Actionscript:
-
var matrix:Matrix3D = new Matrix3D();
-
var verts:Vector.<Number> = new Vector.<Number>();
-
var pVerts:Vector.<Number> = new Vector.<Number>();
-
var uvts:Vector.<Number> = new Vector.<Number>();
-
for (var i:Number = -2; i<2; i+=.04) {
-
for (var j:Number = -2; j<2; j+=.04) {
-
for (var k:Number = -2; k<2; k+=.04) {
-
// blobby, from here www.iiit.net/techreports/ImplicitTR.pdf
-
var s:Number=i*i+j*j+k*k+Math.sin(4*i)-Math.cos(4*j)+Math.sin(4*k)-1;
-
if (s<0&&s>-.2) {
-
verts.push(i * 60);
-
verts.push(j * 60);
-
verts.push(k * 60);
-
pVerts.push(0),pVerts.push(0);
-
uvts.push(0),uvts.push(0),uvts.push(0);
-
}
-
}
-
}
-
}
-
var brush:BitmapData=new BitmapData(3,2,true,0x41FFFFFF);
-
var canvas:BitmapData=new BitmapData(400,400,false,0x000000);
-
addChild(new Bitmap(canvas));
-
var dx:Number=0;
-
var dy:Number=0;
-
addEventListener(Event.ENTER_FRAME, onLoop);
-
function onLoop(evt:Event):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(200, 200, 0);
-
Utils3D.projectVectors(matrix, verts, pVerts, uvts);
-
canvas.lock();
-
canvas.fillRect(canvas.rect, 0x000000);
-
var p = new Point();
-
for (var i:int = 0; i<pVerts.length; i+=2) {
-
p.x = pVerts[i];
-
p.y = pVerts[i+1];
-
canvas.copyPixels(brush, brush.rect, p, null, null, true);
-
}
-
canvas.unlock();
-
}
I was looking at some equations for implicit 3D surfaces in this pdf about raytracing... anyway, I realized I could just modify the Utils3D.projectVectors() code (that I wrote a little while ago) to easily render any of the implicit equations mentioned in the pdf. I also did some experimentation with fake lighting and distance rendering which I may post in the future.
(check out the swf on wonderfl.net)
Here are some stills of the above snippet: