3D线条:把上一篇中的3D坐标旋转示例稍做修改,用线把各个小球连接起来即可。
001
var
balls:
Array
;
002
var
numBalls:
uint
=
30
;
003
004
var
fl:
Number
=
250
;
005
var
vpx:
Number
=stage.stageWidth/
2
;
006
var
vpy:
Number
=stage.stageHeight/
2
;
007
008
function
init():
void
{
009
balls=
new
Array
(numBalls);
010
for
(
var
i:
uint
=
0
; i<numBalls; i++) {
011
var
ball:Ball3D=
new
Ball3D(
0
,
0x000000
);
//注意:我们只需要线条,不需要小球,所以这里把小球的半径设置为0
012
balls[i]=ball;
013
ball.xpos = (Math.random()*
2
-
1
)*
100
;
014
ball.ypos = (Math.random()*
2
-
1
)*
100
;
015
ball.zpos = (Math.random()*
2
-
1
)*
100
;
016
addChild(ball);
017
}
018
addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
019
}
020
021
function
EnterFrameHandler(e:Event):
void
{
022
var
dx:
Number
=mouseX-vpx;
023
var
dy:
Number
=mouseY-vpy;
024
var
angleY:
Number
=dx*
0.0005
;
025
var
angleX:
Number
=dy*
0.0005
;
026
var
angleZ:
Number
=Math.sqrt(dx*dx+dy*dy)*
0.0005
;
027
028
if
(dx>
0
) {
029
angleZ*=-
1
;
030
}
//以鼠标所在点的x坐标相对于消失点的位置为判断依据,左侧z轴正向旋转,右侧z轴反向旋转
031
032
for
(
var
i:
uint
; i<numBalls; i++) {
033
var
b:Ball3D=balls[i];
034
rotateX(b,angleX);
035
rotateY(b,angleY);
036
rotateZ(b,angleZ);
037
doPerspective(b);
038
}
039
040
//画线(注:画线处理,只能在所有旋转及透视完成之后再处理,否则如果先画好线,再处理旋转的话,因为小球的坐标已经变了,所以看上去线条的接头有可能不连续)
041
graphics.clear();
042
graphics.lineStyle(
0
);
043
graphics.moveTo(balls[
0
].x, balls[
0
].y);
044
for
(i =
1
; i < numBalls; i++) {
045
graphics.lineTo(balls[i].x, balls[i].y);
046
}
047
graphics.lineTo(balls[
0
].x, balls[
0
].y);
048
049
//sortZ(); //注意:这里不能加z轴排序,因为z轴排序会不断修正小球的数组索引,导致上面的每跟线条的连接两端不断变化,在视觉上就产生了抖动
050
}
051
052
//x轴的坐标旋转
053
function
rotateX(ball:Ball3D, angleX:
Number
):
void
{
054
var
cosX:
Number
=Math.cos(angleX);
055
var
sinX:
Number
=Math.sin(angleX);
056
var
y1:
Number
=ball.ypos*cosX-ball.zpos*sinX;
057
var
z1:
Number
=ball.zpos*cosX+ball.ypos*sinX;
058
ball.ypos=y1;
059
ball.zpos=z1;
060
}
061
062
//y轴的坐标旋转
063
function
rotateY(ball:Ball3D, angleY:
Number
):
void
{
064
var
cosY:
Number
=Math.cos(angleY);
065
var
sinY:
Number
=Math.sin(angleY);
066
var
x1:
Number
=ball.xpos*cosY-ball.zpos*sinY;
067
var
z1:
Number
=ball.zpos*cosY+ball.xpos*sinY;
068
ball.xpos=x1;
069
ball.zpos=z1;
070
}
071
072
//z轴的坐标旋转
073
function
rotateZ(ball:Ball3D, angleZ:
Number
):
void
{
074
var
cosZ:
Number
=Math.cos(angleZ);
075
var
sinZ:
Number
=Math.sin(angleZ);
076
var
x1:
Number
=ball.xpos*cosZ-ball.ypos*sinZ;
077
var
y1:
Number
=ball.ypos*cosZ+ball.xpos*sinZ;
078
ball.xpos=x1;
079
ball.ypos=y1;
080
}
081
082
//3D透视处理
083
function
doPerspective(ball:Ball3D):
void
{
084
if
(ball.zpos>- fl) {
085
var
scale:
Number
= fl / (fl + ball.zpos);
086
ball.scaleX=ball.scaleY=scale;
087
ball.x=vpx+ball.xpos*scale;
088
ball.y=vpy+ball.ypos*scale;
089
//ball.alpha = scale*0.65;
090
ball.visible=
true
;
091
}
else
{
092
ball.visible=
false
;
093
}
094
}
095
096
//z轴排序
