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。
var balls:Array; var numBalls:uint=30; var fl:Number=250; var vpx:Number=stage.stageWidth/2; var vpy:Number=stage.stageHeight/2; function init():void { balls=new Array(numBalls); for (var i:uint=0; i<numBalls; i++) { 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 balls[i]=ball; ball.xpos = (Math.random()*2-1)*100; ball.ypos = (Math.random()*2-1)*100; ball.zpos = (Math.random()*2-1)*100; addChild(ball); } addEventListener(Event.ENTER_FRAME,EnterFrameHandler); } function EnterFrameHandler(e:Event):void { var dx:Number=mouseX-vpx; var dy:Number=mouseY-vpy; var angleY:Number=dx*0.0005; var angleX:Number=dy*0.0005; var angleZ:Number=Math.sqrt(dx*dx+dy*dy)*0.0005; if (dx>0) { angleZ*=-1; }//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 for (var i:uint; i<numBalls; i++) { var b:Ball3D=balls[i]; rotateX(b,angleX); rotateY(b,angleY); rotateZ(b,angleZ); doPerspective(b); } //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) graphics.clear(); graphics.lineStyle(0); graphics.moveTo(balls[0].x, balls[0].y); for (i = 1; i < numBalls; i++) { graphics.lineTo(balls[i].x, balls[i].y); } graphics.lineTo(balls[0].x, balls[0].y); //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 } //x轴的坐标旋转 function rotateX(ball:Ball3D, angleX:Number):void { var cosX:Number=Math.cos(angleX); var sinX:Number=Math.sin(angleX); var y1:Number=ball.ypos*cosX-ball.zpos*sinX; var z1:Number=ball.zpos*cosX+ball.ypos*sinX; ball.ypos=y1; ball.zpos=z1; } //y轴的坐标旋转 function rotateY(ball:Ball3D, angleY:Number):void { var cosY:Number=Math.cos(angleY); var sinY:Number=Math.sin(angleY); var x1:Number=ball.xpos*cosY-ball.zpos*sinY; var z1:Number=ball.zpos*cosY+ball.xpos*sinY; ball.xpos=x1; ball.zpos=z1; } //z轴的坐标旋转 function rotateZ(ball:Ball3D, angleZ:Number):void { var cosZ:Number=Math.cos(angleZ); var sinZ:Number=Math.sin(angleZ); var x1:Number=ball.xpos*cosZ-ball.ypos*sinZ; var y1:Number=ball.ypos*cosZ+ball.xpos*sinZ; ball.xpos=x1; ball.ypos=y1; } //3D透视处理 function doPerspective(ball:Ball3D):void { if (ball.zpos>- fl) { var scale:Number = fl / (fl + ball.zpos); ball.scaleX=ball.scaleY=scale; ball.x=vpx+ball.xpos*scale; ball.y=vpy+ball.ypos*scale; //ball.alpha = scale*0.65; ball.visible=true; } else { ball.visible=false; } } //z轴排序 function sortZ():void { balls.sortOn("zpos",Array.DESCENDING|Array.NUMERIC); for (var i:uint=0; i<numBalls; i++) { setChildIndex(balls[i],i); } } 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
package { public class Point3D { public var fl:Number=250; private var vpX:Number=0; private var vpY:Number=0; private var cX:Number=0; private var cY:Number=0; private var cZ:Number=0; public var x:Number=0; public var y:Number=0; public var z:Number=0; public function Point3D(x:Number=0, y:Number=0, z:Number=0) { this.x=x; this.y=y; this.z=z; } public function setVanishingPoint(vpX:Number, vpY:Number):void { this.vpX=vpX; this.vpY=vpY; } public function setCenter(cX:Number,cY:Number,cZ:Number=0):void { this.cX=cX; this.cY=cY; this.cZ=cZ; } public function get screenX():Number { var scale:Number = fl / (fl + z + cZ); return vpX + cX + x * scale; } public function get screenY():Number { var scale:Number = fl / (fl + z + cZ); return vpY + cY + y * scale; } public function rotateX(angleX:Number):void { var cosX:Number=Math.cos(angleX); var sinX:Number=Math.sin(angleX); var y1:Number=y*cosX-z*sinX; var z1:Number=z*cosX+y*sinX; y=y1; z=z1; } public function rotateY(angleY:Number):void { var cosY:Number=Math.cos(angleY); var sinY:Number=Math.sin(angleY); var x1:Number=x*cosY-z*sinY; var z1:Number=z*cosY+x*sinY; x=x1; z=z1; } public function rotateZ(angleZ:Number):void { var cosZ:Number=Math.cos(angleZ); var sinZ:Number=Math.sin(angleZ); var x1:Number=x*cosZ-y*sinZ; var y1:Number=y*cosZ+x*sinZ; x=x1; y=y1; } } }
