[SWF(backgroundColor=0x000000, width = 800, height = 600)]
// this is a trick to keep the 3D texture quality up...
// try setting it right off the bat and you'll notice that the
// Shapes look pixilated
setTimeout(function():void{ stage.quality="low"}, 500);
var matrix:Matrix = new Matrix();
matrix.createGradientBox(600, 600, 0, -450, -450);
var boxNum:int = 30;
var boxes:Array = [];
for (var i:int = 0; i<boxNum; i++) boxes[i] = makeBox();
var dx:Number = 0, dy:Number = 0;
onLoop();
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event=null):void {
dx += (mouseX - dx) / 4;
dy += (mouseY - dy) / 4;
for (var i:int = 0; i<boxNum; i++){
var box:Shape = boxes[i];
box.z = 400 - i * 20;
box.x = dx;
box.y = dy;
box.rotation = i + getTimer() / 10;
}
}
function makeBox():Shape{
var box:Shape = Shape(addChild(new Shape()));
box.x = stage.stageWidth/2;
box.y = stage.stageHeight/2;
box.z = 1;
with (box.graphics){
beginGradientFill(GradientType.RADIAL, [0xFFFFFF, 0x333333], [1,1], [0, 255], matrix, SpreadMethod.PAD);
drawRect(-100, -100, 200, 200);
drawRect(-70, -70, 140, 140);
}
return box;
}
This snippet draws 30 gradient box shapes, gives them different z values and then moves them based on the mouse. This technique is good if you just want a few layers of parallax motion – I got carried away and you’ll notice that if you add more boxes it begins to slow down pretty quick.
Something interesting I noticed about fp10 3D DisplayObjects is that if you set the stage.quality to low right off the bat, the display objects look pixelated… but if you wait a few milliseconds, you end up with less pixelation and you still get a speed boost from the low quality – I think it must have something to do with the way the 3D textures are handled by the player…
Tomorrow I think I’ll post a version of this that uses IGraphicsData and Utils.projectVectors()… should be a huge speed boost…
var pointNum:int = 3000;
x = stage.stageWidth / 2;
y = stage.stageHeight / 2;
var verts:Vector.<Number> = new Vector.<Number>();
var tVerts:Vector.<Number> = new Vector.<Number>();
var pVerts:Vector.<Number> = new Vector.<Number>();
var uv:Vector.<Number> = new Vector.<Number>();
var cmds:Vector.<int> = new Vector.<int>();
var index:int = 0;
var half:Number = pointNum / 20000;
for (var i:int = 0; i<pointNum; i+=3){
verts[i] = 0.08 * Math.cos(i * Math.PI / 180);
verts[i+1] = 0.08 * Math.sin(i * Math.PI / 180);
verts[i+2] = i / 10000 - half;
cmds[index++] = 2;
}
cmds[0] = 1;
var proj:PerspectiveProjection = new PerspectiveProjection();
proj.fieldOfView = 45;
var projMat:Matrix3D = proj.toMatrix3D();
var m:Matrix3D = new Matrix3D();
var dx:Number = 0, dy:Number = 0;
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
m.identity();
dx += (mouseX - dx) / 4;
dy += (mouseY - dy) / 4;
m.appendRotation(dy,Vector3D.X_AXIS);
m.appendRotation(dx,Vector3D.Y_AXIS);
m.appendTranslation(0,0,0.5);
m.transformVectors(verts, tVerts);
Utils3D.projectVectors(projMat, tVerts, pVerts, uv);
graphics.clear();
graphics.lineStyle(3,0x000000);
graphics.drawPath(cmds, pVerts);
}
This snippet draws a spring shape in 3D with perspective. This is the first snippet where I’ve made use of the PerspectiveProjection class. So if your wondering how to add perspective to your Utils3D.projectVectors code… this is one way to do it…
