The answer was in one of the comments from James Ward on this question and is located at this blog post.
The one thing the blog post doesn't say is that in many cases, the perspectiveProjection property of the transform property on the class in question will be null. The linked to example took care of this by setting the maintainProjectionCenter
property to true. But, you could also create a new perspectiveProjection object like this:
object.transform.perspectiveProjection = new PerspectiveProjection();
I wrapped up the function from evtimmy into a class:
/**
* DotComIt/Flextras
* Utils3D.as
* Utils3D
* jhouser
* Aug 5, 2010
*/
package com.flextras.coverflow
{
import flash.geom.Matrix3D;
import flash.geom.PerspectiveProjection;
import flash.geom.Rectangle;
import flash.geom.Utils3D;
import flash.geom.Vector3D;
public class TransformUtilities
{
public function TransformUtilities()
{
}
//--------------------------------------------------------------------------
//
// Methods
//
//--------------------------------------------------------------------------
//----------------------------------
// projectBounds
//----------------------------------
// info from
// http://evtimmy.com/2009/12/calculating-the-projected-bounds-using-utils3dprojectvector/
/**
* Method retrieved from
* http://evtimmy.com/2009/12/calculating-the-projected-bounds-using-utils3dprojectvector/
*
* @param bounds: The rectangle that makes up the object
* @param matrix The 3D Matrix of the item
* @param the projection of the item's parent.
*/
public static function projectBounds(bounds:Rectangle,
matrix:Matrix3D,
projection:PerspectiveProjection):Rectangle
{
// Setup the matrix
var centerX:Number = projection.projectionCenter.x;
var centerY:Number = projection.projectionCenter.y;
matrix.appendTranslation(-centerX, -centerY, projection.focalLength);
matrix.append(projection.toMatrix3D());
// Project the corner points
var pt1:Vector3D = new Vector3D(bounds.left, bounds.top, 0);
var pt2:Vector3D = new Vector3D(bounds.right, bounds.top, 0)
var pt3:Vector3D = new Vector3D(bounds.left, bounds.bottom, 0);
var pt4:Vector3D = new Vector3D(bounds.right, bounds.bottom, 0);
pt1 = Utils3D.projectVector(matrix, pt1);
pt2 = Utils3D.projectVector(matrix, pt2);
pt3 = Utils3D.projectVector(matrix, pt3);
pt4 = Utils3D.projectVector(matrix, pt4);
// Find the bounding box in 2D
var maxX:Number = Math.max(Math.max(pt1.x, pt2.x), Math.max(pt3.x, pt4.x));
var minX:Number = Math.min(Math.min(pt1.x, pt2.x), Math.min(pt3.x, pt4.x));
var maxY:Number = Math.max(Math.max(pt1.y, pt2.y), Math.max(pt3.y, pt4.y));
var minY:Number = Math.min(Math.min(pt1.y, pt2.y), Math.min(pt3.y, pt4.y));
// Add back the projection center
bounds.x = minX + centerX;
bounds.y = minY + centerY;
bounds.width = maxX - minX;
bounds.height = maxY - minY;
return bounds;
}
}
}
Although that is the answer to my question, I'm not sure if it was the solution to my problem. Thanks everyone!