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test: Add test displayobject_z
displayobject_z is the test for rendering with different tz values from a few places by the image comparison.
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package {
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import flash.display.*;
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import flash.text.*;
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import flash.geom.*;
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[SWF(width="500", height="500")]
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public class Test extends Sprite {
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public function Test() {
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super();
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stage.scaleMode = StageScaleMode.NO_SCALE;
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testSetZ();
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trace("");
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testImageComparison();
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trace("");
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}
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private function testSetZ() : void {
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var sprite: Sprite = new Sprite();
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trace("// SetZ: default parameters");
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trace("sprite.z", sprite.z);
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trace("sprite.transform.matrix", sprite.transform.matrix);
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trace("sprite.transform.matrix3D", sprite.transform.matrix3D);
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trace("// SetZ: set .z=50");
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sprite.z = 50;
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trace("sprite.z", sprite.z);
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trace("sprite.transform.matrix", sprite.transform.matrix);
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trace("sprite.transform.matrix3D", sprite.transform.matrix3D);
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trace("sprite.transform.matrix3D.rawData", sprite.transform.matrix3D.rawData);
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trace("// SetZ: set .transform.matrix3D=null");
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sprite.transform.matrix3D = null;
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trace("sprite.z", sprite.z);
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trace("sprite.transform.matrix", sprite.transform.matrix);
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trace("sprite.transform.matrix3D", sprite.transform.matrix3D);
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trace("// SetZ: set .transform.matrix=null");
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sprite.transform.matrix = null;
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trace("sprite.z", sprite.z);
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trace("sprite.transform.matrix", sprite.transform.matrix);
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trace("sprite.transform.matrix3D", sprite.transform.matrix3D);
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trace("sprite.transform.matrix3D.rawData", sprite.transform.matrix3D.rawData);
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}
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private function testImageComparison() : void {
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var s : Sprite = new Sprite();
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stage.addChild(s);
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for (var i:int = 0; i < 8; i++) {
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// top-left
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var bd1 : BitmapData = new BitmapData(100, 100, false, 0xFF00FF - 0x220000 * i);
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var b1 : Bitmap = new Bitmap(bd1);
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b1.z = 50 * i;
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s.addChild(b1);
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// center
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var bd2 : BitmapData = new BitmapData(100, 100, false, 0xFFFF00 - 0x220000 * i);
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var b2 : Bitmap = new Bitmap(bd2);
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b2.x = (stage.stageWidth - bd2.width) / 2;
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b2.y = (stage.stageHeight - bd2.height) / 2;
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b2.z = 50 * i;
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s.addChild(b2);
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// bottom
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var bd3 : BitmapData = new BitmapData(100, 100, false, 0x00FFFF - 0x000022 * i);
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var b3 : Bitmap = new Bitmap(bd3);
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b3.x = (stage.stageWidth - bd3.width) / 2;
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b3.y = (stage.stageHeight - bd3.height);
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b3.z = 50 * i;
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s.addChild(b3);
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}
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for (var j:int = 0; j < 100; j++) {
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var bd4 : BitmapData = new BitmapData(100, 100, false, 0x000000);
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var b4 : Bitmap = new Bitmap(bd4);
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b4.x = stage.stageWidth - bd4.width;
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b4.y = stage.stageHeight - bd4.height;
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b4.z = 500 * j;
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s.addChild(b4);
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}
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}
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}
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}
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// SetZ: default parameters
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sprite.z 0
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sprite.transform.matrix (a=1, b=0, c=0, d=1, tx=0, ty=0)
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sprite.transform.matrix3D null
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// SetZ: set .z=50
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sprite.z 50
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sprite.transform.matrix null
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sprite.transform.matrix3D [object Matrix3D]
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sprite.transform.matrix3D.rawData 1,0,0,0,0,1,0,0,0,0,1,0,0,0,50,1
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// SetZ: set .transform.matrix3D=null
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sprite.z 0
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sprite.transform.matrix (a=1, b=0, c=0, d=1, tx=0, ty=0)
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sprite.transform.matrix3D null
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// SetZ: set .transform.matrix=null
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sprite.z 0
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sprite.transform.matrix null
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sprite.transform.matrix3D [object Matrix3D]
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sprite.transform.matrix3D.rawData 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1
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num_frames = 1
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[image_comparisons.output]
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tolerance = 10
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max_outliers = 5000 # FIXME: High max_outliers. FP renders objects with a matrix3D transformation in a different way from 2D objects especially around the object edges.
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[player_options]
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with_renderer = { optional = true, sample_count = 4 }

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