Forge function generateTexture() - autodesk-forge

In the following example, there is a function called generateTexture().
Is it possible to draw text (numbers) into the pixel array? Or is it possible to draw text (numbers) on top of that shader?
Our goal is to draw a circle with a number inside of it.
https://forge.autodesk.com/blog/using-dynamic-texture-inside-custom-shaders
UPDATE:
We noticed that each circle can't use a unique generateTexture(). The generateTexture() result is used by every single one of them. The only thing that can be customized per object is the color, plus what texture is used.
We could create a workaround for this, which is to generate every texture from 0 to 99, and to then have each object choose the correct texture based on the number we want to display. We don't know if this will be efficient enough to work properly though. Otherwise, it might have to be 0 to 9+ or something in that direction. Any guides on our updated question would be really appreciated. Thanks.

I am able to successfully display text with the following code, simply replace generateTexture() by generateCanvasTexture() in the sample and you should get the result below:
const generateCanvasTexture = () => {
const canvas = document.createElement("canvas")
const ctx = canvas.getContext('2d')
ctx.font = '20pt Arial'
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(new Date().toLocaleString(),
canvas.width / 2, canvas.height / 2)
const canvasTexture = new THREE.Texture(canvas)
canvasTexture.needsUpdate = true
canvasTexture.flipX = false
canvasTexture.flipY = false
return canvasTexture
}

It is possible but you would need to implement it yourself. Shaders are a pretty low level feature so there is no way to directly draw a number or a text, but you can convert a given character into its representation as a 2d pixel array.

Related

Actionscript 3 - alternatives to .hitTestObject or position constraints

I need to detect when MC2 is over MC1 that it is inside MC1's borders.
to do this I would usually use 4 separate if x y constraints,
and unfortunately .hitTestObject in my creations also seem to need 4 separate if x y + - constraints.
Does anyone know a more simplistic way to achieve this.
or is x y + - constraints still the only way to do this?
Thank you in advance.
The final solution for your problem to detect hit of two shapes, is to use bitmapData.hitTest(). you can detect hit between any shapes and not only Rectangles. for that, you have to draw both of your shapes on bitmapData like line belo:
var shape1Bitmap:BitmapData = new BitmapData(shape1MC.with,shape1MC.height,true,0x000000);
shape1Bitmap.draw(shape1MC);
var shape2Bitmap:BitmapData = new BitmapData(shape1MC.with,shape1MC.height,true,0x000000);
shape1Bitmap.draw(shape1MC);
shape1Bitmap.hitTest(new Point(),shape2Bitmap):Boolean;******
to continue usint BitmapData.hitTest(), folow the orders here : https://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/BitmapData.html#hitTest()
http://dougmccune.com/blog/2007/02/03/using-hittestpoint-or-hittest-on-transparent-png-images/
It is a little complicated to add the bitmapData.hitTest() samples here. if any further questions left, please let me know to explain.
Good luck
I don't know of a built in way to do this, but it's easy enough using hitTestPoint with each corner of the square:
function isSquareInsideObject(square:DisplayObject, obj:DisplayObject):Boolean {
if(!obj.hitTestPoint(square.x, square.y, true)) return false;
if(!obj.hitTestPoint(square.x + square.width, square.y, true)) return false;
if(!obj.hitTestPoint(square.x + square.width, square.y + square.height, true)) return false;
if(!obj.hitTestPoint(square.x, square.y + square.height, true)) return false;
return true;
}
For more complex shapes than a square, you'd have to add more points to be accurate and it becomes a less elegant and less performant solution then.
You need that shape argument (third parameter for hitTestPoint) set to true if you want to test against the actual circle shape instead of the rectangular bounding box of the circle. If your circle is a bitmap (and not a shape), then I'd suggest putting a circular mask on the object to achieve the same result.
If your square isn't anchored at 0,0, or you don't mind the extra (small) performance hit, you could also use var bounds:Rectangle = square.getBounds(this) and then use the convenience properties of the rectangle object (bounds.bottomLeft, bottomRight, topLeft, topRight)

