/**
* Copyright jorisvanderjagt ( http://wonderfl.net/user/jorisvanderjagt )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/yXpp
*/
// forked from shapevent's Sharp Sphere
package {
/*
Sharp Sphere from http://www.actionsnippet.com
*/
import flash.display.*;
import flash.geom.*;
import flash.events.*;
[SWF(width = 500, height=500, backgroundColor = 0x333333)]
public class SharpSphere extends MovieClip {
private var polyNum:int;
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 i:int;
private var inc:int;
private var tex:BitmapData;
private var grad:Shape;
private var mat:Matrix;
private var render:Shape;
private var persp:PerspectiveProjection;
private var proj:Matrix3D;
private var dx:Number;
private var dy:Number;
public function SharpSphere(){
// don't take a capture
Wonderfl.disable_capture();
// take a capture after 10 sec
Wonderfl.capture_delay( 10 );
// init
x = stage.stageWidth / 2;
y = stage.stageHeight / 2;
polyNum = 300;
// standard Vectors for using drawTriangles
verts = new Vector.<Number>();
pVerts;
uvts = new Vector.<Number>();
indices = new Vector.<int>();
// 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]);
// temp vect for any transformed polygons
transPoly = new Vector.<Number>();
i;
inc = 0;
for (i = 0; i<polyNum; i++){
m.identity();
var s:Number = (int(Math.random()*50) == 1) ? 4 + Math.random()*2 : 1 + Math.random() * 2;
m.appendScale(s, s, 1);
m.appendRotation(Math.random()*360, Vector3D.X_AXIS);
m.appendRotation(Math.random()*360, Vector3D.Y_AXIS);
m.appendRotation(Math.random()*360, Vector3D.Z_AXIS);
m.appendTranslation(200,0,0);
m.appendRotation(Math.random()*360, Vector3D.X_AXIS);
m.appendRotation(Math.random()*360, Vector3D.Y_AXIS);
m.appendRotation(Math.random()*360, Vector3D.Z_AXIS);
m.transformVectors(poly, transPoly);
verts = verts.concat(transPoly);
faces.push(new Vector3D());
indices.push(inc++, inc++, inc++);
uvts.push(Math.random(), Math.random(), 0, Math.random(), Math.random(), 0, Math.random(), Math.random(), 0);
}
sortedIndices = new Vector.<int>(indices.length, true);
// create texture
tex = new BitmapData(550,550,false, 0x0066ff);
grad = new Shape();
mat = new Matrix();
mat.createGradientBox(400,400,0,0,0);
with (grad.graphics){
beginGradientFill(GradientType.LINEAR, [0x0066DD, 0x1188FF, 0xFFFF00], [1, 1, 1], [20, 200, 255], mat);
drawRect(0,0,400,400);
}
tex.draw(grad);
// create background
mat.createGradientBox(1600,1000,0,-550, -100);
with (grad.graphics){
beginGradientFill(GradientType.RADIAL, [0x333333, 0xffffff], [1, 1], [0, 255], mat);
drawRect(0,0,500,500);
}
grad.x = -stage.stageWidth/2
grad.y = -stage.stageHeight/2;
addChild(grad);
// triangles will be drawn to this
render = Shape(addChild(new Shape()));
// fix all vector lengths
verts.fixed = true, uvts.fixed = true, indices.fixed = true
pVerts = new Vector.<Number>(verts.length/3 * 3, true);
// we need these if we want perspective
persp = new PerspectiveProjection();
persp.fieldOfView = 45;
// projection matrix
proj = persp.toMatrix3D();
dx = 0, dy = 0;
addEventListener(Event.ENTER_FRAME, onLoop);
}
// private methods
private function onLoop(evt:Event):void {
dx += (mouseX - dx) / 4;
dy += (mouseY - dy) / 4;
m.identity();
m.appendRotation(dy, Vector3D.X_AXIS);
m.appendRotation(dx, Vector3D.Y_AXIS);
// push everything back so its not to close
m.appendTranslation(0,0,800);
// append the projection matrix at the end
m.append(proj);
Utils3D.projectVectors(m, verts, pVerts, uvts);
var face:Vector3D;
inc = 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;
}
render.graphics.clear();
render.graphics.beginBitmapFill(tex, null, false, false);
render.graphics.drawTriangles(pVerts, sortedIndices, uvts, TriangleCulling.NONE);
}
}
}