097
function
sortZ():
void
{
098
balls.sortOn(
"zpos"
,
Array
.DESCENDING|
Array
.NUMERIC);
099
for
(
var
i:
uint
=
0
; i<numBalls; i++) {
100
setChildIndex(balls[i],i);
101
}
102
}
103
104
init();
如果从性能优化的角度考虑:Ball3D类用在这里比较浪费,Ball3D继承自Sprite,而我们在这里其实仅仅只要一个拥有少数几个属性(比如xpos,ypos,zpos之类)的点而已,对于Sprite默认的其它属性,包括事件支持,都是不需要的。
所以...我们又多出了一个新类Point3D
01
package
{
02
public
class
Point3D {
03
public
var
fl:
Number
=
250
;
04
private
var
vpX:
Number
=
0
;
05
private
var
vpY:
Number
=
0
;
06
private
var
cX:
Number
=
0
;
07
private
var
cY:
Number
=
0
;
08
private
var
cZ:
Number
=
0
;
09
public
var
x:
Number
=
0
;
10
public
var
y:
Number
=
0
;
11
public
var
z:
Number
=
0
;
12
13
public
function
Point3D(x:
Number
=
0
, y:
Number
=
0
, z:
Number
=
0
) {
14
this
.x=x;
15
this
.y=y;
16
this
.z=z;
17
}
18
public
function
setVanishingPoint(vpX:
Number
, vpY:
Number
):
void
{
19
this
.vpX=vpX;
20
this
.vpY=vpY;
21
}
22
public
function
setCenter(cX:
Number
,cY:
Number
,cZ:
Number
=
0
):
void
{
23
this
.cX=cX;
24
this
.cY=cY;
25
this
.cZ=cZ;
26
}
27
public
function
get
screenX():
Number
{
28
var
scale:
Number
= fl / (fl + z + cZ);
29
return
vpX + cX + x * scale;
30
}
31
public
function
get
screenY():
Number
{
32
var
scale:
Number
= fl / (fl + z + cZ);
33
return
vpY + cY + y * scale;
34
}
35
public
function
rotateX(angleX:
Number
):
void
{
36
var
cosX:
Number
=Math.cos(angleX);
37
var
sinX:
Number
=Math.sin(angleX);
38
var
y1:
Number
=y*cosX-z*sinX;
39
var
z1:
Number
=z*cosX+y*sinX;
40
y=y1;
41
z=z1;
42
}
43
public
function
rotateY(angleY:
Number
):
void
{
44
var
cosY:
Number
=Math.cos(angleY);
45
var
sinY:
Number
=Math.sin(angleY);
46
var
x1:
Number
=x*cosY-z*sinY;
47
var
z1:
Number
=z*cosY+x*sinY;
48
x=x1;
49
z=z1;
50
}
51
public
function
rotateZ(angleZ:
Number
):
void
{
52
var
cosZ:
Number
=Math.cos(angleZ);
53
var
sinZ:
Number
=Math.sin(angleZ);
54
var
x1:
Number
=x*cosZ-y*sinZ;
55
var
y1:
Number
=y*cosZ+x*sinZ;
56
x=x1;
57
y=y1;
58
}
59
}
60
}
利用这个类重写最开头的示例:
01
package
{
02
import
flash.display.Sprite;
03
import
flash.events.Event;
04
public
class
Lines3D_B
extends
Sprite {
05
private
var
points:
Array
;
06
private
var
numPoints:
uint
=
50
;
07
private
var
fl:
Number
=
250
;
08
private
var
vpX:
Number
=stage.stageWidth/
2
;
09
private
var
vpY:
Number
=stage.stageHeight/
2
;
10
11
public
function
Lines3D_B() {
12
init();
13
}
14
private
function
init():
void
{
15
points =
new
Array
();
16
for
(
var
i:
uint
=
0
; i < numPoints; i++) {
17
var
point:Point3D=
new
Point3D(Math.random()*
200
-
100
,Math.random()*
200
-
100
,Math.random()*
200
-
100
);
18
point.setVanishingPoint(vpX, vpY);
19
points.push(point);
20
}
21
addEventListener(Event.ENTER_FRAME, onEnterFrame);
22
}
23
private
function
onEnterFrame(event:Event):
void
{
24
var
angleX:
Number
= (mouseY - vpY) * .
001
;
25
var
angleY:
Number
= (mouseX - vpX) * .
