package
{
import flash.display.GraphicsTrianglePath;
import flash.display.Sprite;
import flash.display.TriangleCulling;
import flash.events.Event;
import flash.geom.Vector3D;
/**
* @author:Gaara
* 2012-3-14
*
**/
[SWF(width="800", height="600" ,frameRate="30", backgroundColor="#FFFFFF")]
public class DrawHoop extends Sprite
{
private const D:int = 300;
//定义路径类
private var triangPath:GraphicsTrianglePath;
private var sprite:Sprite = new Sprite;
private var indices:Vector.<int> = new Vector.<int>;
private var uvtData:Vector.<Number> = new Vector.<Number>;
private var vertices:Vector.<Vector3D> = new Vector.<Vector3D>;
private var angel:int = 0;
private const RADIUS:int = 100;//半径
private var cols:int = 20;//分成多少份
private var radian:Number = 2 * Math.PI / cols;//弧度
// private var rows:int = 20;
public function DrawHoop()
{
sprite.x = this.stage.stageWidth / 2;
sprite.y = this.stage.stageHeight /2;
addChild(sprite);
for (var i:int = 0;i < cols; i++)
{
//前面的点
var before:Vector3D = new Vector3D(Math.cos(radian * i) * RADIUS, -RADIUS/4, Math.sin(radian * i) * RADIUS);
vertices.push(before);
var after:Vector3D = new Vector3D(Math.cos(radian * i) * RADIUS, RADIUS/4, Math.sin(radian * i) * RADIUS);
vertices.push(after);
}
for (var j:int = 0;j < cols - 1; j++)
{
//前面的点
indices.push(2*j,2*j+3,2*j+1);
indices.push(2*j,2*j+2,2*j+3);
}
var afterCols:int = cols - 1;
//添加最后一个
indices.push(2*afterCols,1,2*afterCols+1);
indices.push(2*afterCols,0,1);
for (var k:int = 0; k < (cols/2); k++)
{
uvtData.push(0,0,1);
uvtData.push(0,1,1);
uvtData.push(1,0,1);
uvtData.push(1,1,1);
}
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
protected function onEnterFrame(event:Event):void
{
angel++;
var radianx:Number = mouseX /180*Math.PI;
var radiany:Number = mouseY /180*Math.PI;
var newVertices:Vector.<Number> = new Vector.<Number>;
for (var i:int = 0; i < vertices.length; i++)
{
var vec3d:Vector3D = vertices[i]
var newX:Number = Math.cos(radianx) * vec3d.x - Math.sin(radianx) * vec3d.z;
var newZ:Number = Math.cos(radianx) * vec3d.z + Math.sin(radianx) * vec3d.x;
var newX2:Number = Math.cos(radiany) * newX - Math.sin(radiany) * vec3d.y;
var newY:Number = Math.cos(radiany) * vec3d.y + Math.sin(radiany) * newX;
var scale:Number = D/(D+newZ);
uvtData[i*3+2] = scale;
newVertices.push(scale * newX2);
newVertices.push(scale * newY);
}
sprite.graphics.clear();
sprite.graphics.beginBitmapFill(ResConfig.myLpBmp.bitmapData);
sprite.graphics.drawTriangles(newVertices,indices,uvtData,TriangleCulling.NEGATIVE);
sprite.graphics.endFill();
}
}
}

首先设置好分成的数量以及半径,然后根据勾股定理,计算每个点的坐标,包括前后,正z以及-z两个点。然后设置索引,
indices.push(2*afterCols,1,2*afterCols+1); indices.push(2*afterCols,0,1);
最后两个三角形因为连接起始点需要单独设置,最后设置重复的贴图坐标即可,可交换y,z顶点坐标,修改显示的方向,上面就是修改后的。