Using triangles for 3D effects
In ActionScript, you perform bitmap transformations using the
Graphics.drawTriangles()
method, because 3D models are represented by a
collection of triangles in space. (However, Flash Player and AIR do not support
a depth buffer, so display objects are still inherently flat, or 2D. This is
described in
Understanding 3D display objects in Flash Player and the AIR runtime.)
The Graphics.drawTriangles()
method is like the Graphics.drawPath()
method,
as it takes a set of coordinates to draw a triangle path.
To familiarize yourself with using Graphics.drawPath()
, see
Drawing Paths.
The Graphics.drawTriangles()
method uses a Vector.\<Number> to specify the
point locations for the triangle path:
drawTriangles(vertices:Vector.<Number>, indices:Vector.<int> = null, uvtData:Vector.<Number> = null, culling:String = "none"):void
The first parameter of drawTriangles()
is the only required parameter: the
vertices
parameter. This parameter is a vector of numbers defining the
coordinates through which your triangles are drawn. Every three sets of
coordinates (six numbers) represents a triangle path. Without the indices
parameter, the length of the vector should always be a factor of six, since each
triangle requires three coordinate pairs (three sets of two x/y values). For
example:
graphics.beginFill(0xFF8000);
graphics.drawTriangles(
Vector.<Number>([
10,10, 100,10, 10,100,
110,10, 110,100, 20,100]));
Neither of these triangles share any points, but if they did, the second
drawTriangles()
parameter, indices
, could be used to reuse values in the
vertices
vector for more than one triangle.
When using the indices
parameter, be aware that the indices
values are point
indices, not indices that relate directly to the vertices
array elements. In
other words, an index in the vertices
vector as defined by indices
is
actually the real index divided by 2. For the third point of a vertices
vector, for example, use an indices
value of 2, even though the first numeric
value of that point starts at the vector index of 4.
For example, merge two triangles to share the diagonal edge using the indices
parameter:
graphics.beginFill(0xFF8000);
graphics.drawTriangles(
Vector.<Number>([10,10, 100,10, 10,100, 100,100]),
Vector.<int>([0,1,2, 1,3,2]));
Notice that though a square has now been drawn using two triangles, only four
points were specified in the vertices
vector. Using indices
, the two points
shared by the two triangles are reused for each triangle. This reduces the
overall vertices count from 6 (12 numbers) to 4 (8 numbers):
A square drawn with two triangles using the vertices parameter
This technique becomes useful with larger triangle meshes where most points are shared by multiple triangles.
All fills can be applied to triangles. The fills are applied to the resulting triangle mesh as they would to any other shape.
Transforming bitmaps
Bitmap transformations provide the illusion of perspective or "texture" on a three-dimensional object. Specifically, you can distort a bitmap toward a vanishing point so the image appears to shrink as it moves toward the vanishing point. Or, you can use a two-dimensional bitmap to create a surface for a three-dimensional object, providing the illusion of texture or "wrapping" on that three-dimensional object.
A two-dimensional surface using a vanishing point and a three-dimensional object wrapped with a bitmap.
UV mapping
Once you start working with textures, you'll want to make use of the uvtData
parameter of drawTriangles()
. This parameter allows you to set up UV mapping
for bitmap fills.
UV mapping is a method for texturing objects. It relies on two values, a U horizontal (x) value and a V vertical (y) value. Rather than being based on pixel values, they are based on percentages. 0 U and 0 V is the upper-left of an image and 1 U and 1 V is the lower-right:
The UV 0 and 1 locations on a bitmap image
Vectors of a triangle can be given UV coordinates to associate themselves with the respective locations on an image:
The UV coordinates of a triangular area of a bitmap image
The UV values stay consistent with the points of the triangle:
The vertices of the triangle move and the bitmap distorts to keep the UV values for an individual point the same
As ActionScript 3D transformations are applied to the triangle associated with the bitmap, the bitmap image is applied to the triangle based on the UV values. So, instead of using matrix calculations, set or adjust the UV values to create a three-dimensional effect.
The Graphics.drawTriangles()
method also accepts an optional piece of
information for three-dimensional transformations: the T value. The T value in
uvtData represents the 3D perspective, or more specifically, the scale factor of
the associated vertex. UVT mapping adds perspective correction to UV mapping.
For example, if an object is positioned in 3D space away from the viewpoint so
that it appears to be 50% its "original" size, the T value of that object would
be 0.5. Since triangles are drawn to represent objects in 3D space, their
locations along the z-axis determine their T values. The equation that
determines the T value is:
T = focalLength/(focalLength + z);
In this equation, focalLength represents a focal length or calculated "screen" location which dictates the amount of perspective provided in the view.
The focal length and z value
A. viewpoint
B. screen
C. 3D object
D. focalLength value
E. z value
The value of T is used to scale basic shapes to make them seem further in the distance. It is usually the value used to convert 3D points to 2D points. In the case of UVT data, it is also used to scale a bitmap between the points within a triangle with perspective.
When you define UVT values, the T value directly follows the UV values defined
for a vertex. With the inclusion of T, every three values in the uvtData
parameter (U, V, and T) match up with every two values in the vertices
parameter (x, and y). With UV values alone, uvtData.length == vertices.length.
With the inclusion of a T value, uvtData.length = 1.5*vertices.length.
The following example shows a plane being rotated in 3D space using UVT data. This example uses an image called ocean.jpg and a "helper" class, ImageLoader, to load the ocean.jpg image so it can be assigned to the BitmapData object.
