, uv20),
create(renderableInstance, renderer, v1, v12, v01, uv1, uv12, uv01),
create(renderableInstance, renderer, v2, v20, v12, uv2, uv20, uv12),
create(renderableInstance, renderer, v01, v12, v20, uv01, uv12, uv20)
];
}
/*
Don't touch these - needed for quad
*/
private var ax:Number;
private var ay:Number;
private var az:Number;
private var bx:Number;
private var by:Number;
private var bz:Number;
private var cx:Number;
private var cy:Number;
private var cz:Number;
private var azf:Number;
private var bzf:Number;
private var czf:Number;
private var faz:Number;
private var fbz:Number;
private var fcz:Number;
private var axf:Number;
private var bxf:Number;
private var cxf:Number;
private var ayf:Number;
private var byf:Number;
private var cyf:Number;
private var det:Number;
private var da:Number;
private var db:Number;
private var dc:Number;
private var au:Number;
private var av:Number;
private var bu:Number;
private var bv:Number;
private var cu:Number;
private var cv:Number;
private var v01:Vertex3DInstance;
private var v12:Vertex3DInstance;
private var v20:Vertex3DInstance;
private var uv01:NumberUV;
private var uv12:NumberUV;
private var uv20:NumberUV;
}
}
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
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