Using a sprite sheet with createPattern()

I can't seem to find any solid info on how to do this, so I'm wondering if someone can point me in the right direction.
I have a large sprite sheet, let's call it textures.png. Each texture is 64x64 pixels and I need to be able to create patterns out of these textures.
createPattern() is a great function but it seems to only take two arguments, the image source and whether to repeat it or not. This is fine if you are loading a single image for each texture, but I'm wondering how to do this using textures.png.
I found this answer https://gamedev.stackexchange.com/questions/38451/repeat-a-part-of-spritesheet-as-background but I am not sure what the accepted answer is referring to with the generatePattern() method, as far as I can tell this isn't even a canvas method.
Thanks in advance!
Okay I've worked out the solution to this. Basically, createPattern() can take either an image or canvas element as its first argument. So you need to do the following:
var pattern_canvas = document.createElement('canvas');
pattern_canvas.width = texture_width;
pattern_canvas.height = texture_height;
var pattern_context = pattern_canvas.getContext('2d');
pattern_context.drawImage(img , texture_sx , texture_sy , texture_width , texture_height);
var final_pattern = canvas_context.createPattern(pattern_canvas , "repeat");
canvas_context.fillStyle = final_pattern;
canvas_context.fillRect( 0 , 0 , canvas.width , canvas.height );
If you do this then your canvas element will have pattern_canvas repeatedly drawn to cover its dimensions.

HTML5 issue with context.createPattern

I have a problem with the method createPattern(). I have this image as background pattern:
When I use it as a pattern, this is what I obtain:
Why, because I expect the output to be as follows:
I think that the problem can be caused in some previous setting of the context, but what type of setting can do this? However this is the specific code that I use to make the pattern:
var pattern_bg = new Image();
pattern_bg.src = 'bg.png';
pattern_bg.onload = function(){
var pattern = context.createPattern(pattern_bg, "repeat");
context.fillStyle = pattern;
context.fillRect(0, 0, 223, 60);
}
Can please anyone help me to fix this issue?
To have the pattern that you want, you need to translate first at the point you want to be the origin of the fill, then draw from here.
So be sure to save() and restore() the context each time you change its transform matrix (translate, rotate, scale) to be able to set the translation as you want.
Do not forget you can always use setTransform to reset the matrix with ctx.setTransform(1,0,1,0,0,0);
I've done a very small jsbin to illustrate, here :
http://jsbin.com/EYArASA/1/edit?js,output
We can see the result on this picture, fill is done directly on the left, and after a translate on the right.
Code is very simple, interesting part is this :
// rect drawn directly : wrong result
ctx.fillRect(10,20,64,64);
// canvas translated, then fillRect at 0,0 :
// right result
ctx.translate(116,20);
ctx.fillRect(0,0,64,64);

Bitmap conversion - Creating a transparent + black image from a B&W source

I have a whole bunch of jpg files that I need to use in a project, that for one reason or another cannot be altered. Each file is similar (handwriting), black pen on white BG. However I need to use these assets against a non-white background in my flash project, so I'm trying to do some client-side processing to get rid of the backgrounds using getPixel and setPixel32.
The code I am currently using currently uses a linear comparison, and while it works, the results are less than expected, as the shades of grey are getting lost in the mix. Moreso than just tweaking my parameters to get things looking proper, I get the feeling that my method for computing the RGBa value is weak.
Can anyone recommend a better solution than what I'm using below? Much appreciated!
private function transparify(data:BitmapData) : Bitmap {
// Create a new BitmapData with transparency to return
var newData:BitmapData = new BitmapData(data.width, data.height, true);
var orig_color:uint;
var alpha:Number;
var percent:Number;
// Iterate through each pixel using nested for loop
for(var x:int = 0; x < data.width; x++){
for (var y:int = 0; y < data.height; y++){
orig_color = data.getPixel(x,y);
// percent is the opacity percentage, white should be 0,
// black would be 1, greys somewhere in the middle
percent = (0xFFFFFF - orig_color)/0xFFFFFF;
// To get the alpha value, I multiply 256 possible values by
// my percentage, which gets multiplied by 0xFFFFFF to fit in the right
// value for the alpha channel
alpha = Math.round(( percent )*256)*0xFFFFFF;
// Adding the alpha value to the original color should give me the same
// color with an alpha channel added
var newCol = orig_color+alpha;
newData.setPixel32(x,y,newCol);
}
}
var newImg:Bitmap = new Bitmap(newData);
return newImg;
}
Since it's a white background, blendMode may give you a better result.