Here is the ImageLoader class source (save this code into a file named ImageLoader.as):
package {
import flash.display.*
import flash.events.*;
import flash.net.URLRequest;
public class ImageLoader extends Sprite {
public var url:String;
public var bitmap:Bitmap;
public function ImageLoader(loc:String = null) {
if (loc != null){
url = loc;
loadImage();
}
}
public function loadImage():void{
if (url != null){
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onIoError);
var req:URLRequest = new URLRequest(url);
loader.load(req);
}
}
private function onComplete(event:Event):void {
var loader:Loader = Loader(event.target.loader);
var info:LoaderInfo = LoaderInfo(loader.contentLoaderInfo);
this.bitmap = info.content as Bitmap;
this.dispatchEvent(new Event(Event.COMPLETE));
}
private function onIoError(event:IOErrorEvent):void {
trace("onIoError: " + event);
}
}
}
And here is the ActionScript that uses triangles, UV mapping, and T values to make the image appear as if it is shrinking toward a vanishing point and rotating. Save this code in a file named Spinning3dOcean.as:
package {
import flash.display.*
import flash.events.*;
import flash.utils.getTimer;
public class Spinning3dOcean extends Sprite {
// plane vertex coordinates (and t values)
var x1:Number = -100, y1:Number = -100, z1:Number = 0, t1:Number = 0;
var x2:Number = 100, y2:Number = -100, z2:Number = 0, t2:Number = 0;
var x3:Number = 100, y3:Number = 100, z3:Number = 0, t3:Number = 0;
var x4:Number = -100, y4:Number = 100, z4:Number = 0, t4:Number = 0;
var focalLength:Number = 200;
// 2 triangles for 1 plane, indices will always be the same
var indices:Vector.<int>;
var container:Sprite;
var bitmapData:BitmapData; // texture
var imageLoader:ImageLoader;
public function Spinning3dOcean():void {
indices = new Vector.<int>();
indices.push(0,1,3, 1,2,3);
container = new Sprite(); // container to draw triangles in
container.x = 200;
container.y = 200;
addChild(container);
imageLoader = new ImageLoader("ocean.jpg");
imageLoader.addEventListener(Event.COMPLETE, onImageLoaded);
}
function onImageLoaded(event:Event):void {
bitmapData = imageLoader.bitmap.bitmapData;
// animate every frame
addEventListener(Event.ENTER_FRAME, rotatePlane);
}
function rotatePlane(event:Event):void {
// rotate vertices over time
var ticker = getTimer()/400;
z2 = z3 = -(z1 = z4 = 100*Math.sin(ticker));
x2 = x3 = -(x1 = x4 = 100*Math.cos(ticker));
// calculate t values
t1 = focalLength/(focalLength + z1);
t2 = focalLength/(focalLength + z2);
t3 = focalLength/(focalLength + z3);
t4 = focalLength/(focalLength + z4);
// determine triangle vertices based on t values
var vertices:Vector.<Number> = new Vector.<Number>();
vertices.push(x1*t1,y1*t1, x2*t2,y2*t2, x3*t3,y3*t3, x4*t4,y4*t4);
// set T values allowing perspective to change
// as each vertex moves around in z space
var uvtData:Vector.<Number> = new Vector.<Number>();
uvtData.push(0,0,t1, 1,0,t2, 1,1,t3, 0,1,t4);
// draw
container.graphics.clear();
container.graphics.beginBitmapFill(bitmapData);
container.graphics.drawTriangles(vertices, indices, uvtData);
}
}
}
To test this example, save these two class files in the same directory as an image named "ocean.jpg". You can see how the original bitmap is transformed to appear as if it is vanishing in the distance and rotating in 3D space.
Culling
Culling is the process that determines which surfaces of a three-dimensional object the renderer should not render because they are hidden from the current viewpoint. In 3D space, the surface on the "back" of a three-dimensional object is hidden from the viewpoint:
The back of a 3D object is hidden from the viewpoint.
A. viewpoint
B. 3D object
C. the back of a three dimensional object
Inherently all triangles are always rendered no matter their size, shape, or position. Culling insures that Flash Player or AIR renders your 3D object correctly. In addition, to save on rendering cycles, sometimes you want some triangles to be skipped by the render. Consider a cube rotating in space. At any given time, you'll never see more than three sides of that cube since the sides not in view would be facing the other direction on the other side of the cube. Since those sides are not going to be seen, the renderer shouldn't draw them. Without culling, Flash Player or AIR renders both the front and back sides.
A cube has sides not visible from the current viewpoint
So, the Graphics.drawTriangles()
method has a fourth parameter to establish a
culling value:
public function drawTriangles(vertices:Vector.<Number>, indices:Vector.<int> = null, uvtData:Vector.<Number> = null, culling:String = "none"):void
The culling parameter is a value from the TriangleCulling
enumeration class:
TriangleCulling.NONE
, TriangleCulling.POSITIVE
, and
TriangleCulling.NEGATIVE
. These values are dependent upon the direction of the
triangle path defining the surface of the object. The ActionScript API for
determining the culling assumes that all out-facing triangles of a 3D shape are
drawn with the same path direction. Once a triangle face is turned around, the
path direction also changes. At that point, the triangle can be culled (removed
from rendering).
So, a TriangleCulling
value of POSITIVE
removes triangles with positive path
direction (clockwise). A TriangleCulling
value of NEGATIVE
removes triangles
with a negative (counterclockwise) path direction. In the case of a cube, while
the front facing surfaces have a positive path direction, the back facing
surfaces have a negative path direction:
A cube "unwrapped" to show the path direction. When "wrapped", the back side path direction is reversed.
To see how culling works, start with the earlier example from
UV mapping, set the culling
parameter of the drawTriangles()
method to TriangleCulling.NEGATIVE
:
container.graphics.drawTriangles(vertices, indices, uvtData, TriangleCulling.NEGATIVE);
Notice the "back" side of the image is not rendered as the object rotates.