我在颈背上创建了一个柔软的身体圈。现在我正试图让它纹理化。但我遇到了麻烦,我找不到答案。这就是为什么我转向你们。
我正在尝试在这个目标 c 教程中做他正在做的事情:
http://www.uchidacoonga.com/2012/04/soft-body-physics-with-box2d-and-cocos2d-part-44/
关于如何使用 starling 和 stage3d 做到这一点的任何想法?
我在颈背上创建了一个柔软的身体圈。现在我正试图让它纹理化。但我遇到了麻烦,我找不到答案。这就是为什么我转向你们。
我正在尝试在这个目标 c 教程中做他正在做的事情:
http://www.uchidacoonga.com/2012/04/soft-body-physics-with-box2d-and-cocos2d-part-44/
关于如何使用 starling 和 stage3d 做到这一点的任何想法?
您必须编写一个自定义显示对象(参见Starling 手册)。这是一个基本示例:
package
{
import com.adobe.utils.AGALMiniAssembler;
import flash.display3D.Context3D;
import flash.display3D.Context3DProgramType;
import flash.display3D.Context3DVertexBufferFormat;
import flash.display3D.IndexBuffer3D;
import flash.display3D.VertexBuffer3D;
import flash.geom.Point;
import flash.utils.ByteArray;
import starling.core.RenderSupport;
import starling.core.Starling;
import starling.display.DisplayObject;
import starling.errors.MissingContextError;
import starling.textures.Texture;
public class Ball extends DisplayObject
{
private static const PROGRAM_NAME:String = "ball";
private var _texture:Texture;
private var _numSides:uint;
private static const data32PerVertex:uint = 4;
private var _vertices:Vector.<Number>;
private var _indices:Vector.<uint>;
private var _vertexBuffer:VertexBuffer3D;
private var _indexBuffer:IndexBuffer3D;
public function Ball(initialX:Number, initialY:Number, initialR:Number, texture:Texture, numSides:uint = 10) {
_texture = texture;
_numSides = numSides;
// if the texture is a SubTexture (i.e. a texture from an atlas), then you need
// to modify these values to match the sub-texture UV bounds.
var minU:Number = 0, minV:Number = 0, maxU:Number = 1, maxV:Number = 1;
setupGeometry(initialX, initialY, initialR, minU, minV, maxU, maxV);
createBuffers();
registerPrograms();
}
private function setupGeometry(initialX:Number, initialY:Number, initialR:Number, uMin:Number, vMin:Number, uMax:Number, vMax:Number):void {
const numVertices:uint = _numSides + 1,
numSideVertices:uint = _numSides,
txtCu:Number = (uMin + uMax) / 2, // center of the circle in UV coords
txtCv:Number = (vMin + vMax) / 2,
txtRu:Number = uMax - txtCu, // radiuses of the circle in UV coords
txtRv:Number = vMax - txtCv;
_vertices = new Vector.<Number>(data32PerVertex * numVertices, true);
_indices = new Vector.<uint>(3 * _numSides, true);
var centerVectexIndex:uint = _numSides;
// side vertices
for (var sideVertexI:uint = 0; sideVertexI < numSideVertices; ++sideVertexI) {
var dataOffset:uint = sideVertexI * data32PerVertex,
angle:Number = 2 * Math.PI * sideVertexI / _numSides,
sinA:Number = Math.sin(angle),
cosA:Number = Math.cos(angle);
_vertices[dataOffset ] = initialX + initialR * cosA; // x
_vertices[dataOffset + 1] = initialY + initialR * sinA; // y
_vertices[dataOffset + 2] = txtCu + txtRu * cosA; // u
_vertices[dataOffset + 3] = txtCv + txtRv * sinA; // v
var indexOffset:uint = 3 * sideVertexI;
_indices[indexOffset ] = centerVectexIndex;
_indices[indexOffset + 1] = sideVertexI;
_indices[indexOffset + 2] = (sideVertexI + 1) % numSideVertices;
}
// center vertex
dataOffset = centerVectexIndex * data32PerVertex;
_vertices[dataOffset ] = initialX; // x
_vertices[dataOffset + 1] = initialY; // y
_vertices[dataOffset + 2] = txtCu; // u
_vertices[dataOffset + 3] = txtCv; // v
}
private function createBuffers():void {
var context:Context3D = Starling.context;
if (context == null) {
throw new MissingContextError();
}
_vertexBuffer && _vertexBuffer.dispose();
_indexBuffer && _indexBuffer.dispose();
const verticesCount:uint = _numSides + 1;
_vertexBuffer = context.createVertexBuffer(verticesCount, 4);
_vertexBuffer.uploadFromVector(_vertices, 0, verticesCount);
const indicesCount:uint = 3 * _numSides; // _numSides triangles, 3 indices per each triangle
_indexBuffer = context.createIndexBuffer(indicesCount);
_indexBuffer.uploadFromVector(_indices, 0, indicesCount);
}
private function registerPrograms():void {
var starling:Starling = Starling.current;
if (starling.hasProgram(PROGRAM_NAME)) {
return;
}
// va0.xy - position
// va1.xy - UV coords
// vc0-vc3 - mvp matrix
var vertexAGAL:String =
"m44 op, va0, vc0 \n" +
"mov v0, va1";
var fragmentAGAL:String =
"tex oc, v0, fs0 <2d, clamp, linear, mipnone> \n"; // just sample texture color
var asm:AGALMiniAssembler = new AGALMiniAssembler(),
vertexBytecode:ByteArray = asm.assemble(Context3DProgramType.VERTEX, vertexAGAL),
