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Flash/Flex学习札记(43):3D基础

2012-10-07 
Flash/Flex学习笔记(43):3D基础之前我们所做的动画都是基于x,y二维坐标轴的,在三维动画中我们还需要增加一

Flash/Flex学习笔记(43):3D基础

之前我们所做的动画都是基于x,y二维坐标轴的,在三维动画中我们还需要增加一个垂直于屏幕“向里”或“向外”的Z轴,那么z轴到底是应该向外,还是向里呢?这个其实无所谓,不过为了统一,习惯上通常把z轴约定为向里,即所谓的“右手坐标系”

Flash/Flex学习札记(43):3D基础

右手坐标系的得名:伸出右手,让食指、中指、大拇指相互垂直;然后 食指指向x轴正向,中指指向y轴正向,则大拇指所指方向即为z轴正向。(事实上这个姿势酷似周杰伦周董的招牌动作)

三维透视的基本规则:

物体在Z轴上的坐标越大(越远),则看起来越小(将上图坐标系旋转,把z轴转到x轴方向后,得到下图),如果距离足够远,则物体将消失于屏幕上的某个特定点(通常称为“消失点”)

Flash/Flex学习札记(43):3D基础

技术上的主要处理:动态调整物体的scaleX与scaleY(同时因为物体的大小改变后,相应的x,y坐标值通常也会改变,所以x,y坐标也要做相应调整以符合透视规则),基本公式如下:

scale = fl/(fl+z)

?
var ball:Ball = new Ball();


addChild(ball);

?

//观察点 相对于 消失点的坐标

?
var xPos:Number=0;

?
var yPos:Number=0;

?
var zPos:Number=0;

?
var fl:Number=250;//焦距

?
//消失点

?
var vpX:Number=stage.stageWidth/2;

?
var vpY:Number=stage.stageHeight/2;

?
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);

?
stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler);

?
stage.addEventListener(MouseEvent.MOUSE_WHEEL,MouseWheelHandler);

?
//鼠标滚轮事件(注:必须让stage获取焦点时-即用鼠标在动画上点击一下,该事件才会触发,另外还要注意:嵌入网页时,浏览器也会响应鼠标滚轮)

?
function MouseWheelHandler(e:MouseEvent):void {

?
zPos += (e.delta*5);

?
}

?
function EnterFrameHandler(event:Event):void {


if (zPos> -fl) {

?
ball.visible=true;

?
xPos=mouseX-vpX;


yPos=mouseY-vpY;


var scale:Number = fl / (fl + zPos);


ball.scaleX=ball.scaleY=scale;

?
ball.x=vpX+xPos*scale;

?
ball.y=vpY+yPos*scale;

?
} else {

?
ball.visible=false;

?
}

?
//辅助线

graphics.clear();

?
graphics.lineStyle(1,0xcccccc);

?
graphics.moveTo(vpX,vpY);???

?
graphics.lineTo(vpX,ball.y);

?
graphics.moveTo(vpX,vpY);


graphics.lineTo(ball.x,vpY);

?

graphics.lineStyle(1,0x0000ff,0.5);


graphics.moveTo(vpX,vpY);

?
graphics.lineTo(ball.x,ball.y);

?
graphics.lineStyle(1,0xff0000,0.5);

?
graphics.moveTo(ball.x,ball.y);

?
graphics.lineTo(mouseX,mouseY);?

?
}


//键盘事件

?
function KeyDownHandler(e:KeyboardEvent):void {


if (e.keyCode==Keyboard.UP) {

?
zPos+=5;

?
} else if (e.keyCode == Keyboard.DOWN) {

?
zPos-=5;


}

?
}

这个示例中,"鼠标所在位置"充当了"观察点"(即前面示意图中的"人眼"位置),电脑屏幕所在平面即物体的成像面,用键盘上下键可调整小球在Z轴上的位置,然后移动鼠标位置,通过辅助线观察变化。

基本的3D运动:


package {

?
import flash.display.Sprite;

?
import flash.events.Event;

?
import flash.events.KeyboardEvent;

?
import flash.ui.Keyboard;

?
import flash.display.StageAlign;

?
import flash.display.StageScaleMode;

?
public class Velocity3D extends Sprite {

?
private var ball:Ball;

?
//相当于消失点的坐标

?
private var xpos:Number=0;


private var ypos:Number=0;


private var zpos:Number=0;

//x,y,z三轴上的速度分量

?
private var vx:Number=0;

?
private var vy:Number=0;

?
private var vz:Number=0;


private var friction:Number=0.98;

?
private var fl:Number=250;

?
//消失点


private var vpX:Number=stage.stageWidth/2;

private var vpY:Number=stage.stageHeight/2;


public function Velocity3D() {

?
init();

?
}

?
private function init():void {

?
stage.align = StageAlign.TOP_LEFT;??

