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[SWF(width = 500, height=500, backgroundColor = 0x333333)]
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x = stage.stageWidth / 2;
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y = stage.stageHeight / 2;
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-
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var polyNum:int = 3000;
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// standard Vectors for using drawTriangles
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var verts:Vector.<Number> = new Vector.<Number>();
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var pVerts:Vector.<Number>;
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var uvts:Vector.<Number> = new Vector.<Number>();
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var indices:Vector.<int> = new Vector.<int>();
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// needed for z-sorting
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var sortedIndices:Vector.<int>;
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var faces:Array = [];
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// we'll use this for tranforming points
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// and as the transormation matrix for our render
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var m:Matrix3D = new Matrix3D();
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// plot a poly
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var poly:Vector.<Number>;
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poly = Vector.<Number>([ 0, 0, 0,
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10, 0, 0,
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0,10, 0]);
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// temp vect for any transformed polygons
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var transPoly:Vector.<Number> = new Vector.<Number>();
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var i:int;
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var inc:int = 0;
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for (i = 0; i<polyNum; i++){
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m.identity();
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var s:Number = (int(Math.random()*50) == 1) ? 4 + Math.random()*2 : 1 + Math.random() * 2;
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m.appendScale(s, s, 1);
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m.appendRotation(Math.random()*360, Vector3D.X_AXIS);
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m.appendRotation(Math.random()*360, Vector3D.Y_AXIS);
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m.appendRotation(Math.random()*360, Vector3D.Z_AXIS);
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m.appendTranslation(200,0,0);
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m.appendRotation(Math.random()*360, Vector3D.X_AXIS);
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m.appendRotation(Math.random()*360, Vector3D.Y_AXIS);
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m.appendRotation(Math.random()*360, Vector3D.Z_AXIS);
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m.transformVectors(poly, transPoly);
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verts = verts.concat(transPoly);
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faces.push(new Vector3D());
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indices.push(inc++, inc++, inc++);
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uvts.push(Math.random(), Math.random(), 0, Math.random(), Math.random(), 0, Math.random(), Math.random(), 0);
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}
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sortedIndices = new Vector.<int>(indices.length, true);
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// create texture
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var tex:BitmapData = new BitmapData(400,400,false, 0x000000);
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var grad:Shape = new Shape();
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var mat:Matrix = new Matrix();
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mat.createGradientBox(400,400,0,0,0);
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with (grad.graphics){
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beginGradientFill(GradientType.LINEAR, [0x000000, 0xAA0000, 0xFFFF00], [1, 1, 1], [20, 200, 255], mat);
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drawRect(0,0,400,400);
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}
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tex.draw(grad);
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// create background
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mat.createGradientBox(1600,1000,0,-550, -100);
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with (grad.graphics){
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beginGradientFill(GradientType.RADIAL, [0x333333, 0xffffff], [1, 1], [0, 255], mat);
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drawRect(0,0,500,500);
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}
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grad.x = -stage.stageWidth/2
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grad.y = -stage.stageHeight/2;
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addChild(grad);
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// triangles will be drawn to this
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var render:Shape = Shape(addChild(new Shape()));
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// fix all vector lengths
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verts.fixed = true, uvts.fixed = true, indices.fixed = true
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pVerts = new Vector.<Number>(verts.length/3 * 2, true);
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// we need these if we want perspective
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var persp:PerspectiveProjection = new PerspectiveProjection();
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persp.fieldOfView = 45;
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// projection matrix
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var proj:Matrix3D = persp.toMatrix3D();
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var dx:Number = 0, dy:Number = 0;
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addEventListener(Event.ENTER_FRAME, onLoop);
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function onLoop(evt:Event):void {
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dx += (mouseX - dx) / 4;
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dy += (mouseY - dy) / 4;
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m.identity();
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m.appendRotation(dy, Vector3D.X_AXIS);
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m.appendRotation(dx, Vector3D.Y_AXIS);
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// push everything back so its not to close
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m.appendTranslation(0,0,800);
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// append the projection matrix at the end
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m.append(proj);
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Utils3D.projectVectors(m, verts, pVerts, uvts);
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var face:Vector3D;
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inc = 0;
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for (var i:int = 0; i<indices.length; i+=3){
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face = faces[inc];
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face.x = indices[i];
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// it may look odd, but casting to an int
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// when doing operations inside array sytnax
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// adds a big speed boost
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face.y = indices[int(i + 1)];
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face.z = indices[int(i + 2)];
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var i3:int = i * 3;
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// get the average z position (t value) and store it in the Vector3D w property
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// depending on your model, you may not need to do an average of all 3 values
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face.w = (uvts[int(i3 + 2)] + uvts[int(i3 + 5)] + uvts[int(i3 + 8)]) * 0.333333;
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inc++;
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}
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// sort on w, so far this beats all other sorting methods for speed,
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// faster than Vector.sort(), faster than any custom sort method I could find
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faces.sortOn("w", Array.NUMERIC);
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// re-order indices so that faces are drawn in the correct order (back to front);
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inc = 0;
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for each (face in faces){
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sortedIndices[inc++] = face.x;
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sortedIndices[inc++] = face.y;
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sortedIndices[inc++] = face.z;
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}
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render.graphics.clear();
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render.graphics.beginBitmapFill(tex, null, false, false);
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render.graphics.drawTriangles(pVerts, sortedIndices, uvts, TriangleCulling.NONE);
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}