forked from: forked from: s3d
...
@author lizhi http://game-develop.net/
/**
* Copyright lizhi ( http://wonderfl.net/user/lizhi )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/qaRw
*/
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageQuality;
import flash.events.Event;
import flash.geom.Vector3D;
import flash.geom.Point;
/**
* ...
* @author lizhi http://game-develop.net/
*/
public class Test3D3 extends Sprite
{
private var obj3d:Obj3D;
private var offset:Array = [new Point,new Point];
private var map:BitmapData;
public function Test3D3()
{
map = new BitmapData(400, 400);
obj3d = createSphere(120, 46, 30);
obj3d.position.z = 150;
stage.quality = StageQuality.MEDIUM;
addEventListener(Event.ENTER_FRAME, enterFrame);
}
private function enterFrame(e:Event):void
{
offset[0].x += 7//(mouseX - stage.stageWidth / 2) / stage.stageWidth * 10;
offset[1].y += 7//(mouseY - stage.stageHeight / 2) / stage.stageHeight * 10;
map.perlinNoise(160, 160, 2, 1, true, true, 7, true, offset);
graphics.clear();
obj3d.rotation.x += .01;
obj3d.rotation.y += .02;
obj3d.rotation.z += .03;
graphics.lineStyle(0);
for (var i:int = obj3d.vs.length - 1; i >= 0; i-- ) {
var v:Vector3D = obj3d.vs[i];
var v2:Vector3D = obj3d.vs2[i];
var uv:Vector3D = obj3d.uvs[i];
var p:Number = 2 / 3 + (map.getPixel((map.width - 1) * uv.x, (map.height - 1) * uv.y) & 0xff) / 0xff / 3;
//p = 1;
var y:Number = v.y * Math.cos(obj3d.rotation.x)*p - v.z * Math.sin(obj3d.rotation.x)*p;
var z:Number = v.z * Math.cos(obj3d.rotation.x)*p + v.y * Math.sin(obj3d.rotation.x)*p;
var x:Number = v.x * Math.cos(obj3d.rotation.y)*p - z * Math.sin(obj3d.rotation.y);
z = z * Math.cos(obj3d.rotation.y) + v.x * Math.sin(obj3d.rotation.y)*p;
var x_:Number = x * Math.cos(obj3d.rotation.z) - y * Math.sin(obj3d.rotation.z);
y = y * Math.cos(obj3d.rotation.z) + x * Math.sin(obj3d.rotation.z);
z += obj3d.position.z;
var fz:Number = 100 / z;
v2.x = x_ * fz+200;
v2.y = y * fz + 200;
v2.z = z;
//graphics.drawCircle(v2.x, v2.y, 3*fz);
}
/*for each(var line:Point in obj3d.lines) {
graphics.moveTo(obj3d.vs2[line.x].x,obj3d.vs2[line.x].y);
graphics.lineTo(obj3d.vs2[line.y].x,obj3d.vs2[line.y].y);
}*/
for each(var cline:Vector3D in obj3d.clines) {
graphics.moveTo(obj3d.vs2[cline.x].x,obj3d.vs2[cline.x].y);
graphics.curveTo(obj3d.vs2[cline.y].x,obj3d.vs2[cline.y].y,obj3d.vs2[cline.z].x,obj3d.vs2[cline.z].y);
}
}
public function createSphere(r:Number, nv:int = 20, nh:int = 30):Obj3D {
var obj3d:Obj3D = new Obj3D;
obj3d.vs.push(new Vector3D(0, -r));
obj3d.uvs.push(new Vector3D(.5,0));
obj3d.vs2.push(new Vector3D);
for (var i:int = 1; i <= nv;i++ ) {
var az:Number = (i / (nv + 1) - .5) * Math.PI;
var uvv:Number = i / (nv + 1);
for (var j:int = 0; j < nh; j++ ) {
obj3d.uvs.push(new Vector3D(j/nh,uvv));
var v:Vector3D = new Vector3D(r);
var x:Number = v.x * Math.cos(az);
v.y = v.x * Math.sin(az);
var ay:Number = j / nh * 2 * Math.PI;
v.x = x * Math.cos(ay);
v.z = x * Math.sin(ay);
obj3d.vs.push(v);
obj3d.vs2.push(new Vector3D);
var a:int = (i - 1) * nh + j+1;
var b:int = j == (nh-1)?a - nh + 1:a + 1;
var c:int = i == nv?nv * nh + 1:a + nh;
var d:int = j == (nh-1)?c - nh + 1:c + 1;
obj3d.lines.push(new Point(a, b),new Point(a,c));
obj3d.ts.push(new Vector3D(a, b, c), new Vector3D(b, c, d));
}
}
obj3d.vs.push(new Vector3D(0, r));
obj3d.vs2.push(new Vector3D);
obj3d.uvs.push(new Vector3D(.5,1));
for (j = 0; j < nh; j++ ) {
obj3d.lines.push(new Point(0, j + 1));
}
for (i = 1; i <= nv; i++ ) {
uvv = i / (nv + 1);
for (j = 0; j < nh; j++ ) {
a = (i - 1) * nh + j + 1;
b = j == (nh - 1)?a - nh + 1:a + 1;
var av:Vector3D = obj3d.vs[a];
var bv:Vector3D = obj3d.vs[b];
var abv:Vector3D = new Vector3D((av.x + bv.x) / 2, (av.y + bv.y) / 2, (av.z + bv.z) / 2);
obj3d.uvs.push(new Vector3D((j+.5)/nh,uvv));
obj3d.vs.push(abv);
obj3d.vs2.push(new Vector3D);
obj3d.clines.push(new Vector3D(j == 0?obj3d.vs.length - 3 + nh*2:obj3d.vs.length - 3, a, obj3d.vs.length - 1));
c = i == nv?nv * nh + 1:a + nh;
var cv:Vector3D = obj3d.vs[c];
var acv:Vector3D = new Vector3D((av.x + cv.x) / 2, (av.y + cv.y) / 2, (av.z + cv.z) / 2);
obj3d.uvs.push(new Vector3D(j / nh, uvv + .5 / (nv + 1)));
obj3d.vs.push(acv);
obj3d.vs2.push(new Vector3D);
obj3d.clines.push(new Vector3D(i==1?0:obj3d.vs.length - 1-nh*2, a, obj3d.vs.length - 1));
}
}
for (j = 0; j < nh; j++ ) {
obj3d.clines.push(new Vector3D(nv*nh+1,nv*nh+1,obj3d.vs.length-1-j*2));
}
return obj3d;
}
}
}
import flash.geom.*;
class Obj3D {
public var rotation:Vector3D = new Vector3D;//角度
public var position:Vector3D = new Vector3D;//位置
public var vs:Vector.<Vector3D> = new Vector.<Vector3D>;//顶点
public var uvs:Vector.<Vector3D> = new Vector.<Vector3D>;//uv
public var vs2:Vector.<Vector3D> = new Vector.<Vector3D>;//屏幕坐标顶点
public var lines:Vector.<Point> = new Vector.<Point>;//直线
public var clines:Vector.<Vector3D> = new Vector.<Vector3D>;//曲线
public var ts:Vector.<Vector3D> = new Vector.<Vector3D>;//三角形
}