?
stage.scaleMode = StageScaleMode.NO_SCALE;

?
ball = new Ball(20);


addChild(ball);


addEventListener(Event.ENTER_FRAME, EnterFrameHandler);

?

stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler);

?
}

?
private function EnterFrameHandler(event:Event):void {

?
vpX =stage.stageWidth/2;

?
vpY =stage.stageHeight/2;

?
xpos+=vx;


ypos+=vy;


zpos+=vz;

?
vx*=friction;

?
vy*=friction;

?
vz*=friction;

?
if (zpos>-fl) {

?
var scale:Number = fl / (fl + zpos);

?
ball.scaleX=ball.scaleY=scale;

?
ball.x=vpX+xpos*scale;

?
ball.y=vpY+ypos*scale;

?
ball.visible=true;

?
} else {


ball.visible=false;


}

?
//辅助线

graphics.clear();


graphics.lineStyle(1,0xefefef);

graphics.moveTo(0,stage.stageHeight/2);


graphics.lineTo(stage.stageWidth,stage.stageHeight/2);


graphics.lineTo(stage.stageWidth-15,stage.stageHeight/2-8);

?
graphics.moveTo(stage.stageWidth,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth-15,stage.stageHeight/2+8);

?
graphics.moveTo(stage.stageWidth/2,0);

?
graphics.lineTo(stage.stageWidth/2,stage.stageHeight);

?
graphics.lineTo(stage.stageWidth/2-8,stage.stageHeight-15);

?
graphics.moveTo(stage.stageWidth/2,stage.stageHeight);

?
graphics.lineTo(stage.stageWidth/2+8,stage.stageHeight-15);


graphics.lineStyle(1,0xdadada);

?
graphics.moveTo(vpX,vpY);

graphics.lineTo(ball.x,ball.y);

?
}

?
private function KeyDownHandler(e:KeyboardEvent):void {


switch (e.keyCode) {

?
case Keyboard.UP :

vy-=1;

?
break;

?
case Keyboard.DOWN :


vy+=1;

?
break;

?
case Keyboard.LEFT :

?
vx-=1;

?
break;

?
case Keyboard.RIGHT :

?
vx+=1;


break;

?
case Keyboard.SHIFT :

?
vz+=0.5;

?
break;


case Keyboard.CONTROL :

?
vz-=0.5;

?
break;

?
default :


break;

?
}

?
}

}

?
}

上下左右键控制x,y轴方向速度,shift/ctrl键控制z轴速度(当然这个示例还没考虑到3D环境中的边界反弹,下面就要谈到这个问题)

3维运动反弹:

这个需要一点想象力,二维情况下,通常只要把舞台的四个边当作边界就足够了,但是试想一下:在一个立体的空间里,要限制一个物体的活动范围,得要有6个边界面(上,下,左,右,前,后)

package {

?
import flash.display.Sprite;


import flash.events.Event;


import flash.display.StageAlign;

?
import flash.display.StageScaleMode;


public class Bounce3D extends Sprite {

?
private var ball:Ball;

?
private var xpos:Number=0;

?
private var ypos:Number=0;

?
private var zpos:Number=0;

?
private var vx:Number=Math.random()*12-6;

?
private var vy:Number=Math.random()*12-6;

?
private var vz:Number=Math.random()*12-6;

?
private var fl:Number=250;

?
//消失点


private var vpX:Number=stage.stageWidth/2;

?
private var vpY:Number=stage.stageHeight/2;

?
//相对于消失点的六个边界面(上,下,左,右,前,后)

?
private var top:Number=-100;

?
private var bottom:Number=100;

?
private var left:Number=-100;


private var right:Number=100;

?
private var front:Number=100;

?
private var back:Number=-100;

?
public function Bounce3D() {

?
init();

?
}


private function init():void {

?
stage.align = StageAlign.TOP_LEFT;??


stage.scaleMode = StageScaleMode.NO_SCALE;

?
ball=new Ball(15);

?
addChild(ball);

?
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);

?
}


private function EnterFrameHandler(event:Event):void {

?
vpX =stage.stageWidth/2;

?
vpY =stage.stageHeight/2;?


xpos+=vx;

?
ypos+=vy;

?
zpos+=vz;

?
var radius:Number=ball.radius;

?
//左右边界

?
if (xpos+radius>right) {

?
xpos=right-radius;

?
vx*=-1;

?
} else if (xpos - radius < left) {

?
xpos=left+radius;


vx*=-1;

?
}

?
//上下边界

if (ypos+radius>bottom) {????????????????