001
;
26
for
(
var
i:
uint
=
0
; i < numPoints; i++) {
27
var
point:Point3D=points[i];
28
point.rotateX(angleX);
29
point.rotateY(angleY);
30
}
31
graphics.clear();
32
graphics.lineStyle(
0
);
33
graphics.moveTo(points[
0
].screenX, points[
0
].screenY);
34
for
(i =
1
; i < numPoints; i++) {
35
graphics.lineTo(points[i].screenX, points[i].screenY);
36
}
37
}
38
}
39
}
上面的示例各线条的节点都是随机分布在三维空间的,如果把这些点按一定的顺序排列好,结果会更有趣:
上图示意了一个z轴平面的正方形,其4个顶点的(x,y,z)坐标如图所示
01
package
{
02
import
flash.display.Sprite;
03
import
flash.events.Event;
04
public
class
Square3D
extends
Sprite {
05
private
var
points:
Array
;
06
private
var
numPoints:
uint
=
4
;
07
private
var
fl:
Number
=
250
;
08
private
var
vpX:
Number
=stage.stageWidth/
2
;
09
private
var
vpY:
Number
=stage.stageHeight/
2
;
10
public
function
Square3D() {
11
init();
12
}
13
14
private
function
init():
void
{
15
points =
new
Array
();
16
points[
0
]=
new
Point3D(-
80
,-
80
,
50
);
17
points[
1
]=
new
Point3D(
80
,-
80
,
50
);
18
points[
2
]=
new
Point3D(
80
,
80
,
50
);
19
points[
3
]=
new
Point3D(-
80
,
80
,
50
);
20
21
//设置每个点的消失点
22
for
(
var
i:
uint
=
0
; i < numPoints; i++) {
23
points[i].setVanishingPoint(vpX, vpY);
24
}
25
26
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
27
}
28
private
function
EnterFrameHandler(e:Event):
void
{
29
var
dx:
Number
= mouseX - vpX;
30
var
dy:
Number
= mouseY - vpY;
31
32
var
angleX:
Number
= dy *
0.001
;
33
var
angleY:
Number
= dx *
0.001
;
34
var
angleZ:
Number
= Math.sqrt(dx*dx+dy*dy)*
0.0005
;
35
if
(dx>
0
){angleZ*=-
1
;}
36
for
(
var
i:
uint
=
0
; i < numPoints; i++) {
37
var
point:Point3D=points[i];
38
point.rotateX(angleX);
39
point.rotateY(angleY);
40
point.rotateZ(angleZ);
41
}
42
graphics.clear();
43
graphics.lineStyle(
0
);
44
graphics.moveTo(points[
0
].screenX, points[
0
].screenY);
45
for
(i =
1
; i < numPoints; i++) {
46
graphics.lineTo(points[i].screenX, points[i].screenY);
47
}
48
graphics.lineTo(points[
0
].screenX, points[
0
].screenY);
49
}
50
}
51
}
ok,我们成功的搞出了一个在三维空间晃荡的正方形!
理解这种思路后,理论上可以做出任意的几何形状,比如下面这张图:
01
var
pointNum:
int
=
10
;
02
var
points:
Array
=
new
Array
();
03
var
vpX:
Number
=stage.stageWidth/
2
;
04
var
vpY:
Number
=stage.stageHeight/
2
;
05
06
function
Init():
void
{
07
points.push(
new
Point3D(-
100
,-
140
,
0
));
08
points.push(
new
Point3D(
100
,-
140
,
0
));
09
points.push(
new
Point3D(
100
,-
90
,
0
));
10
points.push(
new
Point3D(-
40
,-
90
,
0
));
11
points.push(
new
Point3D(-
40
,-
40
,
0
));
12
points.push(
new
Point3D(
80
,-
40
,
0
));
13
points.push(
new
Point3D(
80
,
10
,
0
));
14
points.push(
new
Point3D(-
40
,
10
,
0
));
15
points.push(
new
Point3D(-
40
,
140
,
0
));
16
points.push(
new
Point3D(-
100
,
140
,
0
));
17
18
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
19
points[i].setVanishingPoint(vpX, vpY);
20
points[i].setCenter(
0
,
0
,
100
);
21
}
22
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
23
}
24
25
26
function
EnterFrameHandler(e:Event):
void
{
27
var
dx:
Number
=mouseX-vpX;
28
var
dy:
Number
=mouseY-vpY;
29
var
angleX:
Number
=dy*
0.001
;
30
var
angleY:
Number
=dx*
0.001
;
31
var
angleZ:
Number
=Math.sqrt(dx*dx+dy*dy)*
0.0005
;
32
if
(dx>
0
) {
33
angleZ*=-
1
;
34
}
35
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
36
var
point:Point3D=points[i];
37
point.rotateX(angleX);
38
point.rotateY(angleY);
39
point.rotateZ(angleZ);
40
}
41
Draw();
42
}
43
44
function
Draw():
void
{
45
graphics.clear();
46
graphics.lineStyle(
1
);
47
graphics.beginFill(
0xff0000
);
48
graphics.moveTo(points[
0
].screenX,points[
0
].screenY);
49
for
(
var
i:
uint
=
1
; i<pointNum; i++) {
50
graphics.lineTo(points[i].screenX,points[i].screenY);
51
}
52
graphics.lineTo(points[
0
].screenX,points[
0
].screenY);
53
graphics.endFill();
54
}
55
56
Init();
如果形状是没有空洞的,上面的办法无疑是最方便的办法,但是如果形状本身上有“洞”,比如下面这样:
如果仍然套用上面的方法,至少还得多写段代码处理中间这个空洞的"画线",再极端一点想象:如果形状中的空洞不止一个,有很多个的话,处理的代码就更复杂了。通常在3D编程中,业内更倾向于用“三角形”来处理这种复杂情况。如上图所示:整个A可以看作是0到10一共是11个小三角形组成的,可以先把三角形抽象成一个类
01
package
02
{
03
import
flash.display.Graphics;
04
public
class
Triangle
05
{
06
private
var
pointA:Point3D;
07
private
var
pointB:Point3D;
08
private
var
pointC:Point3D;
09
private
var
color:
uint
;
10
public
function
Triangle(a:Point3D, b:Point3D, c:Point3D, color:
uint
)
11
{
12
pointA = a;
13
pointB = b;
14
pointC = c;
15
this
.color = color;
16
}
17
public
function
draw(g:Graphics):
void
18
{
19
g.beginFill(color);
20
g.moveTo(pointA.screenX, pointA.screenY);
21
g.lineTo(pointB.screenX, pointB.screenY);
22
g.lineTo(pointC.screenX, pointC.screenY);
23
g.lineTo(pointA.screenX, pointA.screenY);
24
g.endFill();
25
}
26
}
27
}
接下来的事情就比较简单了,定义一个三角形数组,然后根据顶点坐标初始化这个数组,然后各顶点的坐标该咋旋转就咋旋转,完事之后重新填充绘制三角形数组。
01
var
pointNum:
int
=
11
;
02
var
points:
Array
=
new
Array
(pointNum);
03
var
triangles:
Array
;
//三角形数组
04
var
vpX:
Number
= stage.stageWidth /
2
;
05
var
vpY:
Number
= stage.stageHeight /
2
;
06
07
function
Init():
void
{
08
points[
0
] =
new
Point3D(-
50
,-
250
,
100
);
09
points[
1
] =
new
Point3D(
50
,-
250
,
100
);
10
points[
2
] =
new
Point3D(
200
,
250
,
100
);
11
points[
3
] =
new
Point3D(
100
,
250
,
100
);
12
points[
4
] =
new
Point3D(
50
,
100
,
100
);
13
points[
5
] =
new
Point3D(-
50
,
100
,
100
);
14
points[
6
] =
new
Point3D(-
100
,
250
,
100
);
15
points[
7
] =
new
Point3D(-
200
,
250
,
100
);
16
points[
8
] =
new
Point3D(
0
,-
150
,
100
);
17
points[
9
] =
new
Point3D(
50
,
0
,
100
);
18
points[
10
] =
new
Point3D(-
50
,
0
,
100
);
19
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
20
points[i].setVanishingPoint(vpX, vpY);
21
points[i].setCenter(
0
,
0
,
450
);
22
}
23
24
//根据顶点赋值三角形数组
25
triangles =
new
Array
();
26
triangles[
0
] =
new
Triangle(points[
0
],points[
1
],points[
8
],
0xff0000
);
27
triangles[
1
] =
new
Triangle(points[
1
],points[
9
],points[
8
],
0xff0000
);
28
triangles[
2
] =
new
Triangle(points[
1
],points[
2
],points[
9
],
0xff0000
);
29
triangles[
3
] =
new
Triangle(points[
2
],points[
4
],points[
9
],
0xff0000
);
30
triangles[
4
] =
new
Triangle(points[
2
],points[
3
],points[
4
],
0xff0000
);
31
triangles[
5
] =
new
Triangle(points[
4
],points[
5
],points[
9
],
0xff0000
);
32
triangles[
6
] =
new
Triangle(points[
9
],points[
5
],points[
10
],
0xff0000
);
33
triangles[
7
] =
new
Triangle(points[
5
],points[
6
],points[
7
],
0xff0000
);
34
triangles[
8
] =
new
Triangle(points[
5
],points[
7
],points[
10
],
0xff0000
);
35
triangles[
9
] =
new
Triangle(points[
0
],points[
10
],points[
7
],
0xff0000
);
36
triangles[
10
] =
new
Triangle(points[
0
],points[
8
],points[
10
],
0xff0000
);
37
38
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
39
}
40
41
function
EnterFrameHandler(e:Event):
void
{
42
var
dx:
Number
= mouseX - vpX;
43
var
dy:
Number
= mouseY - vpY;
44
var
angleX:
Number
= dy *
0.001
