/**
* Copyright shapevent ( http://wonderfl.net/user/shapevent )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/hWmS
*/
package {
/*
a z-sorting example using drawTriangles()
more info here : http://actionsnippet.com/?p=2080
*/
import flash.display.*;
import flash.geom.*;
import flash.events.*;
[SWF(width = 500, height=500, backgroundColor = 0x000000)]
public class Zsorting extends MovieClip {
private var verts:Vector.<Number>;
private var pVerts:Vector.<Number>;
private var uvts:Vector.<Number>;
private var indices:Vector.<int>;
private var sortedIndices:Vector.<int>;
private var faces:Array;
private var m:Matrix3D;
private var poly:Vector.<Number>;
private var transPoly:Vector.<Number>;
private var tex:BitmapData;
private var persp:PerspectiveProjection;
private var proj:Matrix3D;
public function Zsorting(){
// init
x = stage.stageWidth / 2;
y = stage.stageHeight / 2;
// standard Vectors for using drawTriangles
verts = new Vector.<Number>();
pVerts;
uvts;
indices;
// needed for z-sorting
sortedIndices;
faces = [];
// we'll use this for tranforming points
// and as the transormation matrix for our render
m = new Matrix3D();
// plot a poly
poly;
poly = Vector.<Number>([ 0, 0, 0,
10, 0, 0,
0,10, 0]);
verts = verts.concat(poly);
faces.push(new Vector3D());
// add two polygons by transorming the poly Vector
// and concatenating it to the verts Vector
// Vector3D instances are added to the faces
// Array for z-sorting
// temp vect for any transformed polygons
transPoly = new Vector.<Number>();
m.appendRotation(10, Vector3D.Z_AXIS);
m.appendTranslation(0,-2,5);
m.transformVectors(poly, transPoly);
verts = verts.concat(transPoly);
faces.push(new Vector3D());
m.appendRotation(10, Vector3D.Z_AXIS);
m.appendTranslation(0,-2,5);
m.transformVectors(poly, transPoly);
verts = verts.concat(transPoly);
faces.push(new Vector3D());
// hard coded indices
indices = Vector.<int>([0, 1, 2, 3, 4, 5, 6, 7, 8]);
sortedIndices = new Vector.<int>(indices.length, true);
// create texture
tex = new BitmapData(100,100,false, 0x000000);
tex.fillRect(new Rectangle(0,0,50,50), 0xFF0000);
tex.fillRect(new Rectangle(50,0,50,50), 0x0000FF);
tex.fillRect(new Rectangle(0,50,50,50), 0x00FF00);
// hard coded uvts
uvts = Vector.<Number>([0,0,0, .5,0,0, 0,.5,0,
.53, 0, 0, 1, 0, 0, .53, .5, 0,
0,.6,.5, 0,.6,0, 0,1, 0]);
// fix all vector lengths
verts.fixed = true, uvts.fixed = true, indices.fixed = true
pVerts = new Vector.<Number>(verts.length/3 * 2, true);
// we need these if we want perspective
persp = new PerspectiveProjection();
// projection matrix
proj = persp.toMatrix3D();
addEventListener(Event.ENTER_FRAME, onLoop);
}
// private methods
private function onLoop(evt:Event):void {
m.identity();
m.appendRotation(mouseY * 2, Vector3D.X_AXIS);
m.appendRotation(mouseX * 2, Vector3D.Y_AXIS);
// push everything back so its not to close
m.appendTranslation(0,0,40);
// append the projection matrix at the end
m.append(proj);
Utils3D.projectVectors(m, verts, pVerts, uvts);
var face:Vector3D;
var inc:int = 0;
for (var i:int = 0; i<indices.length; i+=3){
face = faces[inc];
face.x = indices[i];
// it may look odd, but casting to an int
// when doing operations inside array sytnax
// adds a big speed boost
face.y = indices[int(i + 1)];
face.z = indices[int(i + 2)];
var i3:int = i * 3;
// get the average z position (t value) and store it in the Vector3D w property
// depending on your model, you may not need to do an average of all 3 values
face.w = (uvts[int(i3 + 2)] + uvts[int(i3 + 5)] + uvts[int(i3 + 8)]) * 0.333333;
inc++;
}
// sort on w, so far this beats all other sorting methods for speed,
// faster than Vector.sort(), faster than any custom sort method I could find
faces.sortOn("w", Array.NUMERIC);
// re-order indices so that faces are drawn in the correct order (back to front);
inc = 0;
for each (face in faces){
sortedIndices[inc++] = face.x;
sortedIndices[inc++] = face.y;
sortedIndices[inc++] = face.z;
}
graphics.clear();
graphics.beginBitmapFill(tex, null, false, false);
graphics.drawTriangles(pVerts, sortedIndices, uvts, TriangleCulling.NONE);
}
}
}