The most important thing is our PPInterpolator and its method interpolate()
public function interpolate(fraction:Number, startValue:Object, endValue:Object):Object { var startPP:PerspectiveProjection = startValue as PerspectiveProjection; var endPP:PerspectiveProjection = endValue as PerspectiveProjection; var currentPP:PerspectiveProjection = new PerspectiveProjection(); currentPP.fieldOfView = startPP.fieldOfView + fraction * (endPP.fieldOfView - startPP.fieldOfView); currentPP.focalLength = startPP.focalLength + fraction * (endPP.focalLength - startPP.focalLength); var projectionCenterX:Number = startPP.projectionCenter.x + fraction * (endPP.projectionCenter.x - startPP.projectionCenter.x); var projectionCenterY:Number = startPP.projectionCenter.y + fraction * (endPP.projectionCenter.y - startPP.projectionCenter.y); currentPP.projectionCenter = new Point(projectionCenterX, projectionCenterY); return currentPP; }
You see that we expect startValue and endValue to be instances of PerspectiveProjection and return a new instance based on these values as a value for the current moment of the animation.
The other thing is as just writing a normal animation, we are just setting the interpolator of the motion path to be the one we created and set the target of the animation the transform property of a group (it could be any other DisplayObject). Have a look at the valueFrom and valueTo, we are passing instances of PespectiveProjection
<fx:Declarations> <effects:PPInterpolator id="ppInterpolator"/> <s:Animate id="ppAnimate" target="{group.transform}" duration="3000" > <s:motionPaths> <fx:Script> <![CDATA[ import com.tgeorgiev.effects.PPInterpolator; ]]> </fx:Script> <s:SimpleMotionPath property="perspectiveProjection" valueFrom="{startPP}" valueTo="{endPP}" interpolator="{ppInterpolator}" /> </s:motionPaths> </s:Animate> </fx:Declarations>
The group that is the target of the animation just holds 3 images with different rotations and positions.
That's all, I suggest you play with the random animate button, for fun :)
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