Is there a way to get the actual bounding box of a glyph in ActionScript?

I'm learning ActionScript/Flash. I love to play with text, and have done a lot of that kind of thing with the superb Java2D API.
One of the things I like to know is "where, exactly, are you drawing that glyph?" The TextField class provides the methods getBounds and getCharBoundaries, but these methods return rectangles that extend far beyond the actual bounds of the whole text object or the individual character, respectively.
var b:Sprite = new Sprite();
b.graphics.lineStyle(1,0xFF0000);
var r:Rectangle = text.getCharBoundaries(4);
r.offset(text.x, text.y);
b.graphics.drawRect(r.x,r.y,r.width,r.height);
addChild(b);
b = new Sprite();
b.graphics.lineStyle(1,0x00FF00);
r = text.getBounds(this);
b.graphics.drawRect(r.x,r.y,r.width,r.height);
addChild(b);
Is there any way to get more precise information about the actual visual bounds of text glyphs in ActionScript?
Richard is on the right track, but BitmapData.getColorBounds() is much faster and accurate... I've used it a couple of times, and optimized for your specific needs its not as slow as one might think.
Cory's suggestion of using flash.text.engine is probably the "correct" way to go, but I warn you that flash.text.engine is VERY (very!) hard to use compared to TextField.
Not reasonably possible in Flash 9 -- Richard's answer is a clever work-around, though probably completely unsuitable for production code (as he mentions) :)
If you have access to Flash 10, check out the new text engine classes, particularly TextLine.
I'm afraid all the methods that are available on TextField are supposed to do what you have already found them to do. Unless performance is key in your application (i.e. unless you intend to do this very often) maybe one option would be to draw the text field to a BitmapData, and find the topmost, leftmost, et c colored pixels within the bounding box retrieved by getCharBoundaries()?
var i : int;
var rect : Rectangle;
var top_left : Point;
var btm_right : Point;
var bmp : BitmapData = new BitmapData(tf.width, tf.height, false, 0xffffff);
bmp.draw(tf);
rect = tf.getCharBoundaries(4);
top_left = new Point(Infinity, Infinity);
btm_right = new Point(-Infinity, -Infinity);
for (i=rect.x; i<rect.right; i++) {
var j : int;
for (j=rect.y; j<rect.bottom; j++) {
var px : uint = bmp.getPixel(i, j);
// Check if pixel is black, i.e. belongs to glyph, and if so, whether it
// extends the previous bounds
if (px == 0) {
top_left.x = Math.min(top_left.x, i);
top_left.y = Math.min(top_left.y, j);
btm_right.x = Math.max(btm_right.x, i);
btm_right.y = Math.max(btm_right.y, j);
}
}
}
var actualRect : Rectangle = new Rectangle(top_left.x, top_left.y);
actualRect.width = btm_right.x - top_left.x;
actualRect.height = btm_right.y - top_left.y;
This code should loop through all the pixels that were deemed part of the glyph rectangle by getCharBoundaries(). If a pixel is not black, it gets discarded. If black, the code checks whether the pixels extends further up, down, right or left than any pixel that has previuosly been checked in the loop.
Obviously, this is not optimal code, with nested loops and unnecessary point objects. Hopefully though, the code is readable enough, and you are able to make out the parts that can most easily be optimized.
You might also want to introduce some threshold value instead of ignoring any pixel that is not pitch black.