var pointNum:int = 20000;
var radius:int = 150;
var canvas:BitmapData = new BitmapData(400,400,false, 0x000000);
addChild(new Bitmap(canvas));
var verts:Vector.<Number> = new Vector.<Number>();
var pVerts:Vector.<Number> = new Vector.<Number>();
var uv:Vector.<Number> = new Vector.<Number>();
for (var i:int = 0; i<pointNum; i+=3){
var xp:Number = Math.random() * 400 - 200;
var yp:Number = Math.random() * 400 - 200;
var zp:Number = Math.random() * 400 - 200;
var dist:Number = Math.sqrt(xp * xp + yp * yp + zp * zp);
// normalize and scale x,y,z
verts[i] = xp / dist * radius;
verts[i+1] = yp / dist * radius;
verts[i+2] = zp / dist * radius;
}
var m:Matrix3D = new Matrix3D();
var dx:Number = 0, dy:Number = 0;
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
m.identity();
dx += (mouseX - dx) / 4;
dy += (mouseY - dy) / 4;
m.appendRotation(dx, Vector3D.X_AXIS);
m.appendRotation(dy, Vector3D.Y_AXIS);
m.appendTranslation(200,200,0);
Utils3D.projectVectors(m, verts, pVerts, uv);
canvas.fillRect(canvas.rect, 0x000000);
for (var i:int = 0; i<pVerts.length; i+=2){
canvas.setPixel(pVerts[i], pVerts[i + 1], 0xFFFFFF);
}
}
This snippet shows a quick way to randomly place a bunch of xyz coordinates on the surface of a sphere. I saw this trick in an OpenGL book a few years back – dug around my books but couldn’t find it… If I find it I’ll update this post.
[SWF(width = 600, height = 600, backgroundColor=0x000000)]
var squareNum:int = 1000;
var hw:Number = stage.stageWidth / 2;
var hh:Number = stage.stageHeight / 2;
// verts defines a single square
var verts:Vector.<Number> = Vector.<Number>([-20, 0, 0, 20, 0, 0, 20, 0, 40, -20, 0, 40, -20, 0, 0]);
var cmds:Vector.<int> = Vector.<int>([1,2,2,2,2]);
var tempVerts:Vector.<Number> = new Vector.<Number>();
var newVerts:Vector.<Number> = new Vector.<Number>();
var pVerts:Vector.<Number> = new Vector.<Number>(10 * squareNum);
var uv:Vector.<Number> = new Vector.<Number>(15 * squareNum);
var vectors:Shape = new Shape();
var canvas:BitmapData = new BitmapData(stage.stageWidth,stage.stageHeight,false, 0x000000);
addChild(new Bitmap(canvas));
var blurred:BitmapData = new BitmapData(stage.stageWidth,stage.stageHeight,false, 0x000000);
var blur:BlurFilter = new BlurFilter(20,20,1);
var m:Matrix3D = new Matrix3D();
var radius:Number = 200;
// duplicate the verts array a bunch of times
// each time moving the square to a random place on the
// circumference of a sphere
for (var i:int = 0; i<squareNum; i++){
m.identity();
var s:Number = Math.random()*.5 + .5;
m.appendScale(s, s, s);
m.appendRotation(90,Vector3D.X_AXIS);
m.appendTranslation(0, 0, radius);
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(verts,tempVerts);
newVerts = newVerts.concat(tempVerts);
cmds = cmds.concat(Vector.<int>([1,2,2,2,2]));
}
newVerts.fixed = pVerts.fixed = uv.fixed = true;
var dx:Number = 0, dy:Number = 0;
var pnt:Point = new Point();
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
dx += (mouseX - dx) / 4;
dy += (mouseY - dy) / 4;
m.identity();
m.appendRotation(dx,Vector3D.Z_AXIS);
m.appendRotation(dy,Vector3D.X_AXIS);
m.appendTranslation(hw,hh, 0);
Utils3D.projectVectors(m, newVerts, pVerts, uv);
with(vectors.graphics){
clear();
beginFill(0xFFFFFF);
drawCircle(hw, hh, radius+10);
beginFill(0x000000);
drawPath(cmds, pVerts, GraphicsPathWinding.NON_ZERO);
}
canvas.fillRect(canvas.rect, 0x000000);
canvas.draw(vectors);
blurred.copyPixels(canvas, canvas.rect, pnt);
blurred.applyFilter(blurred,blurred.rect, pnt, blur);
canvas.draw(blurred, null, null, BlendMode.SCREEN);
}
This snippet is similar to yesterdays post but the visual result is rather different. This one does a little more Matrix3D stuff resulting in a sphere made up entirely of squares. This is obscured by the size of the squares and the fact that they overlap and cut each other up. BitmapData a BlurFilter and a BlendMode give the entire thing a slight glow…
[SWF(width = 500, height = 500, backgroundColor = 0x000000)]
var halfWidth:Number = stage.stageWidth / 2;
var halfHeight:Number = stage.stageHeight / 2;
var loc:Vector.<Number>;
graphics.lineStyle(0, 0xFF0000);
graphics.moveTo(halfWidth, 0);
graphics.lineTo(halfWidth, stage.stageHeight);
graphics.moveTo(0, halfHeight);
graphics.lineTo(stage.stageWidth, halfHeight);
var line:Shape = Shape(addChild(new Shape()));
line.x = halfWidth;
var idle:Function = function(){};
var currentMode:Function = idle;
stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
addEventListener(Event.ENTER_FRAME, onLoop);
function onDown(evt:MouseEvent):void{
if (contains(frame)){
removeChild(frame);
currentMode = idle;
line.graphics.clear();
return;
}
loc = new Vector.<Number>();
line.graphics.lineStyle(0,0xFFFFFF);
line.x = halfWidth
line.y = halfHeight;
line.graphics.moveTo(line.mouseX, line.mouseY);
currentMode = captureLocs;
canvas.fillRect(canvas.rect, 0x000000);
}
function onUp(evt:MouseEvent):void{
if (currentMode == idle) return;
setupLathe();
currentMode = showLathe;
}
function onLoop(evt:Event):void{
currentMode();
}
function captureLocs():void{
loc.push(line.mouseX);
loc.push(line.mouseY);
loc.push(0);
line.graphics.lineTo(line.mouseX, line.mouseY);
}
/**
-- Lathe Stuff:
*/
var canvas:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight,false, 0x000000);
var frame:Bitmap = new Bitmap(canvas);
var dx:Number=0;
var dy:Number=0;
var matrix:Matrix3D = new Matrix3D();
var pVerts:Vector.<Number>;
var uvts:Vector.<Number>;
function setupLathe():void{
addChild(frame);
pVerts = new Vector.<Number>();
uvts = new Vector.<Number>();
var nVerts:Vector.<Number> = new Vector.<Number>();
var tVerts:Vector.<Number> = new Vector.<Number>();
matrix.identity();
var step:Number = 2;
for (var i:int = 0; i <360; i+=step){
matrix.appendRotation(step,Vector3D.Y_AXIS);
matrix.transformVectors(loc, tVerts);
nVerts = nVerts.concat(tVerts);
}
loc = nVerts.concat();
}
function showLathe():void{
dx += (mouseX - dx)/4;
dy += (mouseY - dy)/4;
matrix.identity();
matrix.appendRotation(dy,Vector3D.X_AXIS);
matrix.appendRotation(dx,Vector3D.Y_AXIS);
matrix.appendTranslation(halfWidth, halfHeight, 0);
Utils3D.projectVectors(matrix, loc, pVerts, uvts);
canvas.lock();
canvas.fillRect(canvas.rect, 0x000000);
var leng:int = pVerts.length;
for (var i:int = 0; i<leng; i+=2){
canvas.setPixel( pVerts[i], pVerts[i + 1], 0xFFFFFF);
}
canvas.unlock();
}
This snippet allows you to create 3D lathe shapes by drawing a 2D line. This is done using Utils3D.projectVectors() and Matrix.transformVectors().
