Texture loading in three.js with css sprites - html

I am using
var texture1 = THREE.ImageUtils.loadTexture("image1.jpg");
to map this texture to a material.
My query is that can I load texture by css as I want to load images by css sprites. I need to give background position with every texture which is not possible if I load textures via html.
I need to use background : url() property.
Please let me know how it can be done

The thing to note here is that your entire Three.js scene is being rendered on an HTML Canvas. That said you now exist in a purely GDI based environment. The only solution I can see for you now is to remap your materials texture calling an update pointing to a new "2d" canvas context. Something like this:
var spriteCanvas = document.createElement( "canvas" );
var spriteContext = spriteCanvas.getContext( "2d" );
var spriteImage = document.getElementById( "hidden_spriteDiv_with_background_url" );
spriteContext.drawImage( spriteImage, 0, 0 );
var texture1 = new THREE.Texture( spriteContext );
texture1.needsUpdate = true;
Then assigning the new Texture map "texture1" to your material with applicable updates called. Hope that at least gets you started.

Related

How can I move bones of a loaded asset programmatically in Away3D?

I'm loading a 3D asset into a Away3D scene and I'd like to move the position of the bones in code.
The asset loading all goes well, I grab a pointer to the Mesh and Skeleton while loading:
private function onAssetComplete(evt:AssetEvent):void
{
if(evt.asset.assetType == AssetType.SKELETON){
_skeleton = evt.asset as Skeleton;
} else if (evt.asset.assetType == AssetType.MESH) {
_mesh = evt.asset as Mesh;
}
}
After the asset(s) have finished loading, I have a valid Skeleton and Mesh instance, the model is also visible in my scene. The next thing I tried is the following.
// create a matrix with the desired joint (bone) position
var pos:Matrix3D = new Matrix3D();
pos.position = new Vector3D(60, 0, 0);
pos.invert();
// get the joint I'd like to modifiy. The bone is named "left"
var joint:SkeletonJoint = _skeleton.jointFromName("left");
// assign joint position
joint.inverseBindPose = pos.rawData;
This code runs without error, but the new position isn't being applied to the visible geometry, eg. the position of the bone doesn't change at all.
Is there an additional step I'm missing here? Do I have to re-assign the skeleton to the Mesh somehow? Or do I have to explicitly tell the mesh that the bone positions have changed?
This might not be the best way to solve this, but here's what I figured out:
Away3D only applies joint transformations to the geometry when an animation is present. In order to apply your transforms, your geometry must have an animation or you'll have to create an animation in code. Here's how you do that (preferably in your LoaderEvent.RESOURCE_COMPLETE handler method:
// create a new pose for the skeleton
var rootPose:SkeletonPose = new SkeletonPose();
// add all the joints to the pose
// the _skeleton member is being assigned during the loading phase where you
// look for AssetType.SKELETON inside a AssetEvent.ASSET_COMPLETE listener
for each(var joint:SkeletonJoint in _skeleton.joints){
var m:Matrix3D = new Matrix3D(joint.inverseBindPose);
m.invert();
var p:JointPose = new JointPose();
p.translation = m.transformVector(p.translation);
p.orientation.fromMatrix(m);
rootPose.jointPoses.push(p);
}
// create idle animation clip by adding the root pose twice
var clip:SkeletonClipNode = new SkeletonClipNode();
clip.addFrame(rootPose, 1000);
clip.addFrame(rootPose, 1000);
clip.name = "idle";
// build animation set
var animSet:SkeletonAnimationSet = new SkeletonAnimationSet(3);
animSet.addAnimation(clip);
// setup animator with set and skeleton
var animator:SkeletonAnimator = new SkeletonAnimator(animSet, _skeleton);
// assign the newly created animator to your Mesh.
// This example assumes that you grabbed the pointer to _myMesh during the
// asset loading stage (by looking for AssetType.MESH)
_myMesh.animator = animator;
// run the animation
animator.play("idle");
// it's best to keep a member that points to your pose for
// further modification
_myPose = rootPose;
After that initialization step, you can modify your joint poses dynamically (you alter the position by modifying the translation property and the rotation by altering the orientation property). Example:
_myPose.jointPoses[2].translation.x = 100;
If you don't know the indices of your joints and rather address bones by name, this should work:
var jointIndex:int = _skeleton.jointIndexFromName("myBoneName");
_myPose.jointPoses[jointIndex].translation.y = 10;
If you use the name-lookup frequently (say every frame) and you have a lot of bones in your model, it's advisable to build a Dictionary where you can look up bone indices by name. The reason for this is that the implementation of jointIndexFromName performs a linear search through all joints which is wasteful if you do this multiple times.

