3d中的镜头

代码写出来了,只是理解得不够深。先计算镜头的显示坐标,再计算各点与镜头的距离,就是在镜头中的坐标。

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 TestCamer extends Sprite
	{
		//定义路径类
		private var triangPath:GraphicsTrianglePath;
		
		private var sprite:Sprite = new Sprite;
		
		private var indices:Vector.<int>;
		private var uvtData:Vector.<Number>;
		private var vertices:Vector.<Vector3D>;
		
		private var _Cam:Object = { x:0, y:0, z:0, br:300, angle_x:0, angle_y:0, angle_z:0 } //设计一个镜头
		
		
		public function TestCamer()
		{
			super();
			
			sprite.x = this.stage.stageWidth / 2;
			sprite.y =  this.stage.stageHeight /2;
			addChild(sprite);
			
			indices = new Vector.<int>();
			indices.push(0,1,2);
			indices.push(0,2,3);
			
			indices.push(4,5,6);
			indices.push(4,6,7);
			
			indices.push(8,9,10);
			indices.push(8,10,11);
			
			indices.push(12,13,14);
			indices.push(12,14,15);
			
			uvtData = new Vector.<Number>();
			uvtData.push(0,0,1);
			uvtData.push(1,0,1);
			uvtData.push(1,1,1);
			uvtData.push(0,1,1);
			
			uvtData.push(0,0,1);
			uvtData.push(1,0,1);
			uvtData.push(1,1,1);
			uvtData.push(0,1,1);
			
			uvtData.push(0,0,1);
			uvtData.push(1,0,1);
			uvtData.push(1,1,1);
			uvtData.push(0,1,1);
			
			uvtData.push(0,0,1);
			uvtData.push(1,0,1);
			uvtData.push(1,1,1);
			uvtData.push(0,1,1);
			
			vertices = new Vector.<Vector3D>();
			
			vertices.push(new Vector3D(-50,-50,-50));
			vertices.push(new Vector3D(50,-50,-50));
			vertices.push(new Vector3D(50,50,-50));
			vertices.push(new Vector3D(-50,50,-50));
			
			
			vertices.push(new Vector3D(50,-50,-50));
			vertices.push(new Vector3D(50,-50,50));
			vertices.push(new Vector3D(50,50,50));
			vertices.push(new Vector3D(50,50,-50));
			
			
			vertices.push(new Vector3D(50,-50,50));
			vertices.push(new Vector3D(-50,-50,50));
			vertices.push(new Vector3D(-50,50,50));
			vertices.push(new Vector3D(50,50,50));
			
			vertices.push(new Vector3D(-50,-50,50));
			vertices.push(new Vector3D(-50,-50,-50));
			vertices.push(new Vector3D(-50,50,-50));
			vertices.push(new Vector3D(-50,50,50));
			
			addEventListener(Event.ENTER_FRAME,onEnterFrame);
		}
		
		protected function onEnterFrame(event:Event):void
		{
			
			_Cam.angle_y++;
			_catch_cam(_Cam);
			
			up_data() ;
		}
		
		private function _catch_cam(_Cam:Object):void {
			var rx:Number = 0;
			var ry:Number = 0;
			var rz:Number = 100;
			var view_angle_y:Number = _Cam.angle_y-180
			var tmp_angle_y:Number = view_angle_y * Math.PI / 180;
			_Cam.x = (Math.cos(tmp_angle_y) * rx + Math.sin(tmp_angle_y) * rz);
			_Cam.z = (Math.sin(tmp_angle_y) * rx + Math.cos(tmp_angle_y) * rz);
		}
		
		public function up_data():void {			
			var radian:Number = _Cam.angle_y *  Math.PI/180;
			
			var newVertices:Vector.<Number> = new Vector.<Number>;
			
			for (var i:int = 0; i < vertices.length; i++) 
			{
				var vec3d:Vector3D =  vertices[i]
				
				var rx:Number = vec3d.x -_Cam.x
				var ry:Number = vec3d.y -_Cam.y
				var rz:Number = vec3d.z -_Cam.z
				
				var newX:Number = Math.cos(radian) * rx -  Math.sin(radian) * rz;
				var newZ:Number = Math.sin(radian) * rx + Math.cos(radian) * rz ;
				
				var scale:Number =  _Cam.br/(_Cam.br+newZ);
				uvtData[i*3+2] = _Cam.br/(_Cam.br+newZ);
				
				newVertices.push(newX*scale);
				newVertices.push(ry*scale);
			}
			
			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();
		}
	}		
}
原文地址:https://www.cnblogs.com/riaol/p/2400850.html