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  • Flash/Flex学习笔记(50):3D线条与填充

    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。

    show sourceview source

    print?

    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

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    print?

    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:

    show sourceview source

    print?

    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

    show sourceview source

    print?

    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:

    show sourceview source

    print?

    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

    show sourceview source

    print?

    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。

    show sourceview source

    print?

    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:

    show sourceview source

    print?

    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

    view source

    print?

    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:

    show sourceview source

    print?

    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)

    show sourceview source

    print?

    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:

    show sourceview source

    print?

    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。

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  • 原文地址:https://www.cnblogs.com/happysky97/p/1884606.html
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