Have a look at the swf here…
const TWO_PI:Number = Math.PI * 2;
const PI_HALF_PI:Number = Math.PI + Math.PI / 2;
x = stage.stageWidth / 2;
y = stage.stageHeight / 2;
var runCylinder:Function = makeCylinder(0,0, 100, 300, 0xFF0000, 0xFFCC00);
var dx:Number = 0;
var dy:Number = 0;
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
dx += (mouseX / 50 - dx) / 4;
dy += (mouseY - dy) / 4;
runCylinder(dx, dy);
}
function makeCylinder(x:Number, y:Number, size:Number, length:Number, colA:uint, colB:uint):Function{
var s:Sprite = Sprite(addChild(new Sprite()));
s.x = x;
s.y = y;
var acol:uint = colB;
var bcol:uint = colB;
var halfLength:Number = length / 2;
var capA:Sprite = Sprite(s.addChild(new Sprite()));
var box:Sprite = Sprite(s.addChild(new Sprite()));
var w:Number = size * 2;
var h:Number = length;
with (box.graphics) beginFill(colA), drawRect(-w/2, -h/2, w,h);
var capB:Sprite = Sprite(s.addChild(new Sprite()));
return function(theta:Number, rot:Number){
theta %= TWO_PI;
if (theta <0){
theta = TWO_PI - -theta;
}
var scale:Number = Math.cos(theta);
if (theta> 1.57){
acol = colA;
s.addChild(capB);
bcol = colB;
} else {
acol = colB;
bcol = colA;
s.addChild(capA);
}
if (theta> PI_HALF_PI){
acol = colB;
bcol = colA;
s.addChild(capA);
}
var sin:Number = Math.sin(theta);
box.scaleY = sin;
capA.y = halfLength * sin;
capB.y = -capA.y;
with(capA.graphics) clear(), beginFill(acol), scaleYcircle(capA.graphics,size, scale);
with(capB.graphics) clear(), beginFill(bcol), scaleYcircle(capB.graphics,size, scale);
s.rotation = rot;
}
}
// original circle function by senocular (www.senocular.com) from here http://www.actionscript.org/forums/showthread.php3?s=&threadid=30328
// circle that can be scaled on the y axis
function scaleYcircle(g:Graphics, r:Number, s:Number = 1):void {
var c1:Number = r * (Math.SQRT2 - 1);
var c2:Number = r * Math.SQRT2 / 2;
var rs:Number = r * s, c1s:Number = c1 * s, c2s:Number = c2 * s;
var x_r:Number = -r, y_r:Number = -rs, x_c2:Number = -c2;
var y_c2:Number = -c2s, x_c1:Number = -c1, y_c1:Number = -c1s
g.moveTo(r, 0), g.curveTo(r, c1s, c2, c2s);
g.curveTo(c1, rs, 0, rs), g.curveTo(x_c1,rs, x_c2, c2s);
g.curveTo(x_r, c1s, x_r, 0), g.curveTo(x_r,y_c1,x_c2,y_c2);
g.curveTo(x_c1,y_r,0,y_r), g.curveTo(c1,y_r,c2,y_c2);
g.curveTo(r,y_c1,r,0);
}
This is similar to the last post I did…. inspired by some of the great stuff over at VectorPark.com… this snippet creates a 3D cylinder out of two circles and a box…
const TWO_PI:Number = Math.PI * 2;
const PI_HALF_PI:Number = Math.PI + Math.PI / 2;
x = stage.stageWidth / 2;
y = stage.stageHeight / 2;
var runHemisphere:Function = makeHemisphere(0,0, 100,0xFF0000, 0xFFCC00);
var dx:Number = 0;
var dy:Number = 0;
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
dx += (mouseX / 50 - dx) / 4;
dy += (mouseY - dy) / 4;
runHemisphere(dx, dy);
}
function makeHemisphere(x:Number, y:Number, size:Number, colA:uint, colB:uint):Function{
var s:Sprite = Sprite(addChild(new Sprite()));
s.x = x;
s.y = y;
var bg:Sprite = Sprite(s.addChild(new Sprite()));
with (bg.graphics) clear(), beginFill(colA), halfCircle(bg.graphics, 0,0 , size);
var scol:uint = colB;
var slice:Sprite = Sprite(s.addChild(new Sprite()));
return function(theta:Number, rot:Number){
theta %= TWO_PI;
if (theta < 0){
theta = TWO_PI - -theta;
}
var scale:Number = Math.cos(theta);
if (theta > 1.57){
scol = colA;
} else {
scol = colB;
}
if (theta > Math.PI){
bg.rotation = 180;
}else{
bg.rotation = 0;
}
if (theta > PI_HALF_PI){
scol = colB;
}
with(slice.graphics) clear(), beginFill(scol), scaleYcircle(slice.graphics,size, scale);
s.rotation = rot;
}
}
