matrix3d做转换

这是基类:

package cn.ndl.test {
    import flash.display.Bitmap;
    import flash.display.Sprite;
    import flash.display.TriangleCulling;
    import flash.geom.Matrix3D;
    import flash.geom.Point;
    import flash.geom.Vector3D;

    public class SphereBasic extends Sprite {
        [Embed(source="http://www.cnblogs.com/../Dot.png")]
        private var imgClass:Class;

        private var bd:Bitmap;

        private var vec:Vector.<Number>;
        private var ind:Vector.<int>;
        private var uvt:Vector.<Number>;

        private var row:int=60;
        private var col:int=60;

        private var rad:Number=200;
        private var centerZ:Number=400;
        private var fl:Number=1000;

        private var spr:Sprite;

        private var sprimg:Sprite;

        private var vertsVec:Array=[];

        private var titlenum:int=0;

        public function SphereBasic() {
            super();
            init();
        }

        private function init():void {
            spr=new Sprite;

            spr.rotationX=0;
            spr.rotationY=0;
            spr.rotationZ=0;

            sprimg=new Sprite;
            this.addChild(sprimg);

            bd=new imgClass;

            titlenum=row * col;

            rad=Math.floor(bd.width / (Math.PI * 2));

            serVec();

            rotoXYZ(0, 0, 0);
        }

        private function serVec():void {
            var _x:Number=Math.PI * 2 / col;
            var _y:Number=Math.PI / row;

            for (var i:int=0; i <= row; i++) {
                vertsVec[i]=[];
                for (var j:int=0; j <= col; j++) {
            //注意这里的坐标值算法 vertsVec[i][j]
=new Vector3D(rad * Math.sin(_x * i) * Math.sin(_y * j), rad * Math.cos(_y * j), rad * Math.cos(_x * i) * Math.sin(_y * j)); } } } public function rotoXYZ(_rx:Number, _ry:Number, _rz:Number):void { spr.transform.matrix3D.appendRotation(_rx, Vector3D.X_AXIS); spr.transform.matrix3D.appendRotation(_ry, Vector3D.Y_AXIS); spr.transform.matrix3D.appendRotation(_rz, Vector3D.Z_AXIS); transformSphere(spr.transform.matrix3D.clone()); } private function transformSphere(_m:Matrix3D):void { vec=new Vector.<Number>; ind=new Vector.<int>; uvt=new Vector.<Number>; var curnum:int=0; var newvertsVec:Array=[]; var distArr:Array=[]; var disPoint:Array=[]; sprimg.graphics.clear(); var v3d:Vector3D; for (var i:int=0; i <= row; i++) { newvertsVec[i]=[]; disPoint[i]=[]; for (var j:int=0; j <= col; j++) { v3d=_m.deltaTransformVector(vertsVec[i][j]); newvertsVec[i][j]=v3d; disPoint[i][j]=new Point(v3d.x, v3d.y); } } var zAv:Number=0; for (i=0; i < row; i++) { for (j=0; j < col; j++) { zAv=(newvertsVec[i][j].z + newvertsVec[i + 1][j].z + newvertsVec[i][j + 1].z + newvertsVec[i + 1][j + 1].z) / 4; distArr.push([zAv, i, j]); } } distArr.sort(distsort); var cur0:Point; var cur1:Point; var cur2:Point; var cur3:Point; for (var n:int=0; n < titlenum; n++) { i=distArr[n][1]; j=distArr[n][2]; cur0=disPoint[i][j].clone(); cur1=disPoint[i + 1][j].clone(); cur2=disPoint[i + 1][j + 1].clone(); cur3=disPoint[i][j + 1].clone(); vec.push(cur0.x, cur0.y, cur1.x, cur1.y, cur2.x, cur2.y, cur3.x, cur3.y); ind.push(curnum, curnum + 1, curnum + 3, curnum + 1, curnum + 2, curnum + 3); uvt.push(i / row, j / col, (i + 1) / row, j / col, (i + 1) / row, (j + 1) / col, i / row, (j + 1) / col); curnum+=4; } sprimg.graphics.beginBitmapFill(bd.bitmapData); sprimg.graphics.drawTriangles(vec, ind, uvt, TriangleCulling.POSITIVE); sprimg.graphics.endFill(); } private function distsort(v:Array, w:Array):int { if (v[0] > w[0]) { return -1; } else if (v[0] < w[0]) { return 1; } else { return 0; } } } }

这是调用类:

package cn.ndl.test
{
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    
    public class CirSprite extends Sprite
    {
        
        private var sp:SphereBasic;
        
        private var xh:Number=stage.stageWidth/2;
        private var yh:Number=stage.stageHeight/2;
        
        public function CirSprite()
        {
            super();
            stage.scaleMode=StageScaleMode.NO_SCALE;
            //stage.align=StageAlign.TOP_LEFT;
            init();
        }
        
        private function init():void
        {
            sp=new SphereBasic;
            this.addChild(sp);
            
            sp.x=xh;
            sp.y=yh;
            
            this.addEventListener(Event.ENTER_FRAME,onEnterFrame);
        }
        
        private function onEnterFrame(e:Event):void
        {
            var ax:Number=(mouseX-xh)*.01;
            var ay:Number=(mouseY-yh)*.01;
            
            //注意这里的﹣值转换对应的基类的坐标
            sp.rotoXYZ(-ay,ax,0);
        }
        
        
    }
}

 

主要用的matrix3d做转换

用的是逆三角图形,实际是顺三角算法的贴图

 

 

 

 

转载于:https://www.cnblogs.com/ndljava/archive/2012/07/10/2584841.html

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