Get BitmapData from a displayObject included transparent area, and effect area - actionscript-3

I have this function:
public static function cloneDpObj(target:DisplayObject):Bitmap
{
var duplicate:Bitmap;
var tBitData:BitmapData = new BitmapData(target.width, target.height);
tBitData.draw(target);
duplicate = new Bitmap(tBitData);
return duplicate;
}
to clone target displayObject (MovieClip or Sprite) and return Bitmap Object.
It can get bitmap from the target object, but it seem don't get all the area of the image.
By give the width and height of target object, but the target object in design was applied by Glow Effect, so my question can we get the all view of bitmapdata from a displayobject?

BitmapData.draw() takes a snapshot of a given object removing all transformations and filters applied on the stage. Resulting image shows object as it is present in your movie library.
There are two basic options when drawing display objects with transformations and/or filters.
You can apply all transformations during drawing with matrix parameter for BitmapData.draw(). After drawing you can apply filters to resulting bitmap with BitmapData.applyFilter().
Just draw parent container, not the object itself.
I usually choose the latter. That's pretty straightforward. There are some disadvantages: if you choose the second method, your target has to have a display list parent and you may draw unwanted content that resides in parent container. (However, these drawbacks are easily eliminated.)
// bounds and size of parent in its own coordinate space
var rect:Rectangle = target.parent.getBounds(target.parent);
var bmp:BitmapData = new BitmapData(rect.width, rect.height, true, 0);
// offset for drawing
var matrix:Matrix = new Matrix();
matrix.translate(-rect.x, -rect.y);
// Note: we are drawing parent object, not target itself:
// this allows to save all transformations and filters of target
bmp.draw(target.parent, matrix);

You need compute the area/rectangle of your DisplayObject including the area taken by the filter applied. Luckily you can do that with with built-in functionality by using the generateFilterRect() method of the BitmapData class.
Also, for other reasons, if you need the transformation of your DisplayObject applied to the BitmapData snapshot, you can pass the source DisplayObject's .transform.concatenatedMatrix as the second parameter of BitmapData's draw() method.

Thank you very much to all of you that take valuable time answer my question. I improved that function, but I is better, but I notice that the width of result of capture is 1pixel offset, so I decided to add 1 pixel to width of the bitmapdata, I know that is not a good practice. because I have to do that now, I don't know the issue yet. Here is how our function now:
public static function cloneDpObj(target:DisplayObject, optWidth:Number = -1, optHeight:Number = -1):Bitmap
{
var duplicate:Bitmap;
if (!target.parent) {
var tempSprite:Sprite = new Sprite;
tempSprite.addChild(target);
}
var rect:Rectangle = target.parent.getBounds(target.parent);
var bmp:BitmapData = new BitmapData(rect.width + 1, rect.height, true, 0);
// offset for drawing
var matrix:Matrix = new Matrix();
matrix.translate( -rect.x, -rect.y);
// Note: we are drawing parent object, not target itself:
// this allows to save all transformations and filters of target
bmp.draw(target.parent, matrix);
duplicate = new Bitmap(bmp);
return duplicate;
}

I would actually go with Nox's first option as the easier approach, and modifying your function to do it should only take one extra line of code:
public static function cloneDpObj(target:DisplayObject):Bitmap
{
var duplicate:Bitmap;
var tBitData:BitmapData = new BitmapData(target.width, target.height);
tBitData.draw(target);
duplicate = new Bitmap(tBitData);
//add the filters
duplicate.filters = target.filters;
return duplicate;
}