// original circle function by senocular (www.senocular.com) from here http://www.actionscript.org/forums/showthread.php3?s=&threadid=30328
function halfCircle(g:Graphics, x:Number,y:Number,r:Number):void {
var c1:Number = r * (Math.SQRT2 - 1);
var c2:Number = r * Math.SQRT2 / 2;
var xr:Number = x + r, yr:Number = y + r;
var x_r:Number = x - r, yc1:Number = y + c1;
var yc2:Number = y + c2, xc1:Number = x + c1, xc2:Number = x + c2;
var x_c1:Number = x - c1;
g.moveTo(xr, y);
g.curveTo(xr, yc1, xc2, yc2);
g.curveTo(xc1, yr, x, yr);
g.curveTo(x - c1,yr, x - c2, yc2);
g.curveTo(x_r, yc1, x_r, y);
}
// circle that can be scaled on the y axis
function scaleYcircle(g:Graphics, r:Number, s:Number = 1):void {
var c1:Number = r * (Math.SQRT2 - 1);
var c2:Number = r * Math.SQRT2 / 2;
var rs:Number = r * s, c1s:Number = c1 * s, c2s:Number = c2 * s;
var x_r:Number = -r, y_r:Number = -rs, x_c2:Number = -c2;
var y_c2:Number = -c2s, x_c1:Number = -c1, y_c1:Number = -c1s
g.moveTo(r, 0), g.curveTo(r, c1s, c2, c2s);
g.curveTo(c1, rs, 0, rs), g.curveTo(x_c1,rs, x_c2, c2s);
g.curveTo(x_r, c1s, x_r, 0), g.curveTo(x_r,y_c1,x_c2,y_c2);
g.curveTo(x_c1,y_r,0,y_r), g.curveTo(c1,y_r,c2,y_c2);
g.curveTo(r,y_c1,r,0);
}
The above snippet draws a 3D hemisphere using a technique I first saw at vectorpark.com. Vectorpark.com has been around for years and it’s an amazing site… if you’ve never seen it before I highly recommend spending some time there…
When I decided to post the half-circle snippet yesterday… I knew I would be writing this today. It’s one of those things I’ve always thought about doing, but never gotten around to. I show vectorpark.com to my animation class (almost no coding in that class) and we emulate some of the 3D techniques for simple primitives with pure timeline animation. The above is the first time I’ve tried to emulate one of these techniques with code.
I was pleasantly surprised when visiting vectorpark.com this morning… Patrick Smith has posted some new work there. Really excellent stuff…
var triangulate:Triangulate = new Triangulate();
var poly:Array=[];
stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
function onDown(evt:MouseEvent):void {
poly.push(new Pnt(mouseX, mouseY));
}
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
var i:int;
graphics.clear();
var verts:Array=triangulate.process(poly);
if (verts==null) {
// draw a red polygon if there is some kind of error,
// or if there are too few points on the poly
if (poly.length>1) {
graphics.lineStyle(0,0xFF0000);
graphics.moveTo(poly[0].x, poly[0].y);
for (i = 1; i<poly.length; i++) {
graphics.lineTo(poly[i].x, poly[i].y);
}
}
}else{
// draw the triangulated polygon
var tcount:int = verts.length / 3;
graphics.lineStyle(0,0x000000);
for (i = 0; i<tcount; i++) {
var index:int = i * 3;
var p1:Pnt=verts[index];
var p2:Pnt=verts[index+1];
var p3:Pnt=verts[index+2];
graphics.moveTo(p1.x,p1.y);
graphics.lineTo(p2.x,p2.y);
graphics.lineTo(p3.x,p3.y);
graphics.lineTo(p1.x,p1.y);
}
}
}
The above demo’s a class that triangulates a polygon given a list of points. To test this snippet you’ll need the Pnt and Triangulate Classes, which you can download or copy from below.
Polygon triangulation is useful for lots of things… I first found that I needed it back in my Director days. I wanted to be able to draw a polygon and then extrude it into 3D space – in order to do this I needed to triangulate the polygon that was drawn. Luckily there was an undocumented feature in Lingo that did the triangulation. I’ll probably do an extrusion demo soon. I’ve been looking into this to make the QuickBox2D polygon stuff a little easier.