?
ypos=bottom-radius;

vy*=-1;

?
} else if (ypos - radius < top) {

?
ypos=top+radius;

?
vy*=-1;

?
}


//前后边界


if (zpos+radius>front) {

?
zpos=front-radius;

?
vz*=-1;


} else if (zpos - radius < back) {

?
zpos=back+radius;

?
vz*=-1;


}

?
//换算成平面二维坐标及缩放比率

?
if (zpos>- fl) {


var scale:Number = fl / (fl + zpos);

?
ball.scaleX=ball.scaleY=scale;

?
ball.x=vpX+xpos*scale;

?
ball.y=vpY+ypos*scale;

?
ball.visible=true;


} else {

?
ball.visible=false;

?
}


//辅助线

?
graphics.clear();

?
graphics.lineStyle(1,0xccccff);


graphics.moveTo(0,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth-15,stage.stageHeight/2-8);

?
graphics.moveTo(stage.stageWidth,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth-15,stage.stageHeight/2+8);

?
graphics.moveTo(0,stage.stageHeight);

?
graphics.lineTo(stage.stageWidth,0);

?
graphics.lineTo(stage.stageWidth-15,2);

?
graphics.moveTo(stage.stageWidth,0);

?
graphics.lineTo(stage.stageWidth-6,13);

?
graphics.moveTo(stage.stageWidth/2,0);

?
graphics.lineTo(stage.stageWidth/2,stage.stageHeight);

?
graphics.lineTo(stage.stageWidth/2-8,stage.stageHeight-15);

?
graphics.moveTo(stage.stageWidth/2,stage.stageHeight);

?
graphics.lineTo(stage.stageWidth/2+8,stage.stageHeight-15);

graphics.lineStyle(1,0xffccff);

?
graphics.moveTo(vpX,vpY);

?
graphics.lineTo(ball.x,ball.y);

?
}

?
}

?
}

也许这样看得并不清楚,再加入更多的小球反弹,可能更容易理解一些,不过为了方便代码处理,先定义一个新的小球类:Ball3D

?
package {


import flash.display.Sprite;

?
public class Ball3D extends Sprite {


public var radius:Number;

?
private var color:uint;

?
public var xpos:Number=0;

?
public var ypos:Number=0;

?
public var zpos:Number=0;

?
public var vx:Number=0;

?
public var vy:Number=0;

?
public var vz:Number=0;


public var mass:Number=1;

?
public function Ball3D(radius:Number=40, color:uint=0xff0000) {


this.radius=radius;

?
this.color=color;

?
init();

}

?
public function init():void {

?
graphics.lineStyle(0);

?
graphics.beginFill(color);

?
graphics.drawCircle(0, 0, radius);

?
graphics.endFill();


}

?
}


}

多个小球的3D反弹:

package {

?
import flash.display.Sprite;

?
import flash.events.Event;

import flash.display.StageAlign;


import flash.display.StageScaleMode;

?
public class MultiBounce3D extends Sprite {

?
private var balls:Array;


private var numBalls:uint=20;

?
private var fl:Number=250;


private var vpX:Number=stage.stageWidth/2;

?
private var vpY:Number=stage.stageHeight/2;


private var top:Number=-120;

?
private var bottom:Number=120;

?
private var left:Number=-120;

?
private var right:Number=120;

?
private var front:Number=120;

?
private var back:Number=-120;

?
public function MultiBounce3D() {

?
init();


}

?
private function init():void {

?
stage.align = StageAlign.TOP_LEFT;??

?
stage.scaleMode = StageScaleMode.NO_SCALE;

?
balls = new Array();


for (var i:uint = 0; i < numBalls; i++) {

?
var ball:Ball3D=new Ball3D(15,Math.random()*0xffffff);

?
balls.push(ball);

?
ball.vx=Math.random()*10-5;


ball.vy=Math.random()*10-5;

?
ball.vz=Math.random()*10-5;

?
addChild(ball);

?
}


addEventListener(Event.ENTER_FRAME, onEnterFrame);

?
}


private function onEnterFrame(event:Event):void {

?
vpX =stage.stageWidth/2;

?
vpY =stage.stageHeight/2;?

