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Zソート3D
Zソート3ddrawTrianglesポリゴンのZソート
Z-Sorting and drawTriangles() forked from: Z-Sorting and drawTriangles()
- // forked from shapevent's Z-Sorting and drawTriangles()
- package {
- /*
- a z-sorting example using drawTriangles()
- more info here : http://actionsnippet.com/?p=2080
- */
- import flash.display.*;
- import flash.geom.*;
- import flash.events.*;
- [SWF(width = 500, height=500, backgroundColor = 0x000000)]
- public class Zsorting extends MovieClip {
- private var verts:Vector.<Number>;
- private var pVerts:Vector.<Number>;
- private var uvts:Vector.<Number>;
- private var indices:Vector.<int>;
- private var sortedIndices:Vector.<int>;
- private var faces:Array;
- private var m:Matrix3D;
- private var poly:Vector.<Number>;
- private var transPoly:Vector.<Number>;
- private var tex:BitmapData;
- private var persp:PerspectiveProjection;
- private var proj:Matrix3D;
- public function Zsorting(){
- // init
- x = stage.stageWidth / 2;
- y = stage.stageHeight / 2;
- // standard Vectors for using drawTriangles
- verts = new Vector.<Number>();
- pVerts;
- uvts;
- indices;
- // needed for z-sorting
- sortedIndices;
- faces = [];
- // we'll use this for tranforming points
- // and as the transormation matrix for our render
- m = new Matrix3D();
- // plot a poly
- poly;
- poly = Vector.<Number>([ 0, 0, 0,
- 10, 0, 0,
- 0,10, 0]);
- verts = verts.concat(poly);
- faces.push(new Vector3D());
- // add two polygons by transorming the poly Vector
- // and concatenating it to the verts Vector
- // Vector3D instances are added to the faces
- // Array for z-sorting
- // temp vect for any transformed polygons
- transPoly = new Vector.<Number>();
- m.appendRotation(10, Vector3D.Z_AXIS);
- m.appendTranslation(0,-2,5);
- m.transformVectors(poly, transPoly);
- verts = verts.concat(transPoly);
- faces.push(new Vector3D());
- m.appendRotation(10, Vector3D.Z_AXIS);
- m.appendTranslation(0,-2,5);
- m.transformVectors(poly, transPoly);
- verts = verts.concat(transPoly);
- faces.push(new Vector3D());
- // hard coded indices
- indices = Vector.<int>([0, 1, 2, 3, 4, 5, 6, 7, 8]);
- sortedIndices = new Vector.<int>(indices.length, true);
- // create texture
- tex = new BitmapData(100,100,false, 0x000000);
- tex.fillRect(new Rectangle(0,0,50,50), 0xFF0000);
- tex.fillRect(new Rectangle(50,0,50,50), 0x0000FF);
- tex.fillRect(new Rectangle(0,50,50,50), 0x00FF00);
- // hard coded uvts
- uvts = Vector.<Number>([0,0,0, .5,0,0, 0,.5,0,
- .53, 0, 0, 1, 0, 0, .53, .5, 0,
- 0,.6,.5, 0,.6,0, 0,1, 0]);
- // fix all vector lengths
- verts.fixed = true, uvts.fixed = true, indices.fixed = true
- pVerts = new Vector.<Number>(verts.length/3 * 2, true);
- // we need these if we want perspective
- persp = new PerspectiveProjection();
- // projection matrix
- proj = persp.toMatrix3D();
- addEventListener(Event.ENTER_FRAME, onLoop);
- }
- // private methods
- private function onLoop(evt:Event):void {
- m.identity();
- m.appendRotation(mouseY * 2, Vector3D.X_AXIS);
- m.appendRotation(mouseX * 2, Vector3D.Y_AXIS);
- // push everything back so its not to close
- m.appendTranslation(0,0,40);
- // append the projection matrix at the end
- m.append(proj);
- Utils3D.projectVectors(m, verts, pVerts, uvts);
- var face:Vector3D;
- var inc:int = 0;
- for (var i:int = 0; i<indices.length; i+=3){
- face = faces[inc];
- face.x = indices[i];
- // it may look odd, but casting to an int
- // when doing operations inside array sytnax
- // adds a big speed boost
- face.y = indices[int(i + 1)];
- face.z = indices[int(i + 2)];
- var i3:int = i * 3;
- // get the average z position (t value) and store it in the Vector3D w property
- // depending on your model, you may not need to do an average of all 3 values
- face.w = (uvts[int(i3 + 2)] + uvts[int(i3 + 5)] + uvts[int(i3 + 8)]) * 0.333333;
- inc++;
- }
- // sort on w, so far this beats all other sorting methods for speed,
- // faster than Vector.sort(), faster than any custom sort method I could find
- faces.sortOn("w", Array.NUMERIC);
- // re-order indices so that faces are drawn in the correct order (back to front);
- inc = 0;
- for each (face in faces){
- sortedIndices[inc++] = face.x;
- sortedIndices[inc++] = face.y;
- sortedIndices[inc++] = face.z;
- }
- graphics.clear();
- graphics.beginBitmapFill(tex, null, false, false);
- graphics.drawTriangles(pVerts, sortedIndices, uvts, TriangleCulling.NONE);
- }
- }
- }
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