Related

Compositing the stage's last frame

I've created a series of classes that can be used to generate and render images. I want to store a copy of the last frame displayed so I can mix it with the current frame to create a video sustain effect. A brief overview of the classes involved in this example:
MasterContainer: a subclass of Sprite used as the main display object. Generative classes are placed in the MasterContainer, and redrawn when the container is told to render
CustomWave: a subclass of Shape used to contain, draw, and manipulate a GraphicsPath object. One of the aforementioned 'generative classes'
My current attempt involves the use of two MasterContainer objects - one for the current frame, and one for the last frame. If I'm not mistaken, the current appearance of one MasterContainer (and its children) can be copied to the other with a command like lastMaster.graphics.copyFrom(master.graphics);. Consider the following code:
var time:Number;
var master:MasterContainer = new MasterContainer(); //current frame
var lastMaster:MasterContainer = new MasterContainer(); // last frame
var wave:CustomWave = new CustomWave(new <Number>[0,0,0,0],0xffffff,5); //generator for current frame
master.RegisterComponent(wave); //adds CustomWave and registers with the rendering loop
addChild(lastMaster); //add last frame to stage
addChild(master); //add current frame to stage
addEventListener(Event.ENTER_FRAME, perFrame);
function perFrame(event:Event):void{
time = 0.001 * getTimer();
lastMaster.graphics.copyFrom(master.graphics); //copy previous frame's graphics
UpdatePoints(); //update the path of the CustomWave
UpdateColor(); //update the color of the CustomWave
master.fireRenderCannon(); //redraw objects registered to master
}
This seems to work in theory, but as far as I can tell lastMaster ends up with no visible graphics content even though master renders as expected. I've tried several times to test whether this is the case, and am pretty convinced that that it is, but am newish to AS3 and am concerned I am overlooking something - the code looks like it should work. Does anyone have suggestions on how to test this properly? Are there obvious defects within this code that would cause lastMaster to be visually blank? Is there an better way of accomplishing my goal?
I think I'm in over my head on this... I would love any input. Thanks!
After you copied graphics, what do you try to do with it?
Method copyFrom works as clocks, without any problems. Isn't here logic bug in your code?
function perFrame(event:Event):void{
time = 0.001 * getTimer();
lastMaster.graphics.copyFrom(master.graphics); //Here
//master.graphics.copyFrom(lastMaster.graphics);
UpdatePoints();
UpdateColor();
master.fireRenderCannon();
}
Example of copyFrom, it works fine with any complexity of graphics:
var complex: Shape = new Shape();
adobeExample(complex.graphics);
var test2: Shape = new Shape();
test2.graphics.copyFrom(complex.graphics);
addChild(test2);
private function adobeExample(graphics: Graphics):void{
// define the line style
graphics.lineStyle(2,0x000000);
// define the fill
graphics.beginFill(0x666699);//set the color
// establish a new Vector object for the commands parameter
var star_commands:Vector.<int> = new Vector.<int>();
// use the Vector array push() method to add moveTo() and lineTo() values
// 1 moveTo command followed by 3 lineTo commands
star_commands.push(1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2);
// establish a new Vector object for the data parameter
var star_coord:Vector.<Number> = new Vector.<Number>();
// use the Vector array push() method to add a set of coordinate pairs
star_coord.push(0,0, 75,50, 100,0, 125,50, 200,0, 150,75, 200,100, 150,125, 200,200, 125,150, 100,200, 75,150, 0,200, 50,125, 0,100, 50,75, 0,0);
graphics.drawPath(star_commands, star_coord);
}
After the comments made by Bennet and Nicolas, it became obvious that my requirements were (nearly) impossible without a fair amount of redesign. The changes made are as follows:
Generators are no longer DisplayObjects. They are only used to calculate vectors containing the IGraphicsData objects necessary to draw the generated graphic with the drawGraphicsData method.
MasterContainer is now a shape subclass that retrieves the Vector.<IGraphicsData> from each registered generator in order to draw the output.
A bitmap subclass is used to render the contents of the MasterContainer, combining it with a color-dampened version of the previous frame.
An abridged version of the bitmap subclass:
private var constantSustain:Number;
private var linearSustain:Number;
private var sustain:ColorTransform;
private var lastFrame:BitmapData;
public function BitmapManipulator(constantSustain:Number = 0.998, linearSustain:Number = 0.98) {
this.constantSustain = Math.min(Math.max(constantSustain, 0), 1);
this.linearSustain = Math.min(Math.max(linearSustain, 0), 1);
this.UpdateSustain();
this.addEventListener(Event.ADDED_TO_STAGE, OnAddedToStage)
}
private function UpdateSustain():void {
var constantRelease:Number = 255 * (this.constantSustain - 1);
this.sustain = new ColorTransform(this.linearSustain, this.linearSustain, this.linearSustain, 1,
constantRelease, constantRelease, constantRelease, 0);
}
private function OnAddedToStage(event:Event) {
this.lastFrame = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0);
}
public function DrawFrame(container:MasterContainer):void {
this.lastFrame.draw(container);
this.bitmapData = lastFrame;
this.lastFrame = this.bitmapData
this.lastFrame.colorTransform(getBounds(this), this.sustain);
}
...and finally the results #60fps when using an indigo sine wave of shifting phase as the input for the CustomWave:

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.