/**
This code is a quick port of code written in C++ which was submitted to
flipcode.com by John W. Ratcliff // July 22, 2000
See original code and more information here:
http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
ported to actionscript by Zevan Rosser
www.actionsnippet.com
*/
package {
public class Triangulate {
private const EPSILON:Number = 0.0000000001;
public function Triangulate(){}
public function process(contour:Array):Array{
var result:Array = [];
var n:int = contour.length
if ( n < 3 ) return null
var verts:Array = [];
/* we want a counter-clockwise polygon in verts */
var v:int
if ( 0.0 < area(contour) ){
for (v=0; v<n; v++) verts[v] = v;
}else{
for(v=0; v<n; v++) verts[v] = (n-1)-v;
}
var nv:int = n;
/* remove nv-2 vertsertices, creating 1 triangle every time */
var count:int = 2*nv; /* error detection */
var m:int;
for(m=0, v=nv-1; nv>2; )
{
/* if we loop, it is probably a non-simple polygon */
if (0 >= (count--)){
//** Triangulate: ERROR - probable bad polygon!
// trace("bad poly");
return null;
}
/* three consecutive vertices in current polygon, <u,v,w> */
var u:int = v; if (nv <= u) u = 0; /* previous */
v = u+1; if (nv <= v) v = 0; /* new v */
var w:int = v+1; if (nv <= w) w = 0; /* next */
if ( snip(contour,u,v,w,nv,verts)){
var a:int,b:int,c:int,s:int,t:int;
/* true names of the vertices */
a = verts[u]; b = verts[v]; c = verts[w];
/* output Triangle */
result.push( contour[a] );
result.push( contour[b] );
result.push( contour[c] );
m++;
/* remove v from remaining polygon */
for(s=v,t=v+1;t<nv;s++,t++) verts[s] = verts[t]; nv--;
/* resest error detection counter */
count = 2 * nv;
}
}
return result;
}
// calculate area of the contour polygon
public function area(contour:Array):Number{
var n:int = contour.length;
var a:Number = 0.0;
for(var p:int=n-1, q:int=0; q<n; p=q++){
a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
}
return a * 0.5;
}
// see if p is inside triangle abc
public function insideTriangle(ax:Number, ay:Number, bx:Number, by:Number, cx:Number, cy:Number,px:Number,py:Number):Boolean{
var aX:Number, aY:Number, bX:Number, bY:Number
var cX:Number, cY:Number, apx:Number, apy:Number;
var bpx:Number, bpy:Number, cpx:Number, cpy:Number;
var cCROSSap:Number, bCROSScp:Number, aCROSSbp:Number;
aX = cx - bx; aY = cy - by;
bX = ax - cx; bY = ay - cy;
cX = bx - ax; cY = by - ay;
apx= px -ax; apy= py - ay;
bpx= px - bx; bpy= py - by;
cpx= px - cx; cpy= py - cy;
aCROSSbp = aX*bpy - aY*bpx;
cCROSSap = cX*apy - cY*apx;
bCROSScp = bX*cpy - bY*cpx;
return ((aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0));
}
private function snip(contour:Array, u:int, v:int, w:int, n:int, verts:Array):Boolean{
var p:int;
var ax:Number, ay:Number, bx:Number, by:Number;
var cx:Number, cy:Number, px:Number, py:Number;
ax = contour[verts[u]].x;
ay = contour[verts[u]].y;
bx = contour[verts[v]].x;
by = contour[verts[v]].y;
cx = contour[verts[w]].x;
cy = contour[verts[w]].y;
if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
for (p=0;p<n;p++){
if( (p == u) || (p == v) || (p == w) ) continue;
px = contour[verts[p]].x
py = contour[verts[p]].y
if (insideTriangle(ax,ay,bx,by,cx,cy,px,py)) return false;
}
return true;
}
}
}
… and the Pnt class:
// Point class, no reason to use AS3's build in Point
package{
public class Pnt {
public var x:Number;
public var y:Number;
public function Pnt(x:Number, y:Number){
this.x = x;
this.y = y;
}
}
}