// isometric conversion
var centerX:Number=stage.stageWidth/2;
var centerY:Number=stage.stageHeight/2;
var theta:Number=Math.PI/4;// 45 degrees;
var cosX:Number=Math.cos(theta);
var sinX:Number=Math.sin(theta);
var pnt:Point = new Point();
function iso3D(x:Number, y:Number, z:Number):Point {
pnt.x = centerX + (x-z) * cosX
pnt.y = centerY - (x+z) * 0.5 * sinX - y;
return pnt;
}
// example:
var canvas:BitmapData=new BitmapData(stage.stageWidth,stage.stageHeight,true,0xFF000000);
addChild(new Bitmap(canvas,"auto",true));
var size:int=100;
var hs:int=size / 2;
var pen:Point = new Point();
var vect:Vector3D = new Vector3D();
// draw a few shapes with offset:
for (var dist:int = 10; dist <= 80; dist *= 2) {
// voxel space:
for (var i:int = 0; i<size; i++) {
for (var j:int = 0; j<size; j++) {
for (var k:int = 0; k<size; k++) {
vect.x=j-hs;
vect.y=i-hs;
vect.z=k-hs;
pen = iso3D(vect.x,vect.y,vect.z);
if (Math.sqrt((vect.x * vect.x) + (vect.y * vect.y) + (vect.z * vect.z)) <dist) {
// using Vector3D.distance() is very slow compared to above
// a few types of coloring:
var xp:Number = pen.x + (dist <<2) - 200;
canvas.setPixel(xp, pen.y-100, (i <<16 | j <<8 | k) <<1);
canvas.setPixel(xp, pen.y+100, (k <<16 | k <<8 | k+j) );
}
}
}
}
}
The above will draw this:

You can read more about voxels here.
This isn’t the speediest way to do voxels (especially if you want to animate). This was just the first thing that came to mind.
Hi Zevan,
I found your code and traslate to :r4 only for fun, the result is in
http://code.google.com/p/reda4/source/browse/trunk/r4/Apps/simplevoxel.txt
I hope you not angry ๐
Bye
Pablo
Hey Pablo. Why would I be angry…. that’s awesome ๐ nice work.
Hey will u please explain why you write this line i cant understand that
ย var xp:Number = pen.x + (dist <<2) - 200;