利用这个类重写最开头的示例:
package { import flash.display.Sprite; import flash.events.Event; public class Lines3D_B extends Sprite { private var points:Array; private var numPoints:uint=50; private var fl:Number=250; private var vpX:Number=stage.stageWidth/2; private var vpY:Number=stage.stageHeight/2; public function Lines3D_B() { init(); } private function init():void { points = new Array(); for (var i:uint = 0; i < numPoints; i++) { var point:Point3D=new Point3D(Math.random()*200-100,Math.random()*200-100,Math.random()*200-100); point.setVanishingPoint(vpX, vpY); points.push(point); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { var angleX:Number = (mouseY - vpY) * .001; var angleY:Number = (mouseX - vpX) * .001; for (var i:uint = 0; i < numPoints; i++) { var point:Point3D=points[i]; point.rotateX(angleX); point.rotateY(angleY); } graphics.clear(); graphics.lineStyle(0); graphics.moveTo(points[0].screenX, points[0].screenY); for (i = 1; i < numPoints; i++) { graphics.lineTo(points[i].screenX, points[i].screenY); } } } }
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
package { import flash.display.Sprite; import flash.events.Event; public class Square3D extends Sprite { private var points:Array; private var numPoints:uint=4; private var fl:Number=250; private var vpX:Number=stage.stageWidth/2; private var vpY:Number=stage.stageHeight/2; public function Square3D() { init(); } private function init():void { points = new Array(); points[0]=new Point3D(-80,-80,50); points[1]=new Point3D(80,-80,50); points[2]=new Point3D(80,80,50); points[3]=new Point3D(-80,80,50); //设置每个点的消失点 for (var i:uint = 0; i < numPoints; i++) { points[i].setVanishingPoint(vpX, vpY); } addEventListener(Event.ENTER_FRAME, EnterFrameHandler); } private function EnterFrameHandler(e:Event):void { var dx:Number = mouseX - vpX; var dy:Number = mouseY - vpY; var angleX:Number = dy * 0.001; var angleY:Number = dx * 0.001; var angleZ:Number = Math.sqrt(dx*dx+dy*dy)*0.0005; if (dx>0){angleZ*=-1;} for (var i:uint = 0; i < numPoints; i++) { var point:Point3D=points[i]; point.rotateX(angleX); point.rotateY(angleY); point.rotateZ(angleZ); } graphics.clear(); graphics.lineStyle(0); graphics.moveTo(points[0].screenX, points[0].screenY); for (i = 1; i < numPoints; i++) { graphics.lineTo(points[i].screenX, points[i].screenY); } graphics.lineTo(points[0].screenX, points[0].screenY); } } }
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:
var pointNum:int=10; var points:Array = new Array(); var vpX:Number=stage.stageWidth/2; var vpY:Number=stage.stageHeight/2; function Init():void { points.push(new Point3D(-100,-140,0)); points.push(new Point3D(100,-140,0)); points.push(new Point3D(100,-90,0)); points.push(new Point3D(-40,-90,0)); points.push(new Point3D(-40,-40,0)); points.push(new Point3D(80,-40,0)); points.push(new Point3D(80,10,0)); points.push(new Point3D(-40,10,0)); points.push(new Point3D(-40,140,0)); points.push(new Point3D(-100,140,0)); for (var i:uint = 0; i < pointNum; i++) { points[i].setVanishingPoint(vpX, vpY); points[i].setCenter(0, 0, 100); } addEventListener(Event.ENTER_FRAME, EnterFrameHandler); } function EnterFrameHandler(e:Event):void { var dx:Number=mouseX-vpX; var dy:Number=mouseY-vpY; var