;
45
var
angleY:
Number
= dx *
0.001
;
46
var
angleZ:
Number
= Math.sqrt(dx * dx + dy * dy) *
0.0005
;
47
if
(dx >
0
) {
48
angleZ *= -
1
;
49
}
50
51
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
52
var
point:Point3D = points[i];
53
point.rotateX(angleX);
54
point.rotateY(angleY);
55
point.rotateZ(angleZ);
56
}
57
graphics.clear();
58
59
//画三角形
60
for
(i=
0
; i<triangles.length; i++) {
61
triangles[i].draw(graphics);
62
}
63
}
64
65
Init();
旋转的立方体
示意图如下:
01
var
pointNum:
int
=
8
;
02
var
points:
Array
=
new
Array
(pointNum);
03
var
triangles:
Array
;
//三角形数组
04
var
vpX:
Number
= stage.stageWidth /
2
;
05
var
vpY:
Number
= stage.stageHeight /
2
;
06
07
function
Init():
void
{
08
//前面四个角
09
points[
0
] =
new
Point3D(-
100
,-
100
,-
100
);
10
points[
1
] =
new
Point3D(
100
,-
100
,-
100
);
11
points[
2
] =
new
Point3D(
100
,
100
,-
100
);
12
points[
3
] =
new
Point3D(-
100
,
100
,-
100
);
13
//后面四个角
14
points[
4
] =
new
Point3D(-
100
,-
100
,
100
);
15
points[
5
] =
new
Point3D(
100
,-
100
,
100
);
16
points[
6
] =
new
Point3D(
100
,
100
,
100
);
17
points[
7
] =
new
Point3D(-
100
,
100
,
100
);
18
19
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
20
points[i].setVanishingPoint(vpX, vpY);
21
points[i].setCenter(
0
,
0
,
100
);
22
}
23
24
//根据顶点赋值三角形数组
25
triangles =
new
Array
();
26
27
var
_t:
Number
= Math.random() *
0xffffff
;
28
29
triangles[
0
] =
new
Triangle(points[
0
],points[
1
],points[
2
],_t);
30
triangles[
1
] =
new
Triangle(points[
0
],points[
2
],points[
3
],_t);
31
32
_t = Math.random() *
0xffffff
;
33
triangles[
2
] =
new
Triangle(points[
0
],points[
5
],points[
1
],_t);
34
triangles[
3
] =
new
Triangle(points[
0
],points[
4
],points[
5
],_t);
35
36
_t = Math.random() *
0xffffff
;
37
triangles[
4
] =
new
Triangle(points[
4
],points[
6
],points[
5
],_t);
38
triangles[
5
] =
new
Triangle(points[
4
],points[
7
],points[
6
],_t);
39
40
_t = Math.random() *
0xffffff
;
41
triangles[
6
] =
new
Triangle(points[
3
],points[
2
],points[
6
],_t);
42
triangles[
7
] =
new
Triangle(points[
3
],points[
6
],points[
7
],_t);
43
44
_t = Math.random() *
0xffffff
;
45
triangles[
8
] =
new
Triangle(points[
1
],points[
5
],points[
6
],_t);
46
triangles[
9
] =
new
Triangle(points[
1
],points[
6
],points[
2
],_t);
47
48
_t = Math.random() *
0xffffff
;
49
triangles[
10
] =
new
Triangle(points[
4
],points[
0
],points[
3
],_t);
50
triangles[
11
] =
new
Triangle(points[
4
],points[
3
],points[
7
],_t);
51
52
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
53
}
54
55
function
EnterFrameHandler(e:Event):
void
{
56
var
dx:
Number
= mouseX - vpX;
57
var
dy:
Number
= mouseY - vpY;
58
var
angleX:
Number
= dy *
0.001
;
59
var
angleY:
Number
= dx *
0.001
;
60
var
angleZ:
Number
= Math.sqrt(dx * dx + dy * dy) *
0.0005
;
61
if
(dx >
0
) {
62
angleZ *= -
1
;
63
}
64
65
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
66
var
point:Point3D = points[i];
67
point.rotateX(angleX);
68
point.rotateY(angleY);
69
point.rotateZ(angleZ);
70
}
71
graphics.clear();
72
73
//画三角形
74
for
(i=
0
; i<triangles.length; i++) {
75
triangles[i].draw(graphics);
76
}
77
}
78
79
Init();
当然,在学习"背面剔除"前,为了防止六个面同时填充颜色相互遮挡,我们可以先把Triangle.cs中的draw方法临时修改一下
1
public
function
draw(g:Graphics):
void
2
{
3
g.beginFill(color,
0.4
);
//改成40%透明度填充
4
g.moveTo(pointA.screenX, pointA.screenY);
5
g.lineTo(pointB.screenX, pointB.screenY);
6
