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Flash/Flex学习札记(44):3D线条与填充

2012-10-08 
Flash/Flex学习笔记(44):3D线条与填充3D线条:把上一篇中的3D坐标旋转示例稍做修改,用线把各个小球连接起来

Flash/Flex学习笔记(44):3D线条与填充

3D线条:把上一篇中的3D坐标旋转示例稍做修改,用线把各个小球连接起来即可。

var balls:Array;


var numBalls:uint=30;

?
var fl:Number=250;

?
var vpx:Number=stage.stageWidth/2;

?
var vpy:Number=stage.stageHeight/2;

?
function init():void {

?
balls=new Array(numBalls);

?
for (var i:uint=0; i<numBalls; i++) {

?
var ball:Ball3D=new Ball3D(0,0x000000);//注意:我们只需要线条,不需要小球,所以这里把小球的半径设置为0

?
balls[i]=ball;


ball.xpos = (Math.random()*2-1)*100;

?
ball.ypos = (Math.random()*2-1)*100;

?
ball.zpos = (Math.random()*2-1)*100;

?
addChild(ball);

?
}

?
addEventListener(Event.ENTER_FRAME,EnterFrameHandler);

?
}

?
function EnterFrameHandler(e:Event):void {

?
var dx:Number=mouseX-vpx;

?
var dy:Number=mouseY-vpy;

?
var angleY:Number=dx*0.0005;

?
var angleX:Number=dy*0.0005;

?
var angleZ:Number=Math.sqrt(dx*dx+dy*dy)*0.0005;

?
if (dx>0) {

?
angleZ*=-1;

?
}//以鼠标所在点的x坐标相对于消失点的位置为判断依据,左侧z轴正向旋转,右侧z轴反向旋转

?
for (var i:uint; i<numBalls; i++) {

?
var b:Ball3D=balls[i];

rotateX(b,angleX);

?
rotateY(b,angleY);

?
rotateZ(b,angleZ);

?
doPerspective(b);

?
}

?
//画线(注:画线处理,只能在所有旋转及透视完成之后再处理,否则如果先画好线,再处理旋转的话,因为小球的坐标已经变了,所以看上去线条的接头有可能不连续)

?
graphics.clear();

?
graphics.lineStyle(0);

?
graphics.moveTo(balls[0].x, balls[0].y);

?
for (i = 1; i < numBalls; i++) {?????

?
graphics.lineTo(balls[i].x, balls[i].y);


}

?
graphics.lineTo(balls[0].x, balls[0].y);

?
//sortZ(); //注意:这里不能加z轴排序,因为z轴排序会不断修正小球的数组索引,导致上面的每跟线条的连接两端不断变化,在视觉上就产生了抖动

?
}

?
//x轴的坐标旋转

?
function rotateX(ball:Ball3D, angleX:Number):void {

?
var cosX:Number=Math.cos(angleX);

?
var sinX:Number=Math.sin(angleX);

?
var y1:Number=ball.ypos*cosX-ball.zpos*sinX;

?
var z1:Number=ball.zpos*cosX+ball.ypos*sinX;

?
ball.ypos=y1;

?
ball.zpos=z1;

?
}

?
//y轴的坐标旋转

?
function rotateY(ball:Ball3D, angleY:Number):void {

?
var cosY:Number=Math.cos(angleY);

?
var sinY:Number=Math.sin(angleY);

?
var x1:Number=ball.xpos*cosY-ball.zpos*sinY;

?
var z1:Number=ball.zpos*cosY+ball.xpos*sinY;

?
ball.xpos=x1;


ball.zpos=z1;


}

?
//z轴的坐标旋转

?
function rotateZ(ball:Ball3D, angleZ:Number):void {


var cosZ:Number=Math.cos(angleZ);

?
var sinZ:Number=Math.sin(angleZ);

?
var x1:Number=ball.xpos*cosZ-ball.ypos*sinZ;

?
var y1:Number=ball.ypos*cosZ+ball.xpos*sinZ;

?
ball.xpos=x1;

?
ball.ypos=y1;

?
}

?
//3D透视处理??
function doPerspective(ball:Ball3D):void {

?
if (ball.zpos>- fl) {


var scale:Number = fl / (fl + ball.zpos);


ball.scaleX=ball.scaleY=scale;


ball.x=vpx+ball.xpos*scale;

?
ball.y=vpy+ball.ypos*scale;

?
//ball.alpha = scale*0.65;


ball.visible=true;

?
} else {

?
ball.visible=false;

?
}

?
}

?
//z轴排序


function sortZ():void {


balls.sortOn("zpos",Array.DESCENDING|Array.NUMERIC);

?
for (var i:uint=0; i<numBalls; i++) {

?
setChildIndex(balls[i],i);

?
}

?
}


init();

如果从性能优化的角度考虑:Ball3D类用在这里比较浪费,Ball3D继承自Sprite,而我们在这里其实仅仅只要一个拥有少数几个属性(比如xpos,ypos,zpos之类)的点而已,对于Sprite默认的其它属性,包括事件支持,都是不需要的。

所以...我们又多出了一个新类Point3D

?
package {

?
public class Point3D {

public var fl:Number=250;

?
private var vpX:Number=0;


private var vpY:Number=0;

?
private var cX:Number=0;

?
private var cY:Number=0;

?
private var cZ:Number=0;

?
public var x:Number=0;


public var y:Number=0;

?
public var z:Number=0;??????

?
public function Point3D(x:Number=0, y:Number=0, z:Number=0) {

?
this.x=x;

?
this.y=y;

?
this.z=z;


}

?
public function setVanishingPoint(vpX:Number, vpY:Number):void {


this.vpX=vpX;

?
this.vpY=vpY;

?
}

?
public function setCenter(cX:Number,cY:Number,cZ:Number=0):void {

?
this.cX=cX;

?
this.cY=cY;

?
this.cZ=cZ;

?
}

?
public function get screenX():Number {

?
var scale:Number = fl / (fl + z + cZ);

?
return vpX + cX + x * scale;


}

?
public function get screenY():Number {

?
var scale:Number = fl / (fl + z + cZ);

?
return vpY + cY + y * scale;

?
}

?
public function rotateX(angleX:Number):void {


var cosX:Number=Math.cos(angleX);

?
var sinX:Number=Math.sin(angleX);


var y1:Number=y*cosX-z*sinX;

?
var z1:Number=z*cosX+y*sinX;

?
y=y1;


z=z1;


}


public function rotateY(angleY:Number):void {

?
var cosY:Number=Math.cos(angleY);

var sinY:Number=Math.sin(angleY);


var x1:Number=x*cosY-z*sinY;

?
var z1:Number=z*cosY+x*sinY;

?
x=x1;

?
z=z1;

?
}


public function rotateZ(angleZ:Number):void {

?
var cosZ:Number=Math.cos(angleZ);

?
var sinZ:Number=Math.sin(angleZ);

?
var x1:Number=x*cosZ-y*sinZ;

?
var y1:Number=y*cosZ+x*sinZ;

?
x=x1;


y=y1;


}


}


}

利用这个类重写最开头的示例:

package {

?
import flash.display.Sprite;

?
import flash.events.Event;


public class Lines3D_B extends Sprite {

?
private var points:Array;


private var numPoints:uint=50;

?
private var fl:Number=250;

?
private var vpX:Number=stage.stageWidth/2;

?
private var vpY:Number=stage.stageHeight/2;


public function Lines3D_B() {


init();

?
}

?
private function init():void {

?
points = new Array();

?
for (var i:uint = 0; i < numPoints; i++) {

?
var point:Point3D=new Point3D(Math.random()*200-100,Math.random()*200-100,Math.random()*200-100);

?
point.setVanishingPoint(vpX, vpY);


points.push(point);


}


addEventListener(Event.ENTER_FRAME, onEnterFrame);

?
}

?
private function onEnterFrame(event:Event):void {

?
var angleX:Number = (mouseY - vpY) * .001;

?
var angleY:Number = (mouseX - vpX) * .001;


for (var i:uint = 0; i < numPoints; i++) {

?
var point:Point3D=points[i];

?
point.rotateX(angleX);

?
point.rotateY(angleY);

?
}

?
graphics.clear();

?
graphics.lineStyle(0);

?
graphics.moveTo(points[0].screenX, points[0].screenY);

?
for (i = 1; i < numPoints; i++) {

?
graphics.lineTo(points[i].screenX, points[i].screenY);

?
}

?
}

?
}

?
}

上面的示例各线条的节点都是随机分布在三维空间的,如果把这些点按一定的顺序排列好,结果会更有趣:

Flash/Flex学习札记(44):3D线条与填充

上图示意了一个z轴平面的正方形,其4个顶点的(x,y,z)坐标如图所示

package {


import flash.display.Sprite;

?
import flash.events.Event;

?
public class Square3D extends Sprite {

?
private var points:Array;


private var numPoints:uint=4;


private var fl:Number=250;

?
private var vpX:Number=stage.stageWidth/2;

?
private var vpY:Number=stage.stageHeight/2;


public function Square3D() {


init();

?
}

?
private function init():void {

?
points = new Array();

?
points[0]=new Point3D(-80,-80,50);

?
points[1]=new Point3D(80,-80,50);

?
points[2]=new Point3D(80,80,50);

?
points[3]=new Point3D(-80,80,50);


//设置每个点的消失点


for (var i:uint = 0; i < numPoints; i++) {

?
points[i].setVanishingPoint(vpX, vpY);

?
}

?
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);


}

?
private function EnterFrameHandler(e:Event):void {


var dx:Number = mouseX - vpX;

?
var dy:Number = mouseY - vpY;


var angleX:Number = dy * 0.001;

?
var angleY:Number = dx * 0.001;

?
var angleZ:Number = Math.sqrt(dx*dx+dy*dy)*0.0005;

?
if (dx>0){angleZ*=-1;}

?
for (var i:uint = 0; i < numPoints; i++) {

?
var point:Point3D=points[i];

?
point.rotateX(angleX);

?
point.rotateY(angleY);

?
point.rotateZ(angleZ);

?
}


graphics.clear();

?
graphics.lineStyle(0);


graphics.moveTo(points[0].screenX, points[0].screenY);??????????

?
for (i = 1; i < numPoints; i++) {

?
graphics.lineTo(points[i].screenX, points[i].screenY);

?
}

?
graphics.lineTo(points[0].screenX, points[0].screenY);

?
}

?
}

?
}

ok,我们成功的搞出了一个在三维空间晃荡的正方形!

理解这种思路后,理论上可以做出任意的几何形状,比如下面这张图:

Flash/Flex学习札记(44):3D线条与填充

var pointNum:int=10;


var points:Array = new Array();


var vpX:Number=stage.stageWidth/2;


var vpY:Number=stage.stageHeight/2;


function Init():void {


points.push(new Point3D(-100,-140,0));

?
points.push(new Point3D(100,-140,0));

?
points.push(new Point3D(100,-90,0));

?
points.push(new Point3D(-40,-90,0));

?
points.push(new Point3D(-40,-40,0));

?
points.push(new Point3D(80,-40,0));

?
points.push(new Point3D(80,10,0));

?
points.push(new Point3D(-40,10,0));

?
points.push(new Point3D(-40,140,0));

?
points.push(new Point3D(-100,140,0));


for (var i:uint = 0; i < pointNum; i++) {

?
points[i].setVanishingPoint(vpX, vpY);


points[i].setCenter(0, 0, 100);

?
}

?
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);


}

?
function EnterFrameHandler(e:Event):void {


var dx:Number=mouseX-vpX;


var dy:Number=mouseY-vpY;

?
var angleX:Number=dy*0.001;

?
var angleY:Number=dx*0.001;

?
var angleZ:Number=Math.sqrt(dx*dx+dy*dy)*0.0005;

?
if (dx>0) {


angleZ*=-1;

?
}

for (var i:uint = 0; i < pointNum; i++) {

?
var point:Point3D=points[i];

?
point.rotateX(angleX);

?
point.rotateY(angleY);

?
point.rotateZ(angleZ);

?
}

?
Draw();

?
}

?
function Draw():void {

?
graphics.clear();

?
graphics.lineStyle(1);


graphics.beginFill(0xff0000);

?
graphics.moveTo(points[0].screenX,points[0].screenY);

for (var i:uint=1; i<pointNum; i++) {


graphics.lineTo(points[i].screenX,points[i].screenY);


}

?
graphics.lineTo(points[0].screenX,points[0].screenY);

?
graphics.endFill();


}

?
Init();

如果形状是没有空洞的,上面的办法无疑是最方便的办法,但是如果形状本身上有“洞”,比如下面这样:

Flash/Flex学习札记(44):3D线条与填充

如果仍然套用上面的方法,至少还得多写段代码处理中间这个空洞的"画线",再极端一点想象:如果形状中的空洞不止一个,有很多个的话,处理的代码就更复杂了。通常在3D编程中,业内更倾向于用“三角形”来处理这种复杂情况。如上图所示:整个A可以看作是0到10一共是11个小三角形组成的,可以先把三角形抽象成一个类


package

?
{

?
import flash.display.Graphics;

?
public class Triangle

?
{


private var pointA:Point3D;

?
private var pointB:Point3D;

?
private var pointC:Point3D;

?
private var color:uint;


public function Triangle(a:Point3D, b:Point3D, c:Point3D, color:uint)

?
{

?
pointA = a;


pointB = b;

?
pointC = c;


this.color = color;

?
}

?
public function draw(g:Graphics):void

?
{
g.beginFill(color);

?
g.moveTo(pointA.screenX, pointA.screenY);

?
g.lineTo(pointB.screenX, pointB.screenY);

?
g.lineTo(pointC.screenX, pointC.screenY);

?
g.lineTo(pointA.screenX, pointA.screenY);

?
g.endFill();


}


}


}

接下来的事情就比较简单了,定义一个三角形数组,然后根据顶点坐标初始化这个数组,然后各顶点的坐标该咋旋转就咋旋转,完事之后重新填充绘制三角形数组。

var pointNum:int = 11;

?
var points:Array = new Array(pointNum);

?
var triangles:Array;//三角形数组

?
var vpX:Number = stage.stageWidth / 2;


var vpY:Number = stage.stageHeight / 2;


function Init():void {

?
points[0] = new Point3D(-50,-250,100);

?
points[1] = new Point3D(50,-250,100);

?
points[2] = new Point3D(200,250,100);

?
points[3] = new Point3D(100,250,100);

?
points[4] = new Point3D(50,100,100);

?
points[5] = new Point3D(-50,100,100);

?
points[6] = new Point3D(-100,250,100);

?
points[7] = new Point3D(-200,250,100);

?
points[8] = new Point3D(0,-150,100);

?
points[9] = new Point3D(50,0,100);

?
points[10] = new Point3D(-50,0,100);

?
for (var i:uint = 0; i < pointNum; i++) {

?
points[i].setVanishingPoint(vpX, vpY);

?
points[i].setCenter(0, 0, 450);


}

?
//根据顶点赋值三角形数组

?
triangles = new Array();

?
triangles[0] = new Triangle(points[0],points[1],points[8],0xff0000);

?
triangles[1] = new Triangle(points[1],points[9],points[8],0xff0000);

?
triangles[2] = new Triangle(points[1],points[2],points[9],0xff0000);

?
triangles[3] = new Triangle(points[2],points[4],points[9],0xff0000);

?
triangles[4] = new Triangle(points[2],points[3],points[4],0xff0000);

?
triangles[5] = new Triangle(points[4],points[5],points[9],0xff0000);

?
triangles[6] = new Triangle(points[9],points[5],points[10],0xff0000);

?
triangles[7] = new Triangle(points[5],points[6],points[7],0xff0000);

?
triangles[8] = new Triangle(points[5],points[7],points[10],0xff0000);

?
triangles[9] = new Triangle(points[0],points[10],points[7],0xff0000);


triangles[10] = new Triangle(points[0],points[8],points[10],0xff0000);


addEventListener(Event.ENTER_FRAME, EnterFrameHandler);

?
}

?
function EnterFrameHandler(e:Event):void {

?
var dx:Number = mouseX - vpX;

?
var dy:Number = mouseY - vpY;

?
var angleX:Number = dy * 0.001;


var angleY:Number = dx * 0.001;

?
var angleZ:Number = Math.sqrt(dx * dx + dy * dy) * 0.0005;

?
if (dx > 0) {

?
angleZ *=? -1;

?
}

?
for (var i:uint = 0; i < pointNum; i++) {

?
var point:Point3D = points[i];

?
point.rotateX(angleX);


point.rotateY(angleY);

?
point.rotateZ(angleZ);

?
}

?
graphics.clear();

?
//画三角形

?
for (i=0; i<triangles.length; i++) {

?
triangles[i].draw(graphics);

?
}

}

?
Init();

旋转的立方体

示意图如下:

Flash/Flex学习札记(44):3D线条与填充


var pointNum:int = 8;


var points:Array = new Array(pointNum);

?
var triangles:Array;//三角形数组

?
var vpX:Number = stage.stageWidth / 2;

?
var vpY:Number = stage.stageHeight / 2;

?
function Init():void {

?
//前面四个角

?
points[0] = new Point3D(-100,-100,-100);

?
points[1] = new Point3D( 100,-100,-100);

?
points[2] = new Point3D( 100, 100,-100);

?
points[3] = new Point3D(-100, 100,-100);

?
//后面四个角


points[4] = new Point3D(-100,-100, 100);

?
points[5] = new Point3D( 100,-100, 100);

?
points[6] = new Point3D( 100, 100, 100);

?
points[7] = new Point3D(-100, 100, 100);????

?
for (var i:uint = 0; i < pointNum; i++) {

?
points[i].setVanishingPoint(vpX, vpY);

?
points[i].setCenter(0, 0, 100);

?
}

?
//根据顶点赋值三角形数组

?
triangles = new Array();

?
var _t:Number = Math.random() * 0xffffff;

?
triangles[0] = new Triangle(points[0],points[1],points[2],_t);

?
triangles[1] = new Triangle(points[0],points[2],points[3],_t);

?
_t = Math.random() * 0xffffff;

?
triangles[2] = new Triangle(points[0],points[5],points[1],_t);

?
triangles[3] = new Triangle(points[0],points[4],points[5],_t);

?
_t = Math.random() * 0xffffff;


triangles[4] = new Triangle(points[4],points[6],points[5],_t);

?
triangles[5] = new Triangle(points[4],points[7],points[6],_t);

?
_t = Math.random() * 0xffffff;

?
triangles[6] = new Triangle(points[3],points[2],points[6],_t);


triangles[7] = new Triangle(points[3],points[6],points[7],_t);

?
_t = Math.random() * 0xffffff;

?
triangles[8] = new Triangle(points[1],points[5],points[6],_t);

?
triangles[9] = new Triangle(points[1],points[6],points[2],_t);

?
_t = Math.random() * 0xffffff;


triangles[10] = new Triangle(points[4],points[0],points[3],_t);

?

triangles[11] = new Triangle(points[4],points[3],points[7],_t);

?
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);


}

?
function EnterFrameHandler(e:Event):void {

?
var dx:Number = mouseX - vpX;

?
var dy:Number = mouseY - vpY;


var angleX:Number = dy * 0.001;

?
var angleY:Number = dx * 0.001;


var angleZ:Number = Math.sqrt(dx * dx + dy * dy) * 0.0005;

?
if (dx > 0) {

?
angleZ *=? -1;


}

?
for (var i:uint = 0; i < pointNum; i++) {

?
var point:Point3D = points[i];

?
point.rotateX(angleX);

?
point.rotateY(angleY);

?
point.rotateZ(angleZ);

?
}

?
graphics.clear();

?
//画三角形

?
for (i=0; i<triangles.length; i++) {

?
triangles[i].draw(graphics);

?
}

?
}

?
Init();

当然,在学习"背面剔除"前,为了防止六个面同时填充颜色相互遮挡,我们可以先把Triangle.cs中的draw方法临时修改一下


public function draw(g:Graphics):void

?
{

?
g.beginFill(color,0.4);//改成40%透明度填充

?
g.moveTo(pointA.screenX, pointA.screenY);


g.lineTo(pointB.screenX, pointB.screenY);

?
g.lineTo(pointC.screenX, pointC.screenY);

?
g.lineTo(pointA.screenX, pointA.screenY);

?
g.endFill();


}

利用这个原理,可以创建更多复杂的3D模型

3D金字塔型:


var pointNum:int = 5;

?
var points:Array = new Array(pointNum);

?
var triangles:Array;//三角形数组

?
var vpX:Number = stage.stageWidth / 2;

?
var vpY:Number = stage.stageHeight / 2;

?
function Init():void {

?
points[0] = new Point3D(0,-200,0);

?
points[1] = new Point3D(200,200,-200);

?
points[2] = new Point3D(-200,200,-200);

?
points[3] = new Point3D(-200,200,200);

?
points[4] = new Point3D(200,200,200);

?
for (var i:uint = 0; i < pointNum; i++) {

?
points[i].setVanishingPoint(vpX, vpY);

?
points[i].setCenter(0, 0, 450);

?
}

?
//根据顶点赋值三角形数组


triangles = new Array();

?
var _t:Number = Math.random() * 0xffffff;


triangles[0] = new Triangle(points[0],points[1],points[2],_t);

?
_t = Math.random() * 0xffffff;

?
triangles[1] = new Triangle(points[0],points[2],points[3],_t);

?
_t = Math.random() * 0xffffff;

?
triangles[2] = new Triangle(points[0],points[3],points[4],_t);


_t = Math.random() * 0xffffff;

?
triangles[3] = new Triangle(points[0],points[4],points[1],_t);

?
_t = Math.random() * 0xffffff;

?
triangles[4] = new Triangle(points[1],points[3],points[2],_t);

?
//_t = Math.random() * 0xffffff;

?
triangles[5] = new Triangle(points[1],points[4],points[3],_t);


addEventListener(Event.ENTER_FRAME, EnterFrameHandler);

?
}

?

function EnterFrameHandler(e:Event):void {

?
var dx:Number = mouseX - vpX;

?
var dy:Number = mouseY - vpY;

?
var angleX:Number = dy * 0.001;

?
var angleY:Number = dx * 0.001;

?
var angleZ:Number = Math.sqrt(dx * dx + dy * dy) * 0.0005;

?
if (dx > 0) {

?
angleZ *=? -1;

?
}

?
for (var i:uint = 0; i < pointNum; i++) {

?
var point:Point3D = points[i];

?
point.rotateX(angleX);


point.rotateY(angleY);

?
point.rotateZ(angleZ);

?
}

?
graphics.clear();

?
//画三角形;

?
for (i=0; i<triangles.length; i++) {

?
triangles[i].draw(graphics);

?
}


}

?
Init();

把前面示例中的A字型示例扩展一下,变成二层(即:再复制一层A,然后在z轴上推移若干距离,然后用线条连起来)

var pointNum:int = 22;

?

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