Changing images dynamically from a Sprite?

I have been looking for this answer for days now and no matter how much I look I can't find it for the life of me.
I understand that you can change a bitmap's image easily with something like this:
var image = new Bitmap (Assets.getBitmapData ("image.png"));
// (and later)
image.bitmapData = Assets.getBitmapData ("another-image.png");
but bitmap doesn't support mouse events. Let's say I want to change an image when someone clicks on it, thus I need it to be a sprite. Is there an easy way to just change the image of a sprite? Thanks in advance for any help!
Sure. You can do it one of two ways.
You create a custom class for this and add the bitmap as a public property
You add the bitmap to the Sprite and access it through there. See:
.
var bitmap:Bitmap = new Bitmap();
var container:Sprite = new Sprite();
this.addChild( this.container );
this.container.addChild( this.bitmap );
// to change the bitmap
this.bitmap.bitmapData = new BitmapData();
// or
var bmp:Bitmap = this.container.getChildAt( 0 ) as Bitmap;
bmp.bitmapData = new BitmapData();
The second option assumes the bitmap is the only object in the sprite. If you add more objects to the sprite, you may have to tweak the index accordingly.

Replace Color With Texture in WebGL

In video games only color is applied to help speed up the loading process. After textures are ready, they replace the current colors. Is there a way to do this in WebGL? All the tutorials I've seen so far only show how to load in color or texture (not one after the other).
I'd guess that the buffer for each shape needs to be altered after its texture is fully loaded. I would assume this is keyed via an AJAX call that the texture is available, then applied via some kind of JavaScript function. Does WebGL have a built in way of doing this without a complicated image loading process?
In most games that I've seen with the behavior you describe they'll typically start with either per-vertex coloring or a VERY low res texture and "blend up" to the full texture when it becomes available. That sort of smooth transition is tricky, but if all you want is a quick "pop" from one to the other it shouldn't be too much trouble.
The basic route I would take is to create a vertex buffer that has both texture coord and color information, as well as two different shaders. One shader will use the color information, the other will ignore it and use the texture instead. You would signal the mesh to start using the texture-based one as soon as the texture is ready.
As for detecting the image load, that's not hard at all and you don't even need AJAX for it:
var image = new Image();
image.addEventListener("load", function() {
// Image is done loading, push to texture
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
// Set up any other state needed, such as switching the shader for the mesh
}, true);
image.src = src;
I'm not sure how much more help I can give on this subject without posting really large code blocks, but if you're still struggling I can detail some of the other parts.
The approach I would take is as follows
loadTexture(url, initialColor) {
var tex = gl.createTexture();
// start with a single color.
gl.bindTexture(gl.TEXTURE_2D, tex);
var pixel = new Uint8Array(initialColor);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, pixel);
// start loading the image
var img = new Image();
img.onload = function() {
// when the image has loaded update the texture.
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.generateMipmap(gl.TEXTURE_2D);
}
img.src = url;
return tex;
}
// Load a tree texture, use brown until the texture loads.
var treeTexture = loadTexture("tree.png", [255, 200, 0, 255]);
// Load a water texture, use blue until it loads.
var waterTexture = loadTexture("water.jpg", [0, 0, 255, 255]);
This is how most of the samples on http://webglsamples.googlecode.com work although they all default to blue textures.
You could easily extend that idea to use a solid color, the load a low-res texture, then when that finishes load a high-res texture.
Note: the code above assumes you are loading power-of-2 textures. If not you'll need to setup your texture parameters correctly.
It's actually very easy, without WebGL having any feature specifically for this, this is something that you get for free just from it being a DOM API. When you load images, anyway you have to implement their 'onload' callback as image loading is asynchronous. So just put in that 'onload' callback whatever code needs to be run to switch from the solid color to the texture.