g.lineTo(pointC.screenX, pointC.screenY);
7
g.lineTo(pointA.screenX, pointA.screenY);
8
g.endFill();
9
}
利用这个原理,可以创建更多复杂的3D模型
3D金字塔型:
01
var
pointNum:
int
=
5
;
02
var
points:
Array
=
new
Array
(pointNum);
03
var
triangles:
Array
;
//三角形数组
04
var
vpX:
Number
= stage.stageWidth /
2
;
05
var
vpY:
Number
= stage.stageHeight /
2
;
06
07
function
Init():
void
{
08
points[
0
] =
new
Point3D(
0
,-
200
,
0
);
09
points[
1
] =
new
Point3D(
200
,
200
,-
200
);
10
points[
2
] =
new
Point3D(-
200
,
200
,-
200
);
11
points[
3
] =
new
Point3D(-
200
,
200
,
200
);
12
points[
4
] =
new
Point3D(
200
,
200
,
200
);
13
14
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
15
points[i].setVanishingPoint(vpX, vpY);
16
points[i].setCenter(
0
,
0
,
450
);
17
}
18
19
//根据顶点赋值三角形数组
20
triangles =
new
Array
();
21
22
var
_t:
Number
= Math.random() *
0xffffff
;
23
triangles[
0
] =
new
Triangle(points[
0
],points[
1
],points[
2
],_t);
24
_t = Math.random() *
0xffffff
;
25
triangles[
1
] =
new
Triangle(points[
0
],points[
2
],points[
3
],_t);
26
_t = Math.random() *
0xffffff
;
27
triangles[
2
] =
new
Triangle(points[
0
],points[
3
],points[
4
],_t);
28
_t = Math.random() *
0xffffff
;
29
triangles[
3
] =
new
Triangle(points[
0
],points[
4
],points[
1
],_t);
30
_t = Math.random() *
0xffffff
;
31
triangles[
4
] =
new
Triangle(points[
1
],points[
3
],points[
2
],_t);
32
//_t = Math.random() * 0xffffff;
33
triangles[
5
] =
new
Triangle(points[
1
],points[
4
],points[
3
],_t);
34
35
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
36
}
37
38
function
EnterFrameHandler(e:Event):
void
{
39
var
dx:
Number
= mouseX - vpX;
40
var
dy:
Number
= mouseY - vpY;
41
var
angleX:
Number
= dy *
0.001
;
42
var
angleY:
Number
= dx *
0.001
;
43
var
angleZ:
Number
= Math.sqrt(dx * dx + dy * dy) *
0.0005
;
44
if
(dx >
0
) {
45
angleZ *= -
1
;
46
}
47
48
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
49
var
point:Point3D = points[i];
50
point.rotateX(angleX);
51
point.rotateY(angleY);
52
point.rotateZ(angleZ);
53
}
54
graphics.clear();
55
56
//画三角形;
57
for
(i=
0
; i<triangles.length; i++) {
58
triangles[i].draw(graphics);
59
}
60
}
61
62
Init();
把前面示例中的A字型示例扩展一下,变成二层(即:再复制一层A,然后在z轴上推移若干距离,然后用线条连起来)
001
var
pointNum:
int
=
22
;
002
var
points:
Array
=
new
Array
(pointNum);
003
var
triangles:
Array
;
//三角形数组
004
var
vpX:
Number
= stage.stageWidth /
2
;
005
var
vpY:
Number
= stage.stageHeight /
2
;
006
007
function
Init():
void
{
008
points[
0
] =
new
Point3D(-
50
,-
250
,-
50
);
009
points[
1
] =
new
Point3D(
50
,-
250
,-
50
);
010
points[
2
] =
new
Point3D(
200
,
250
,-
50
);
011
points[
3
] =
new
Point3D(
100
,
250
,-
50
);
012
points[
4
] =
new
Point3D(
50
,
100
,-
50
);
013
points[
5
] =
new
Point3D(-
50
,
100
,-
50
);
014
points[
6
] =
new
Point3D(-
100
,
250
,-
50
);
015
points[
7
] =
new
Point3D(-
200
,
250
,-
50
);
016
points[
8
] =
new
Point3D(
0
,-
150
,-
50
);
017
points[
9
] =
new
Point3D(
50
,
0
,-
50
);
018
points[
10
] =
new
Point3D(-
50
,
0
,-
50
);
019
points[
11
] =
new
Point3D(-
50
,-
250
,
50
);
020
points[
12
] =
new
Point3D(
50
,-
250
,
50
);
021
points[
13
] =
new
Point3D(
200
,
250
,
50
);
022
points[
14
] =
new
Point3D(
100
,
250
,
50
);
023
points[
15
] =
new
Point3D(
50
,
100
,
50
);
024
points[
16
] =
new
Point3D(-
50
,
100
,
50
);
025
points[
17
] =
new
Point3D(-
100
,
250
,
50
);
026
points[
18
] =
new
Point3D(-
200
,
250
,
50
);
027
