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Z-Sorting and drawTriangles()

a z-sorting example using drawTriangles()

more info here : http://actionsnippet.com/?p=2080
/**
 * 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);
		}
		

       }

}