Actionscript:
-
var verts:Vector.<Number> = new Vector.<Number>();
-
var pVerts:Vector.<Number> = new Vector.<Number>();
-
var uvts:Vector.<Number> = new Vector.<Number>();
-
-
var hs:Number = 2.3;
-
var step:Number = 0.04;
-
-
var tVerts:Vector.<Number> = new Vector.<Number>();
-
var rVerts:Vector.<Number> = new Vector.<Number>();
-
var matrix:Matrix3D = new Matrix3D();
-
matrix.identity();
-
matrix.appendRotation(45,Vector3D.Y_AXIS);
-
matrix.appendRotation(45,Vector3D.X_AXIS);
-
var inc:int = 0;
-
var i:Number, j:Number, k:Number;
-
i = hs;
-
while( i> -hs){
-
j = hs;
-
while(j> -hs){
-
k = hs;
-
while(k> -hs){
-
tVerts[inc] = -i;
-
inc++
-
tVerts[inc] = -j;
-
inc++
-
tVerts[inc] = -k;
-
inc++
-
k -= step;
-
}
-
j -= step;
-
}
-
i -= step;
-
}
-
-
matrix.transformVectors(tVerts, rVerts);
-
-
var vinc:int = 0;
-
inc = 0
-
var R:Number = 1.5;
-
var r:Number = .5;
-
for (i= -hs; i<hs; i+=step){
-
for (j = -hs; j<hs; j+=step){
-
for (k = -hs; k<hs; k+=step){
-
var vx:Number = rVerts[inc] ;
-
inc++
-
var vy:Number = rVerts[inc] ;
-
inc++
-
var vz:Number= rVerts[inc] ;
-
inc++
-
var s:Number = Math.pow(vx * vx + vy * vy + vz * vz + R*R - r * r, 2) - 4 * (R * R)*(vx * vx + vy * vy);
-
if (s <0 && s> -.5){
-
verts[vinc] = (i * 50);
-
vinc++
-
verts[vinc] = (j * 50);
-
vinc++
-
verts[vinc] = (k * 50);
-
vinc++
-
inc += int((hs - k) / step) * 3;
-
k = hs;
-
}
-
}
-
}
-
}
-
-
var canvas:BitmapData = new BitmapData(400,400,false, 0x000000);
-
addChild(new Bitmap(canvas));
-
render();
-
function render():void{
-
matrix.identity();
-
matrix.appendTranslation(200, 200, 0);
-
Utils3D.projectVectors(matrix, verts, pVerts, uvts);
-
canvas.lock();
-
canvas.fillRect(canvas.rect, 0x000000);
-
var inc:int = 2;
-
var c:int = 0;
-
var r:Rectangle = new Rectangle();
-
r.width = r.height = 2;
-
for (var i:int = 0; i<pVerts.length; i+=2){
-
r.x = pVerts[i];
-
r.y = pVerts[i + 1];
-
c = Math.max(0,100 - verts[inc]);
-
canvas.fillRect(r, c <<16 | c <<8 | c);
-
inc += 3;
-
}
-
canvas.unlock();
-
}
This snippet uses some of the techniques from the last few posts to create a distance render - this renders the implicit equation for a torus.