angleX:Number=dy*0.001; var angleY:Number=dx*0.001; var angleZ:Number=Math.sqrt(dx*dx+dy*dy)*0.0005; if (dx>0) { angleZ*=-1; } for (var i:uint = 0; i < pointNum; i++) { var point:Point3D=points[i]; point.rotateX(angleX); point.rotateY(angleY); point.rotateZ(angleZ); } Draw(); } function Draw():void { graphics.clear(); graphics.lineStyle(1); graphics.beginFill(0xff0000); graphics.moveTo(points[0].screenX,points[0].screenY); for (var i:uint=1; i<pointNum; i++) { graphics.lineTo(points[i].screenX,points[i].screenY); } graphics.lineTo(points[0].screenX,points[0].screenY); graphics.endFill(); } 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
package { import flash.display.Graphics; public class Triangle { private var pointA:Point3D; private var pointB:Point3D; private var pointC:Point3D; private var color:uint; public function Triangle(a:Point3D, b:Point3D, c:Point3D, color:uint) { pointA = a; pointB = b; pointC = c; this.color = color; } public function draw(g:Graphics):void { g.beginFill(color); g.moveTo(pointA.screenX, pointA.screenY); g.lineTo(pointB.screenX, pointB.screenY); g.lineTo(pointC.screenX, pointC.screenY); g.lineTo(pointA.screenX, pointA.screenY); g.endFill(); } } }
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。
var pointNum:int = 11; var points:Array = new Array(pointNum); var triangles:Array;//三角形数组 var vpX:Number = stage.stageWidth / 2; var vpY:Number = stage.stageHeight / 2; function Init():void { points[0] = new Point3D(-50,-250,100); points[1] = new Point3D(50,-250,100); points[2] = new Point3D(200,250,100); points[3] = new Point3D(100,250,100); points[4] = new Point3D(50,100,100); points[5] = new Point3D(-50,100,100); points[6] = new Point3D(-100,250,100); points[7] = new Point3D(-200,250,100); points[8] = new Point3D(0,-150,100); points[9] = new Point3D(50,0,100); points[10] = new Point3D(-50,0,100); for (var i:uint = 0; i < pointNum; i++) { points[i].setVanishingPoint(vpX, vpY); points[i].setCenter(0, 0, 450); } //根据顶点赋值三角形数组 triangles = new Array(); triangles[0] = new Triangle(points[0],points[1],points[8],0xff0000); triangles[1] = new Triangle(points[1],points[9],points[8],0xff0000); triangles[2] = new Triangle(points[1],points[2],points[9],0xff0000); triangles[3] = new Triangle(points[2],points[4],points[9],0xff0000); triangles[4] = new Triangle(points[2],points[3],points[4],0xff0000); triangles[5] = new Triangle(points[4],points[5],points[9],0xff0000); triangles[6] = new Triangle(points[9],points[5],points[10],0xff0000); triangles[7] = new Triangle(points[5],points[6],points[7],0xff0000); triangles[8] = new Triangle(points[5],points[7],points[10],0xff0000); triangles[9] = new Triangle(points[0],points[10],points[7],0xff0000); triangles[10] = new Triangle(points[0],points[8],points[10],0xff0000); addEventListener(Event.ENTER_FRAME, EnterFrameHandler); } function EnterFrameHandler(e:Event):void { var dx:Number = mouseX - vpX; var dy:Number = mouseY - vpY; var angleX:Number = dy * 0.001; var angleY:Number = dx * 0.001; var angleZ:Number = Math.sqrt(dx * dx + dy * dy) * 0.0005; if (dx > 0) { angleZ *= -1; } for (var i:uint = 0; i < pointNum; i++) { var point:Point3D = points[i]; point.rotateX(angleX); point.rotateY(angleY); point.rotateZ(angleZ); } graphics.clear(); //画三角形 for (i=0; i<triangles.length; i++) { triangles[i].draw(graphics); } } Init();
旋转的立方体
示意图如下:
var pointNum:int = 8; var points:Array = new Array(pointNum); var triangles:Array;//三角形数组 var vpX:Number = stage.stageWidth / 2; var vpY:Number = stage.stageHeight / 2; function Init():void { //前面四个角 points[0] = new Point3D(-100,-100,-100); points[1] = new Point3D( 100,-100,-100); points[2] = new Point3D( 100, 100,-100); points[3] = new Point3D(-100, 100,-100); //后面四个角 points[4] = new Point3D(-100,-100, 100); points[5] = new Point3D( 100,-100, 100); points[6] = new Point3D( 100, 100, 100); points[7] = new Point3D(-100, 100, 100); for (var i:uint = 0; i < pointNum; i++) { points[i].setVanishingPoint(vpX, vpY); points[i].setCenter(0, 0, 100); } //根据顶点赋值三角形数组 triangles = new Array(); var _t:Number = Math.random() * 0xffffff; triangles[0] = new Triangle(points[0],points[1],points[2],_t); triangles[1] = new Triangle(points[0],points[2],points[3],_t); _t = Math.random() * 0xffffff; triangles[2] = new Triangle(points[0],points[5],points[1],_t); triangles[3] = new Triangle(points[0],points[4],points[5],_t); _t = Math.random() * 0xffffff; triangles[4] = new Triangle(points[4],points[6],points[5],_t); triangles[5] = new Triangle(points[4],points[7],points[6],_t); _t = Math.random() * 0xffffff; triangles[6] = new Triangle(points[3],points[2],points[6],_t); triangles[7] = new Triangle(points[3],points[6],points[7],_t); _t = Math.random() * 0xffffff; triangles[8] = new Triangle(points[1],points[5],points[6],_t); triangles[9] = new Triangle(points[1],points[6],points[2],_t); _t = Math.random() * 0xffffff; triangles[10] = new Triangle(points[4],points[0],points[3],_t); triangles[11] = new Triangle(points[4],points[3],points[7],_t); addEventListener(Event.ENTER_FRAME, EnterFrameHandler); } function EnterFrameHandler(e:Event):void { var dx:Number = mouseX - vpX; var dy:Number = mouseY - vpY; var angleX:Number = dy * 0.001; var angleY:Number = dx * 0.001; var angleZ:Number = Math.sqrt(dx * dx + dy * dy) * 0.0005; if (dx > 0) { angleZ *= -1; } for (var i:uint = 0; i < pointNum; i++) { var point:Point3D = points[i]; point.rotateX(angleX); point.rotateY(angleY); point.rotateZ(angleZ); } graphics.clear(); //画三角形 for (i=0; i<triangles.length; i++) { triangles[i].draw(graphics); } } 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
public function draw(g:Graphics):void { g.beginFill(color,0.4);//改成40%透明度填充 g.moveTo(pointA.screenX, pointA.screenY); g.lineTo(pointB.screenX, pointB.screenY); g.lineTo(pointC.screenX, pointC.screenY); g.lineTo(pointA.screenX, pointA.screenY); g.endFill(); }
利用这个原理,可以创建更多复杂的3D模型
3D金字塔型:
var pointNum:int = 5; var points:Array = new Array(pointNum); var triangles:Array;//三角形数组 var vpX:Number = stage.stageWidth / 2; var vpY:Number = stage.stageHeight / 2; function Init():void { points[0] = new Point3D(0,-200,0); points[1] = new Point3D(200,200,-200); points[2] = new Point3D(-200,200,-200); points[3] = new Point3D(-200,200,200); points[4] = new Point3D(200,200,200); for (var i:uint = 0; i < pointNum; i++) { points[i].setVanishingPoint(vpX, vpY); points[i].setCenter(0, 0, 450); } //根据顶点赋值三角形数组 triangles = new Array(); var _t:Number = Math.random() * 0xffffff; triangles[0] = new Triangle(points[0],points[1],points[2],_t); _t = Math.random() * 0xffffff; triangles[1] = new Triangle(points[0],points[2],points[3],_t); _t = Math.random() * 0xffffff; triangles[2] = new Triangle(points[0],points[3],points[4],_t); _t = Math.random() * 0xffffff; triangles[3] = new Triangle(points[0],points[4],points[1],_t); _t = Math.random() * 0xffffff; triangles[4] = new Triangle(points[1],points[3],points[2],_t); //_t = Math.random() * 0xffffff; triangles[5] = new Triangle(points[1],points[4],points[3],_t); addEventListener(Event.ENTER_FRAME, EnterFrameHandler); } function EnterFrameHandler(e:Event):void { var dx:Number = mouseX - vpX; var dy:Number = mouseY - vpY; var angleX:Number = dy * 0.001; var angleY:Number = dx * 0.001; var angleZ:Number = Math.sqrt(dx * dx + dy * dy) * 0.0005; if (dx > 0) { angleZ *= -1; } for (var i:uint = 0; i < pointNum; i++) { var point:Point3D = points[i]; point.rotateX(angleX); point.rotateY(angleY); point.rotateZ(angleZ); } graphics.clear(); //画三角形; for (i=0; i<triangles.length; i++) { triangles[i].draw(graphics); } } 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)
var pointNum:int = 22; var points:Array = new Array(pointNum); var triangles:Array;//三角形数组 var vpX:Number = stage.stageWidth / 2; var vpY:Number = stage.stageHeight / 2; function Init():void { points[0] = new Point3D(-50,-250,-50); points[1] = new Point3D(50,-250,-50); points[2] = new Point3D(200,250,-50); points[3] = new Point3D(100,250,-50); points[4] = new Point3D(50,100,-50); points[5] = new Point3D(-50,100,-50); points[6] = new Point3D(-100,250,-50); points[7] = new Point3D(-200,250,-50); points[8] = new Point3D(0,-150,-50); points[9] = new Point3D(50,0,-50); points[10] = new Point3D(-50,0,-50); points[11] = new Point3D(-50,-250,50); points[12] = new Point3D(50,-250,50); points[13] = new Point3D(200,250,50); points[14] = new Point3D(100,250,50); points[15] = new Point3D(50,100,50); points[16] = new Point3D(-50,100,50); points[17] = new Point3D(-100,250,50); points[18] = new Point3D(-200,250,50); points[19] = new Point3D(0,-150,50); points[20] = new Point3D(50,0,50); points[21] = new Point3D(-50,0,50); for (var i:uint = 0; i < pointNum; i++) { points[i].setVanishingPoint(vpX, vpY); points[i].setCenter(0, 0, 450); } //根据顶点赋值三角形数组 triangles = new Array(); var _t:Number = Math.random()*0xffffff; //_t = 0xff0000; triangles[0] = new Triangle(points[0],points[1],points[8],_t); triangles[1] = new Triangle(points[1],points[9],points[8],_t); triangles[2] = new Triangle(points[1],points[2],points[9],_t); triangles[3] = new Triangle(points[2],points[4],points[9],_t); triangles[4] = new Triangle(points[2],points[3],points[4],_t); triangles[5] = new Triangle(points[4],points[5],points[9],_t); triangles[6] = new Triangle(points[9],points[5],points[10],_t); triangles[7] = new Triangle(points[5],points[6],points[7],_t); triangles[8] = new Triangle(points[5],points[7],points[10],_t); triangles[9] = new Triangle(points[0],points[10],points[7],_t); triangles[10] = new Triangle(points[0],points[8],points[10],_t); _t = Math.random()*0xffffff; //_t = 0x000000; triangles[11] = new Triangle(points[11],points[19],points[12],_t); triangles[12] = new Triangle(points[12],points[19],points[20],_t); triangles[13] = new Triangle(points[12],points[20],points[13],_t); triangles[14] = new Triangle(points[13],points[20],points[15],_t); triangles[15] = new Triangle(points[13],points[15],points[14],_t); triangles[16] = new Triangle(points[15],points[20],points[16],_t); triangles[17] = new Triangle(points[20],points[21],points[16],_t); triangles[18] = new Triangle(points[16],points[18],points[17],_t); triangles[19] = new Triangle(points[16],points[21],points[18],_t); triangles[20] = new Triangle(points[11],points[18],points[21],_t); triangles[21] = new Triangle(points[11],points[21],points[19],_t); _t = Math.random()*0xffffff; //_t = 0x0000ff; triangles[22] = new Triangle(points[0],points[11],points[1],_t); triangles[23] = new Triangle(points[11],points[12],points[1],_t); triangles[24] = new Triangle(points[1],points[12],points[2],_t); triangles[25] = new