?
graphics.clear();

?
for (var i:uint = 0; i < numBalls; i++) {

?
var ball:Ball3D=balls[i];???????????????

?
move(ball);


}

?
}

?
private function move(ball:Ball3D):void {

?
var radius:Number=ball.radius;


ball.xpos+=ball.vx;

?
ball.ypos+=ball.vy;


ball.zpos+=ball.vz;

?
//6边界检测


if (ball.xpos+radius>right) {

?
ball.xpos=right-radius;

?
ball.vx*=-1;

?
} else if (ball.xpos - radius < left) {

?
ball.xpos=left+radius;

?
ball.vx*=-1;

}

?
if (ball.ypos+radius>bottom) {

?
ball.ypos=bottom-radius;

?
ball.vy*=-1;

?
} else if (ball.ypos - radius < top) {


ball.ypos=top+radius;

?
ball.vy*=-1;

?
}


if (ball.zpos+radius>front) {

?
ball.zpos=front-radius;

?
ball.vz*=-1;

?
} else if (ball.zpos - radius < back) {

?
ball.zpos=back+radius;

?
ball.vz*=-1;

?
}


//转换化2D坐标

?
if (ball.zpos>- fl) {

?
var scale:Number = fl / (fl + ball.zpos);

?
ball.scaleX=ball.scaleY=scale;

?
ball.x=vpX+ball.xpos*scale;

?
ball.y=vpY+ball.ypos*scale;

?
ball.visible=true;

?
} else {

?
ball.visible=false;

?
}

?
//辅助线???????????

?
graphics.lineStyle(1,0xccccff);


graphics.moveTo(0,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth-15,stage.stageHeight/2-8);


graphics.moveTo(stage.stageWidth,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth-15,stage.stageHeight/2+8);


graphics.moveTo(0,stage.stageHeight);


graphics.lineTo(stage.stageWidth,0);

?
graphics.lineTo(stage.stageWidth-15,2);

?
graphics.moveTo(stage.stageWidth,0);

?
graphics.lineTo(stage.stageWidth-6,13);


graphics.moveTo(stage.stageWidth/2,0);

?
graphics.lineTo(stage.stageWidth/2,stage.stageHeight);

?
graphics.lineTo(stage.stageWidth/2-8,stage.stageHeight-15);


graphics.moveTo(stage.stageWidth/2,stage.stageHeight);

?
graphics.lineTo(stage.stageWidth/2+8,stage.stageHeight-15);

?
graphics.lineStyle(1,0xff99ff);

?
graphics.moveTo(vpX,vpY);

?

graphics.lineTo(ball.x,ball.y);

?
}

?
}

}

仔细观察一下,相信不少人会发现问题:物体的前后顺序不对,远处的物体居然挡住了近处的物体。(css中可以通过z-Index来调整,silverlight的canvas中也有类似的zIndex,但在As3中如何做呢?)

先跑一下题,来看一个小技巧:Object 数组的排序

var arrTest = [{age:20,name:"a"},{age:50,name:"b"},{age:30,name:"c"}]

?
arrTest.sortOn("age",Array.DESCENDING);//按age值倒排

?
for(var i:int=0,j=arrTest.length;i<j;i++){

?
trace(arrTest[i].age ,arrTest[i].name);

?
}

是不是很好用!

ok,问题解决了:Flash的显示列表中,最后被addChild的物体总是显示在上面,在Flash内部"舞台上的每个物体"都对应一个索引值,随着物体不断被添加到舞台上,其对应的索引值也不断增加,我们可以通过调整索引值来改变物体的显示顺序.

基本测试:

?
var ballA = new Ball(50);

?
ballA.x = stage.stageWidth/2;

?

ballA.y = stage.stageHeight/2;


addChild(ballA);


var ballB = new Ball(45,0x0000ff);

?
ballB.x = ballA.x;

?
ballB.y = ballA.y + 20;

?
addChild(ballB);

?
btn1.addEventListener(MouseEvent.MOUSE_DOWN,btn1Click);

?
function btn1Click(e:MouseEvent):void{

?
setChildIndex(ballB,0);

?
setChildIndex(ballA,1);

?
}

?
btn2.addEventListener(MouseEvent.MOUSE_DOWN,btn2Click);

?

function btn2Click(e:MouseEvent):void{

?
setChildIndex(ballB,1);