fragmentBytecode:ByteArray = asm.assemble(Context3DProgramType.FRAGMENT, fragmentAGAL);
starling.registerProgram(PROGRAM_NAME, vertexBytecode, fragmentBytecode);
}
override public function render(support:RenderSupport, parentAlpha:Number):void {
var context:Context3D = Starling.context;
if (context == null) {
throw new MissingContextError();
}
support.finishQuadBatch();
// setup
support.applyBlendMode(_texture.premultipliedAlpha);
context.setProgram(Starling.current.getProgram(PROGRAM_NAME));
context.setVertexBufferAt(0, _vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_2); // position, va0
context.setVertexBufferAt(1, _vertexBuffer, 2, Context3DVertexBufferFormat.FLOAT_2); // uv, va1
context.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, support.mvpMatrix3D, true); // mvp matrix, vc0-vc3
context.setTextureAt(0, _texture.base); // texture, fs0
// draw
context.drawTriangles(_indexBuffer);
support.raiseDrawCount();
// clean up
context.setVertexBufferAt(0, null);
context.setVertexBufferAt(1, null);
context.setTextureAt(0, null);
}
override public function hitTest(localPoint:Point, forTouch:Boolean = false):DisplayObject {
var isHit:Boolean = false;
// to achieve proper mouse handling, you need to place here the code
// that checks if localPoint is contained inside any of triangles and
// sets isHit flag accorgingly.
return isHit ? this : null;
}
}
}
使用示例:
package
{
import flash.display.BitmapData;
import flash.display.GradientType;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.geom.Matrix;
import starling.display.Sprite;
import starling.textures.Texture;
public class BallExperiment extends starling.display.Sprite
{
public function BallExperiment() {
}
public function start():void {
const numSides:uint = 7;
var txt:Texture = createBallTxt(numSides, true);
var ball:Ball = new Ball(200, 200, 50, txt, numSides);
addChild(ball);
}
private function createBallTxt(numSides:uint, debugFillBcgr:Boolean = false):Texture {
var canvas:flash.display.Sprite = new flash.display.Sprite(),
g:Graphics = canvas.graphics;
// as we don't want to use sub-textures in this simple example, we need this
// number to be a power of two: otherwise Starling will internally create
// a power-of-two-sized texture and return a sub-texture of this bigger texture.
const size:Number = 512;
// we need to make the radius of a ball texture to be smaller than size/2 in order
// to prevent the texture from extending beyond our triangles.
var rScale:Number = Math.cos(Math.PI / numSides),
r:Number = rScale * (size / 2);
g.lineStyle(0, 0, 0);
// draw uniform background to show actual triangulation
if (debugFillBcgr) {
g.beginFill(0xBB4400, 0.2);
g.drawRect(0, 0, size, size);
g.endFill();
}
// draw the ball
g.beginFill(0x0000DD);
g.drawCircle(size / 2, size / 2, r);
var m:Matrix = new Matrix();
m.createGradientBox(size, size);
g.beginGradientFill(GradientType.LINEAR, [0x00DD00, 0x00DD00], [0, 1], [0, 255], m);
g.drawCircle(size / 2, size / 2, r);
g.endFill();
const smallCircleR:Number = r / 10,
smallCircleCR:Number = r - 2 * smallCircleR;
g.beginFill(0xBB0000);
for (var i:uint = 0; i < numSides; ++i) {
var angle:Number = 2 * Math.PI * i / numSides,
cx:Number = size / 2 + smallCircleCR * Math.cos(angle),
cy:Number = size / 2 + smallCircleCR * Math.sin(angle);
g.drawCircle(cx, cy, smallCircleR);
}
g.drawCircle(size / 2, size / 2, smallCircleR);
g.endFill();
// create and return the texture
var bmd:BitmapData = new BitmapData(size, size, true, 0);
bmd.draw(canvas);
return Texture.fromBitmapData(bmd);
}
}
}
跑步者示例:
package
{
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import starling.core.Starling;
import starling.events.Event;
[SWF(width = 600, height = 500, frameRate = 60)]
public class StarlingTestRunner extends Sprite
{
public function StarlingTestRunner() {
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
Starling.multitouchEnabled = false;
Starling.handleLostContext = false;
var starling:Starling = new Starling(BallExperiment, stage);
starling.showStats = true;
starling.simulateMultitouch = true;
starling.enableErrorChecking = true;
starling.addEventListener(Event.ROOT_CREATED, onTestCreated);
starling.start();
}
private function onTestCreated(e:Event, test:BallExperiment):void {
test.start();
}
}
}
结果:
要使球变形,只需修改_vertices
向量中与x
和y
坐标对应的元素(即具有索引4n
和的元素4n + 1
,其中n = 0 .. numSides
),然后将数组重新上传_vertices
到顶点缓冲区。
或者,您可以使用辅助类来实现球的几何形状VertexData
,如 Starling 手册中所示。