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[SWF(width=500,height=500,backgroundColor=0x333333, frameRate=40)]
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var terrain:Shape = Shape(addChild(new Shape()));
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terrain.x = terrain.y = 250;
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var rows:int = 60;
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var size:int = rows + 1;
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var vertNum:int = size * size;
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var polySize:Number = 5;
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var gridWidth:Number = polySize * rows;
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var halfWidth:Number = gridWidth / 2;
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var verts:Vector.<Number> = new Vector.<Number>();
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var pVerts:Vector.<Number> = new Vector.<Number>();
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var indices:Vector.<int> = new Vector.<int>();
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var uvs:Vector.<Number> = new Vector.<Number>();
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var uvts:Vector.<Number> = new Vector.<Number>();
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var tex:BitmapData = new BitmapData(gridWidth, gridWidth, false, 0x000000);
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var pix:int = gridWidth * gridWidth;
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var perlin:BitmapData = new BitmapData(gridWidth, gridWidth, false, 0x000000);
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// generate the texture and the terrain
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function generate():void{
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tex.fillRect(tex.rect, 0x000000);
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var i:Number, xp:Number, yp:Number;
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for (i = 0; i<pix; i++){
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xp = i % gridWidth;
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yp= int(i / gridWidth);
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var dx:Number = xp - gridWidth / 2;
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var dy:Number = yp - gridWidth / 2;
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var d:Number = 255 - Math.sqrt(dx * dx + dy * dy) / halfWidth* 255;
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if (d <0) d = 0;
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if (d> 255) d = 255;
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var c:uint = uint(d);
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tex.setPixel(xp, yp, c <<16 | c <<8 | c);
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}
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perlin.perlinNoise(100,100,3,Math.random()*100,false,false,7,true);
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perlin.draw(perlin, null, null, BlendMode.SCREEN);
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tex.draw(perlin, null, null, BlendMode.MULTIPLY);
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// calculate verts, uvs and indices
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var vIndex:int = 0;
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var uvIndex:int = 0;
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indices = new Vector.<int>();
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for (i = 0; i<vertNum; i++){
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var xMod:Number = i % size;
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xp = xMod * polySize;
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yp = int(i / size) * polySize;
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verts[vIndex++] = xp - halfWidth;
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verts[vIndex++] = yp - halfWidth;
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verts[vIndex++] = tex.getPixel(xp, yp) & 0xFF;
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uvs[uvIndex++] = xp / gridWidth;
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uvs[uvIndex++] = yp / gridWidth;
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if (xMod != rows){
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indices.push(i, i+1, i+size, i+1, i+size+1, i+size);
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}
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}
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}
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generate();
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stage.addEventListener(MouseEvent.MOUSE_DOWN, onGenerate);
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function onGenerate(evt:MouseEvent):void{ generate() };
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var m:Matrix3D = new Matrix3D();
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var rot:Number = 0;
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addEventListener(Event.ENTER_FRAME, onLoop);
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function onLoop(evt:Event):void {
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m.identity();
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var destRot:Number = mouseX / stage.stageWidth * 90;
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if (destRot <0) destRot = 0;
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if (destRot> 90) destRot = 90;
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rot += (destRot - rot) * 0.2;
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m.appendRotation(rot,Vector3D.Z_AXIS);
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m.appendRotation(60,Vector3D.X_AXIS);
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Utils3D.projectVectors(m, verts, pVerts, uvts);
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with(terrain.graphics){
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clear();
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beginBitmapFill(tex, null, false, true);
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drawTriangles(pVerts, indices, uvs, TriangleCulling.NEGATIVE);
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}
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}
This snippet draws a pretty simple isometric terrain using fp10 graphics stuff and perlin noise.