Use bitmapData.hitTest on two bitmapData with centered registration point

I've spent all the day on this, it's time to ask for your help :)
I'm trying to do collision detection of two display objects, both have centered registration point.
On my stage I have fixed elements that when added to stage are pushed in an Array called "zoneUsed". All the displayObject in my project have the registration point in the center.
My goal is to click on the stage, and check if in the clicking coords I could create a circle. My plan was to create a Sprite for the new object, cycle on the zoneUsed array, and check if the new sprite have enough space to live.
Here my code so far:
private function checkSpaceForNewMarker (markerToCheck:Sprite):Boolean {
var isPossible:Boolean = true;
var bmdataToCheck:BitmapData = new BitmapData (markerToCheck.width, markerToCheck.height, true, 0);
var m:Matrix = new Matrix ();
m.tx = markerToCheck.width/2;
m.ty = markerToCheck.height/2;
bmdataToCheck.draw (markerToCheck, m);
for (var i:int = 0; i<zoneUsed.length; i++) {
trace ("*** CHECKING ****");
var bmddataOnTheTable:BitmapData = new BitmapData (zoneUsed[i].width, zoneUsed[i].height, true, 0);
var tableMatrix:Matrix = new Matrix ();
tableMatrix.tx = zoneUsed[i].width/2;
tableMatrix.ty = zoneUsed[i].height/2;
bmddataOnTheTable.draw(zoneUsed[i], tableMatrix);
if (bmdataToCheck.hitTest(new Point(markerToCheck.x, markerToCheck.y), 255, bmddataOnTheTable, new Point (zoneUsed[i].x, zoneUsed[i].y), 255)) {
trace ("COLLISION");
isPossible = false;
} else {
trace ("NO COLLISION");
isPossible = true;
}
}
return isPossible;
}
....But right now the results are weird. Depending on the zones, my traces work or not. What am I doing wrong?
The problem is , you are drawing 1/4 (quarter) part of every object.
BitmapData is not like a Shape, Sprite, MovieClip, and it crops all the pixels, when the drawing bounds is out of the bounds of (0,0,bitmapdata.width, bitmapdata.height) rectangle.
Just remove this lines:
m.tx = markerToCheck.width/2;
m.ty = markerToCheck.height/2;
and also
tableMatrix.tx = zoneUsed[i].width/2;
tableMatrix.ty = zoneUsed[i].height/2;
You don't need this translations.
Also your code may be cause for memory leak. You are creating bitmapdata, but do not dispose it. The garbage collector will not release the memory you have allocated.You must release memory explicitly. Call bitmapdata.dispose() every time you have no need of that bitmapdata.
I'm not sure that the origin of the bitmap has anything to do with the test itself. The very nature of the test would seem to imply that the hittest is based on the RGBA value of the two supplied bitmaps. Anyway rather than picking apart your own implementation I'll just refer you to a tutorial by Mike Chambers (adobe platform evangelist). http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/
Also for more flash tutorials check out www.gotoandlearn.com.

Is there a function or property like css-zIndex in actionscript?

I want to control which DisplayObject is displayed on the front or on the back.
I can control that with zIndex style in css.
How can I do that in as?
Look at setChildIndex()
Here's a quick function that will let you place something at the highest depth:
function toTop(child:DisplayObject):void
{
if(child.parent)
{
child.setChildIndex(
child.parent.numChildren - 1
);
}
}
To control the z-order of the displayObjects use setChildIndex().
Lowest indexed children are displayed at the bottom.
Highest indexed children are displayed at the top.
To change the zorder of the children, use setChildIndex, to illustrate:
var container:Sprite = new Sprite();
var child1:Sprite = new Sprite();
var child2:Sprite = new Sprite();
var child3:Sprite = new Sprite();
container.addChild(child1); // bottom
container.addChild(child2); // middle
container.addChild(child3); // top
container.setChildIndex(child3,0); // child3 would now be at the bottom
There are even more options than only setting the 'z-index', you have full control on the layers:
getChildAt(index:int):DisplayObject
Gets an object from certain index
getChildIndex(child:DisplayObject):int
Gets a index from certain object
addChild(child:DisplayObject):DisplayObject
addChildAt(child:DisplayObject, index:int):DisplayObject
Adds a object on top (addChild) or at certain index (addChildAt)
swapChildren(child1:DisplayObject, child2:DisplayObject):DisplayObject
swapChildrenAt(index1:int, index2:int):void
Swap objects with eachother of by its 'z-index'

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