points[
19
] =
new
Point3D(
0
,-
150
,
50
);
028
points[
20
] =
new
Point3D(
50
,
0
,
50
);
029
points[
21
] =
new
Point3D(-
50
,
0
,
50
);
030
031
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
032
points[i].setVanishingPoint(vpX, vpY);
033
points[i].setCenter(
0
,
0
,
450
);
034
}
035
036
//根据顶点赋值三角形数组
037
triangles =
new
Array
();
038
039
var
_t:
Number
= Math.random()*
0xffffff
;
040
//_t = 0xff0000;
041
042
triangles[
0
] =
new
Triangle(points[
0
],points[
1
],points[
8
],_t);
043
triangles[
1
] =
new
Triangle(points[
1
],points[
9
],points[
8
],_t);
044
triangles[
2
] =
new
Triangle(points[
1
],points[
2
],points[
9
],_t);
045
triangles[
3
] =
new
Triangle(points[
2
],points[
4
],points[
9
],_t);
046
triangles[
4
] =
new
Triangle(points[
2
],points[
3
],points[
4
],_t);
047
triangles[
5
] =
new
Triangle(points[
4
],points[
5
],points[
9
],_t);
048
triangles[
6
] =
new
Triangle(points[
9
],points[
5
],points[
10
],_t);
049
triangles[
7
] =
new
Triangle(points[
5
],points[
6
],points[
7
],_t);
050
triangles[
8
] =
new
Triangle(points[
5
],points[
7
],points[
10
],_t);
051
triangles[
9
] =
new
Triangle(points[
0
],points[
10
],points[
7
],_t);
052
triangles[
10
] =
new
Triangle(points[
0
],points[
8
],points[
10
],_t);
053
054
_t = Math.random()*
0xffffff
;
055
//_t = 0x000000;
056
057
triangles[
11
] =
new
Triangle(points[
11
],points[
19
],points[
12
],_t);
058
triangles[
12
] =
new
Triangle(points[
12
],points[
19
],points[
20
],_t);
059
triangles[
13
] =
new
Triangle(points[
12
],points[
20
],points[
13
],_t);
060
triangles[
14
] =
new
Triangle(points[
13
],points[
20
],points[
15
],_t);
061
triangles[
15
] =
new
Triangle(points[
13
],points[
15
],points[
14
],_t);
062
triangles[
16
] =
new
Triangle(points[
15
],points[
20
],points[
16
],_t);
063
triangles[
17
] =
new
Triangle(points[
20
],points[
21
],points[
16
],_t);
064
triangles[
18
] =
new
Triangle(points[
16
],points[
18
],points[
17
],_t);
065
triangles[
19
] =
new
Triangle(points[
16
],points[
21
],points[
18
],_t);
066
triangles[
20
] =
new
Triangle(points[
11
],points[
18
],points[
21
],_t);
067
triangles[
21
] =
new
Triangle(points[
11
],points[
21
],points[
19
],_t);
068
069
_t = Math.random()*
0xffffff
;
070
//_t = 0x0000ff;
071
072
triangles[
22
] =
new
Triangle(points[
0
],points[
11
],points[
1
],_t);
073
triangles[
23
] =
new
Triangle(points[
11
],points[
12
],points[
1
],_t);
074
triangles[
24
] =
new
Triangle(points[
1
],points[
12
],points[
2
],_t);
075
triangles[
25
] =
new
Triangle(points[
12
],points[
13
],points[
2
],_t);
076
triangles[
26
] =
new
Triangle(points[
3
],points[
2
],points[
14
],_t);
077
triangles[
27
] =
new
Triangle(points[
2
],points[
13
],points[
14
],_t);
078
triangles[
28
] =
new
Triangle(points[
4
],points[
3
],points[
15
],_t);
079
triangles[
29
] =
new
Triangle(points[
3
],points[
14
],points[
15
],_t);
080
triangles[
30
] =
new
Triangle(points[
5
],points[
4
],points[
16
],_t);
081
triangles[
31
] =
new
Triangle(points[
4
],points[
15
],points[
16
],_t);
082
triangles[
32
] =
new
Triangle(points[
6
],points[
5
],points[
17
],_t);
083
triangles[
33
] =
new
Triangle(points[
5
],points[
16
],points[
17
],_t);
084
triangles[
34
] =
new
Triangle(points[
7
],points[
6
],points[
18
],_t);
085
triangles[
35
] =
new
Triangle(points[
6
],points[
17
],points[
18
],_t);
086
triangles[
36
] =
new
Triangle(points[
0