convert masked movieclip into bitmap and save it on server

i have a
dsgnArea----> a movieclip
dsgnArea is masked by dsgnAreaMask, which inturn is a movieclip
dsgnArea.mask=dsgnAreaMask;
the width,height and position of dsgnAreaMask and dsgnArea are same.
i dynamically added multiple movieclips and labels to dsgnArea;
like..
dsgnArea.addChild(movieClip1);
dsgnArea.addChild(movieClip2);
dsgnArea.addChild(label1);
dsgnArea.addChild(label2); and so on...
these movieclips (movieClip1,movieClip2,......) and labels(label1,label2,....) positions can be altered in runtime..
but as i masked the dsgnArea with dsgnAreaMask, only a portion of the added movieClips and labels are visible...
So, my problem is to grab that visible portion in dsgnArea into a bitmap,like a screenshot of that particular dsgnArea, and save it in my server.
please help me out in this problem.
Say s is the DisplayObject object you want to capture and m is the mask applied on it.
var maskRect:Rectangle = m.getRect(s);
var matrix:Matrix = new Matrix(1, 0, 0, 1, -maskRect.x, -maskRect.y);
var w:Number = Math.min(s.width, maskRect.right) - maskRect.x;
var h:Number = Math.min(s.height, maskRect.bottom) - maskRect.y;
var bd:BitmapData = new BitmapData(w, h);
bd.draw(s, matrix);
Does that work?
The BitmapData draw method is what you are looking for. You can use it's clipRect param to define what you would like to draw (the masked parts).
Quasimondo did a handy little method to do this (take a snapshot of the whole displayObject), it's available here: http://www.quasimondo.com/archives/000670.php
I don't know if it works with masked content though.
if it doesn't, the trick would be to translate the whole content by the size of the mask
var bounds:Rectangle = dsgnAreaMask.getBounds( dsgnAreaMask );
instead of using the content of the clip
var bounds:Rectangle = clip.getBounds( clip );
as far as saving file to server is concerned, the question was asked (answered?) here AS3 Save Media File to server

How to convert bytearray to image or image to bytearray ?

How to assign bytearray value to panel background image. If anybody have idea or experiance plz help me to overcome the problem. BRIEF EXP:
I have panel control and want to load image getting from webservice as a backgroundimage. So i used setstyle() but its not accepting that image. so how to add that image into my panel background image.Plz tel me your ideas here.
In Flex 3 or higher, you just need to do:
yourImage.source = yourByteArray;
regards!
uhm, well i presume, since it is an image, you have it in a BitmapData, let's say "myBmp" ...
then use the following to extract all the data from BitmapData:
var bytes:ByteArray = myBmp.getPixels(myBmp.rect);
and the following to write:
myBmp.setPixels(myBmp.rect, bytes);
note that only the raw 32 bit pixel data is stored in the ByteArray, without compression, nor the dimensions of the original image.
for compression, you should refer to the corelib, as ozke said ...
For AS3 you can use adobe corelib. Check this tutorial...
http://ntt.cc/2009/01/09/as3corelib-tutorialhow-to-use-jpegencoder-and-pngencoder-class-in-flex.html
I used a flash.display.Loader() to load an image in an array. It has a Complete event that is fired after the image has been loaded. I then draw the image on to a Bitmap which I set to the data of a Image that could be placed in a panel. Hope you can make since of this good luck.
public static function updateImage(img:Image, matrix:Matrix,
pageDTO:PageDTO, bitmapData:BitmapData):void {
var loader:flash.display.Loader = new flash.display.Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (e:Event) : void {
bitmapData.draw(loader.content, matrix);
pageViewer.data = new Bitmap(bitmapData);
});
loader.loadBytes(pageDTO.thumbnail);
}
<mx:Panel>
<mx:Image id="pageViewer"/>
</mx:Panel>
Using adobe's JPGEncoder (com.adobe.images.JPGEncoder) class and ByteArray is pretty much all you need. Converting image to byte array (assuming CAPS are variables you'd need to fill in):
// -- first draw (copy) the image's bitmap data
var image:DisplayObject = YOUR_IMAGE;
var src:BitmapData = new BitmapData(image.width, image.height);
src.draw(image);
// -- encode the jpg
var quality:int = 75;
var jpg:JPGEncoder = new JPGEncoder(quality);
var byteArray:ByteArray = jpg.encode(src);
I had the same problem. As a workaround I created sub Canvas nested inside a main Canvas and added an Image to the main Canvas behind the sub Canvas. Anything drawn on the sub Canvas will appear on top of the Image.
Just load it into a Loader instance using the loadBytes function.
var ldr:Loader = new Loader();
ldr.loadBytes(myByteArray);
addChild(ldr);