Triangle(points[12],points[13],points[2],_t); triangles[26] = new Triangle(points[3],points[2],points[14],_t); triangles[27] = new Triangle(points[2],points[13],points[14],_t); triangles[28] = new Triangle(points[4],points[3],points[15],_t); triangles[29] = new Triangle(points[3],points[14],points[15],_t); triangles[30] = new Triangle(points[5],points[4],points[16],_t); triangles[31] = new Triangle(points[4],points[15],points[16],_t); triangles[32] = new Triangle(points[6],points[5],points[17],_t); triangles[33] = new Triangle(points[5],points[16],points[17],_t); triangles[34] = new Triangle(points[7],points[6],points[18],_t); triangles[35] = new Triangle(points[6],points[17],points[18],_t); triangles[36] = new Triangle(points[0],points[7],points[11],_t); triangles[37] = new Triangle(points[7],points[18],points[11],_t); triangles[38] = new Triangle(points[8],points[9],points[19],_t); triangles[39] = new Triangle(points[9],points[20],points[19],_t); triangles[40] = new Triangle(points[9],points[10],points[20],_t); triangles[41] = new Triangle(points[10],points[21],points[20],_t); triangles[42] = new Triangle(points[10],points[8],points[21],_t); triangles[43] = new Triangle(points[8],points[19],points[21],_t); addEventListener(Event.ENTER_FRAME, EnterFrameHandler); } function EnterFrameHandler(e:Event):void { var dx:Number = mouseX - vpX; var dy:Number = mouseY - vpY; var angleX:Number = dy * 0.001; var angleY:Number = dx * 0.001; var angleZ:Number = Math.sqrt(dx * dx + dy * dy) * 0.0005; if (dx > 0) { angleZ *= -1; } for (var i:uint = 0; i < pointNum; i++) { var point:Point3D = points[i]; point.rotateX(angleX); point.rotateY(angleY); point.rotateZ(angleZ); } graphics.clear(); //画三角形; for (i=0; i<triangles.length; i++) { triangles[i].draw(graphics); } } Init();
3D旋转的圆筒:
var pointNum:int = 40; var numFaces:int = 20; var points:Array = new Array(pointNum); var triangles:Array;//三角形数组 var vpX:Number = stage.stageWidth / 2; var vpY:Number = stage.stageHeight / 2; function Init():void { points = new Array(); triangles = new Array(); var index:uint = 0; for (var i:uint = 0; i < numFaces; i++) { var angle:Number = Math.PI * 2 / numFaces * i; var xpos:Number = Math.cos(angle) * 200; var ypos:Number = Math.sin(angle) * 200; points[index] = new Point3D(xpos,ypos,-100); points[index + 1] = new Point3D(xpos,ypos,100); index += 2; } for (i = 0; i < points.length; i++) { points[i].setVanishingPoint(vpX, vpY); points[i].setCenter(0, 0, 300); } index = 0; var _t:Number = 0; for (i = 0; i < numFaces - 1; i++) { _t = Math.random() * 0xffffff; triangles[index] = new Triangle(points[index],points[index + 3],points[index + 1],_t); triangles[index + 1] = new Triangle(points[index],points[index + 2],points[index + 3],_t); index += 2; } triangles[index] = new Triangle(points[index],points[1],points[index + 1],_t); triangles[index + 1] = new Triangle(points[index],points[0],points[1],_t); addEventListener(Event.ENTER_FRAME, EnterFrameHandler); } function EnterFrameHandler(e:Event):void { var dx:Number = mouseX - vpX; var dy:Number = mouseY - vpY; var angleX:Number = dy * 0.001; var angleY:Number = dx * 0.001; var angleZ:Number = Math.sqrt(dx * dx + dy * dy) * 0.0005; if (dx > 0) { angleZ *= -1; } for (var i:uint = 0; i < pointNum; i++) { var point:Point3D = points[i]; point.rotateX(angleX); point.rotateY(angleY); point.rotateZ(angleZ); } graphics.clear(); //画三角形; for (i=0; i<triangles.length; i++) { triangles[i].draw(graphics); } } 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。