],points[
7
],points[
11
],_t);
087
triangles[
37
] =
new
Triangle(points[
7
],points[
18
],points[
11
],_t);
088
triangles[
38
] =
new
Triangle(points[
8
],points[
9
],points[
19
],_t);
089
triangles[
39
] =
new
Triangle(points[
9
],points[
20
],points[
19
],_t);
090
triangles[
40
] =
new
Triangle(points[
9
],points[
10
],points[
20
],_t);
091
triangles[
41
] =
new
Triangle(points[
10
],points[
21
],points[
20
],_t);
092
triangles[
42
] =
new
Triangle(points[
10
],points[
8
],points[
21
],_t);
093
triangles[
43
] =
new
Triangle(points[
8
],points[
19
],points[
21
],_t);
094
095
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
096
}
097
098
function
EnterFrameHandler(e:Event):
void
{
099
var
dx:
Number
= mouseX - vpX;
100
var
dy:
Number
= mouseY - vpY;
101
var
angleX:
Number
= dy *
0.001
;
102
var
angleY:
Number
= dx *
0.001
;
103
var
angleZ:
Number
= Math.sqrt(dx * dx + dy * dy) *
0.0005
;
104
if
(dx >
0
) {
105
angleZ *= -
1
;
106
}
107
108
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
109
var
point:Point3D = points[i];
110
point.rotateX(angleX);
111
point.rotateY(angleY);
112
point.rotateZ(angleZ);
113
}
114
graphics.clear();
115
116
//画三角形;
117
for
(i=
0
; i<triangles.length; i++) {
118
triangles[i].draw(graphics);
119
}
120
}
121
122
Init();
3D旋转的圆筒:
01
var
pointNum:
int
=
40
;
02
var
numFaces:
int
=
20
;
03
var
points:
Array
=
new
Array
(pointNum);
04
var
triangles:
Array
;
//三角形数组
05
var
vpX:
Number
= stage.stageWidth /
2
;
06
var
vpY:
Number
= stage.stageHeight /
2
;
07
08
function
Init():
void
{
09
points =
new
Array
();
10
triangles =
new
Array
();
11
var
index:
uint
=
0
;
12
for
(
var
i:
uint
=
0
; i < numFaces; i++) {
13
var
angle:
Number
= Math.PI *
2
/ numFaces * i;
14
var
xpos:
Number
= Math.cos(angle) *
200
;
15
var
ypos:
Number
= Math.sin(angle) *
200
;
16
points[index] =
new
Point3D(xpos,ypos,-
100
);
17
points[index +
1
] =
new
Point3D(xpos,ypos,
100
);
18
index +=
2
;
19
}
20
for
(i =
0
; i < points.length; i++) {
21
points[i].setVanishingPoint(vpX, vpY);
22
points[i].setCenter(
0
,
0
,
300
);
23
}
24
index =
0
;
25
var
_t:
Number
=
0
;
26
for
(i =
0
; i < numFaces -
1
; i++) {
27
_t = Math.random() *
0xffffff
;
28
triangles[index] =
new
Triangle(points[index],points[index +
3
],points[index +
1
],_t);
29
triangles[index +
1
] =
new
Triangle(points[index],points[index +
2
],points[index +
3
],_t);
30
index +=
2
;
31
}
32
triangles[index] =
new
Triangle(points[index],points[
1
],points[index +
1
],_t);
33
triangles[index +
1
] =
new
Triangle(points[index],points[
0
],points[
1
],_t);
34
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
35
}
36
37
function
EnterFrameHandler(e:Event):
void
{
38
var
dx:
Number
= mouseX - vpX;
39
var
dy:
Number
= mouseY - vpY;
40
var
angleX:
Number
= dy *
0.001
;
41
var
angleY:
Number
= dx *
0.001
;
42
var
angleZ:
Number
= Math.sqrt(dx * dx + dy * dy) *
0.0005
;
43
if
(dx >
0
) {
44
angleZ *= -
1
;
45
}
46
47
for
(
var
i:
uint
=
0
; i < pointNum; i++) {
48
var
point:Point3D = points[i];
49
point.rotateX(angleX);
50
point.rotateY(angleY);
51
point.rotateZ(angleZ);
52
}
53
graphics.clear();
54
55
//画三角形;
56
for
(i=
0
; i<triangles.length; i++) {
57
triangles[i].draw(graphics);
58
}
59
}
60
61
Init();
这个的处理思路跟前面的有些不同:先弄二个同心圆,但一个在前,一个在后,前后错开。然后每个圆等分,得到一系列点,然后把这二个圆上的点连接起来,得到一系列的三角形面。
注:为了更直观的显示,Triangle.cs的draw方法还要增加一行g.lineStyle(1,0x454545); 用来勾划三角形的连线。