绘制球形
package
{
import flash.display.GraphicsTrianglePath;
import flash.display.Sprite;
import flash.display.TriangleCulling;
import flash.events.Event;
import flash.geom.Vector3D;
/**
* @author:Gaara
* 2012-3-14
*
**/
[SWF(width="800", height="600" ,frameRate="30", backgroundColor="#FFFFFF")]
public class DrawBall extends Sprite
{
private const D:int = 300;
//定义路径类
private var triangPath:GraphicsTrianglePath;
private var sprite:Sprite = new Sprite;
private var indices:Vector.<int> = new Vector.<int>;
private var uvtData:Vector.<Number> = new Vector.<Number>;
private var vertices:Vector.<Vector3D> = new Vector.<Vector3D>;
private var angel:int = 0;
private const RADIUS:int = 100;//半径
private var cols:int = 20;//分成多少份
private var rows:int = 20;
private var radian:Number = 2 * Math.PI / cols;//弧度
public function DrawBall()
{
sprite.x = this.stage.stageWidth / 2;
sprite.y = this.stage.stageHeight /2;
addChild(sprite);
for (var i:int = 0;i < rows; i++)
{
for (var i2:int = 0; i2 < cols; i2++)
{
var angel2:Number = i2 * Math.PI / cols - Math.PI/2;
var before:Vector3D = new Vector3D(
Math.cos(radian * i) * RADIUS * Math.cos(angel2),
Math.sin(angel2) * RADIUS,
Math.sin(radian * i) * RADIUS * Math.cos(angel2));
vertices.push(before);
uvtData.push(i2/cols,i/rows,1);
}
}
for (var j:int = 0;j < rows; j++)
{
for (var k:int = 0; k < cols; k++)
{
//前面的点
if(j<rows-1 && k < cols-1){
indices.push(j*cols+k,j*cols+k+1,(j+1)*cols+k);
indices.push(j*cols+k+1,(j+1)*cols+k+1,(j+1)*cols+k);
}
}
}
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
protected function onEnterFrame(event:Event):void
{
angel++;
var radianx:Number = mouseX /180*Math.PI;
var radiany:Number = mouseY /180*Math.PI;
var newVertices:Vector.<Number> = new Vector.<Number>;
for (var i:int = 0; i < vertices.length; i++)
{
var vec3d:Vector3D = vertices[i]
var newX:Number = Math.cos(radianx) * vec3d.x - Math.sin(radianx) * vec3d.z;
var newZ:Number = Math.cos(radianx) * vec3d.z + Math.sin(radianx) * vec3d.x;
var newX2:Number = Math.cos(radiany) * newX - Math.sin(radiany) * vec3d.y;
var newY:Number = Math.cos(radiany) * vec3d.y + Math.sin(radiany) * newX;
var scale:Number = D/(D+newZ);
uvtData[i*3+2] = scale;
newVertices.push(scale * newX2);
newVertices.push(scale * newY);
}
sprite.graphics.clear();
sprite.graphics.beginBitmapFill(ResConfig.myLpBmp.bitmapData);
sprite.graphics.drawTriangles(newVertices,indices,uvtData,TriangleCulling.POSITIVE);
sprite.graphics.endFill();
}
}
}

仔细观察发现还有不少问题。最后一列没有接上。然后绘制成网格观察。

最后加上接边的代码,调整网格大小后,终于成形。
package
{
import flash.display.GraphicsTrianglePath;
import flash.display.Sprite;
import flash.display.TriangleCulling;
import flash.events.Event;
import flash.geom.Vector3D;
/**
* @author:Gaara
* 2012-3-14
*
**/
[SWF(width="800", height="600" ,frameRate="30", backgroundColor="#000000")]
public class DrawBall extends Sprite
{
private const D:int = 300;
//定义路径类
private var triangPath:GraphicsTrianglePath;
private var sprite:Sprite = new Sprite;
private var indices:Vector.<int> = new Vector.<int>;
private var uvtData:Vector.<Number> = new Vector.<Number>;
private var vertices:Vector.<Vector3D> = new Vector.<Vector3D>;
private var angel:int = 0;
private const RADIUS:int = 100;//半径
private var cols:int = 40;//分成多少份
private var rows:int = 40;
private var radian:Number = 2 * Math.PI / cols;//弧度
public function DrawBall()
{
sprite.x = this.stage.stageWidth / 2;
sprite.y = this.stage.stageHeight /2;
addChild(sprite);
for (var i:int = 0;i < rows; i++)
{
var newRadian:Number = Math.PI / (cols -1) * i - Math.PI / 2;
var x1:Number = Math.cos(newRadian) * RADIUS ;//减去90度。从最上面开始,计算出圆环的半径
for (var i2:int = 0; i2 < cols; i2++)
{
var angel2:Number = i2 * radian;
var before:Vector3D = new Vector3D(
x1* Math.cos(angel2),
Math.sin(newRadian) * RADIUS,
x1 * Math.sin(angel2));
vertices.push(before);
trace(" y:"+before.y + "x:"+ before.x + "z:"+before.z);
uvtData.push(i2/cols,i/rows,1);
}
}
for (var j:int = 0;j < rows; j++)
{
for (var k:int = 0; k < cols; k++)
{
//前面的点
if(j<(rows - 1) && k <(cols - 1)){
indices.push(j*cols+k,(j+1)*cols+k+1,(j+1)*cols+k);
indices.push(j*cols+k,j*cols+k+1,(j+1)*cols+k+1);
}
else if(k == (cols -1)){
indices.push(j*cols+k,(j+1)*cols,(j+1)*cols+k);
indices.push(j*cols+k,j*cols,(j+1)*cols);
}
}
}
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
protected function onEnterFrame(event:Event):void
{
angel++;
var radianx:Number = mouseX /180*Math.PI;
var radiany:Number = mouseY /180*Math.PI;
var newVertices:Vector.<Number> = new Vector.<Number>;
for (var i:int = 0; i < vertices.length; i++)
{
var vec3d:Vector3D = vertices[i]
var newX:Number = Math.cos(radianx) * vec3d.x - Math.sin(radianx) * vec3d.z;
var newZ:Number = Math.cos(radianx) * vec3d.z + Math.sin(radianx) * vec3d.x;
var newX2:Number = Math.cos(radiany) * newX - Math.sin(radiany) * vec3d.y;
var newY:Number = Math.cos(radiany) * vec3d.y + Math.sin(radiany) * newX;
var scale:Number = D/(D+newZ);
uvtData[i*3+2] = scale;
newVertices.push(scale * newX2);
newVertices.push(scale * newY);
}
sprite.graphics.clear();
sprite.graphics.beginBitmapFill(ResConfig.myLpBmp.bitmapData);
// sprite.graphics.lineStyle(1,0xFF0000);
sprite.graphics.drawTriangles(newVertices,indices,uvtData,TriangleCulling.NEGATIVE);
sprite.graphics.endFill();
}
}
}


绘制方法
先将球形横切n刀,然后使用公式
var newRadian:Number = Math.PI / (cols -1) * i - Math.PI / 2;
计算出从最上方的点到最下方的点的弧度,切出来的面每个点的y坐标都相等。Math.sin(newRadian) * RADIUS,
然后再计算圆上的坐标确定x,z;这部分以及索引以绘制圆筒相同。

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