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Старый 28.08.2003, 08:14
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nuran

Регистрация: Apr 2003
Адрес: DC
Сообщений: 4,489
По умолчанию и ещё

// Это вообще легко и просто
MovieClip.prototype.drawBezierCircle = function(shadow, x1, y1, x2, y2, x3, y3, x4, y4) {
cx1 = x1+(x2-x1)/2;
cy1 = y1+(y2-y1)/2;
cx2 = x2+(x3-x2)/2;
cy2 = y2+(y3-y2)/2;
cx3 = x3+(x4-x3)/2;
cy3 = y3+(y4-y3)/2;
cx4 = x4+(x1-x4)/2;
cy4 = y4+(y1-y4)/2;
this.lineStyle(0, 0x000000, 100);
this.beginFill(shadow << 16 | shadow << 8 | shadow << 0, 100);
this.moveTo(cx1, cy1);
this.curveTo(x2, y2, cx2, cy2);
this.curveTo(x3, y3, cx3, cy3);
this.curveTo(x4, y4, cx4, cy4);
this.curveTo(x1, y1, cx1, cy1);
this.endFill();
};
vertex = function (x, y, z) {
this.x = x;
this.y = y;
this.z = z;
};
vertex.prototype.rotateXY = function(sinX, cosX, sinY, cosY) {
//rotation around of axes X and Y
var yp = this.y*cosY-this.z*sinY;
var zp = this.y*sinY+this.z*cosY;
var xp = this.x*cosX+zp*sinX;
var zp = -this.x*sinX+zp*cosX;
this.x = xp;
this.y = yp;
this.z = zp;
};
vertex.prototype.perspective = function() {
//calculation 3d to 2d
var perRatio = 1/(this.z/dist+1);
this.rx = cnx+this.x*perRatio;
this.ry = cny+this.y*perRatio;
};
face = function (c, v1, v2, v3, v4) {
this.c = c;
this.v1 = v1;
this.v2 = v2;
this.v3 = v3;
this.v4 = v4;
};
face.prototype.zindex = function() {
return (Math.round(v[this.v1].z+v[this.v2].z+v[this.v3].z+v[this.v4].z));
};
face.prototype.draw = function() {
var shadow = 140+((v[this.v1].rx+v[this.v2].rx+v[this.v3].rx+v[this.v4].rx)-(v[this.v1].ry+v[this.v2].ry+v[this.v3].ry+v[this.v4].ry))/8;
_root.drawBezierCircle(shadow,v[this.v1].rx, v[this.v1].ry, v[this.v2].rx, v[this.v2].ry, v[this.v3].rx, v[this.v3].ry, v[this.v4].rx, v[this.v4].ry);
};
face.prototype.fill = function() {
this.draw();
};
insertSort = function (a, lb, ub) {
for (i=lb+1; i<=ub; i++) {
t = a[i].z;
temp = a[i].i;
for (j=i-1; j>=lb && (a[j].z>t); j--) {
a[j+1].z = a[j].z;
a[j+1].i = a[j].i;
}
a[j+1].z = t;
a[j+1].i = temp;
}
return (a);
};
_root.onLoad = function() {
cnx = 200;
cny = 200;
dist = 270;
var sx = 75;
var sy = 75;
var sz = 75;
rad = Math.PI/180;
faces = 5;
amount = 7;
// initialization of the vertex
v = new Array();
v[0] = new vertex(sx, -sy, sz);
v[1] = new vertex(sx, sy, sz);
v[2] = new vertex(sx, sy, -sz);
v[3] = new vertex(sx, -sy, -sz);
v[4] = new vertex(-sx, -sy, -sz);
v[5] = new vertex(-sx, sy, -sz);
v[6] = new vertex(-sx, sy, sz);
v[7] = new vertex(-sx, -sy, sz);
// initialization of the faces
f = new Array();
f[0] = new face(0, 0, 1, 2, 3);
f[1] = new face(1, 2, 3, 4, 5);
f[2] = new face(2, 4, 5, 6, 7);
f[3] = new face(3, 0, 1, 6, 7);
f[4] = new face(4, 0, 3, 4, 7);
f[5] = new face(5, 1, 2, 5, 6);
};
// ####################################################
// -- © 2002-2003 Grigory Ryabov.
// -- http://www.flash.plux.ru
// -- 3D CUBE + BezierCircle + Z Sort
// ####################################################
insertSorting = function () {
count = new Array();
for (var i = 0; i<=faces; i++) {
count[i] = new Object();
count[i].z = f[i].zindex();
count[i].i = i;
}
count = insertSort(count, 0, faces);
for (var i = 0; i<=faces; i++) {
f[count[faces-i].i].fill();
}
};
_root.onEnterFrame = function() {
_root.clear();
for (var i = 0; i<=amount; i++) {
var xa = -(cnx-_ymouse)*rad/25;
var ya = (cny-_xmouse)*rad/25;
var sinY = Math.sin(ya);
var cosY = Math.cos(ya);
var sinX = Math.sin(xa);
var cosX = Math.cos(xa);
v[i].rotateXY(sinY, cosY, sinX, cosX);
v[i].perspective();
}
insertSorting();
};
stop();
__________________
flash/flex/unity