?
setChildIndex(ballA,0);

?
}

调整后的3D反弹

?
package {

?
import flash.display.Sprite;

?
import flash.events.Event;

?
import flash.display.StageAlign;

?
import flash.display.StageScaleMode;

?
public class MultiBounce3D extends Sprite {

?
private var balls:Array;

?
private var numBalls:uint=20;


private var fl:Number=250;

?
private var vpX:Number=stage.stageWidth/2;

?
private var vpY:Number=stage.stageHeight/2;

?
private var top:Number=-120;

?
private var bottom:Number=120;

?
private var left:Number=-120;


private var right:Number=120;


private var front:Number=120;

?
private var back:Number=-120;


public function MultiBounce3D() {


init();

?
}

private function init():void {

?
stage.align=StageAlign.TOP_LEFT;

?
stage.scaleMode=StageScaleMode.NO_SCALE;

?
balls = new Array();


for (var i:uint = 0; i < numBalls; i++) {

?
var ball:Ball3D=new Ball3D(15,Math.random()*0xffffff);

?
balls.push(ball);

?
ball.vx=Math.random()*10-5;

?
ball.vy=Math.random()*10-5;

?
ball.vz=Math.random()*10-5;

?
addChild(ball);

?
}

?
addEventListener(Event.ENTER_FRAME, onEnterFrame);

?
}

?
private function onEnterFrame(event:Event):void {


vpX=stage.stageWidth/2;

?
vpY=stage.stageHeight/2;


graphics.clear();


for (var i:uint = 0; i < numBalls; i++) {

?
var ball:Ball3D=balls[i];

?
move(ball);

?
}


sortZ();


}

?
function sortZ():void {

?
balls.sortOn("zpos", Array.DESCENDING | Array.NUMERIC);

?
for (var i:uint = 0; i < numBalls; i++) {

?
var ball:Ball3D=balls[i];

?
setChildIndex(ball, i);


}


}


private function move(ball:Ball3D):void {

?
var radius:Number=ball.radius;


ball.xpos+=ball.vx;


ball.ypos+=ball.vy;

?
ball.zpos+=ball.vz;

?
//6边界检测

?
if (ball.xpos+radius>right) {

?
ball.xpos=right-radius;

?
ball.vx*=-1;

?
} else if (ball.xpos - radius < left) {

?
ball.xpos=left+radius;

?
ball.vx*=-1;


}

?
if (ball.ypos+radius>bottom) {

?

ball.ypos=bottom-radius;


ball.vy*=-1;


} else if (ball.ypos - radius < top) {


ball.ypos=top+radius;

?
ball.vy*=-1;

?
}

?
if (ball.zpos+radius>front) {

?
ball.zpos=front-radius;

?
ball.vz*=-1;

?
} else if (ball.zpos - radius < back) {

?
ball.zpos=back+radius;

?
ball.vz*=-1;

?
}


//转换化2D坐标

if (ball.zpos>- fl) {

var scale:Number = fl / (fl + ball.zpos);

?
ball.scaleX=ball.scaleY=scale;

?
ball.x=vpX+ball.xpos*scale;

?
ball.y=vpY+ball.ypos*scale;

?
ball.visible=true;

?
} else {

?
ball.visible=false;


}

?
//辅助线

?
graphics.lineStyle(1,0xccccff);

?
graphics.moveTo(0,stage.stageHeight/2);


graphics.lineTo(stage.stageWidth,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth-15,stage.stageHeight/2-8);

?
graphics.moveTo(stage.stageWidth,stage.stageHeight/2);

?
graphics.lineTo(stage.stageWidth-15,stage.stageHeight/2+8);

?
graphics.moveTo(0,stage.stageHeight);

?
graphics.lineTo(stage.stageWidth,0);

?
graphics.lineTo(stage.stageWidth-15,2);

?
graphics.moveTo(stage.stageWidth,0);

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graphics.lineTo(stage.stageWidth-6,13);

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graphics.moveTo(stage.stageWidth/2,0);

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graphics.lineTo(stage.stageWidth/2,stage.stageHeight);

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graphics.lineTo(stage.stageWidth/2-8,stage.stageHeight-15);


graphics.moveTo(stage.stageWidth/2,stage.stageHeight);

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graphics.lineTo(stage.stageWidth/2+8,stage.stageHeight-15);


graphics.lineStyle(1,0xff99ff);

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graphics.moveTo(vpX,vpY);


graphics.lineTo(ball.x,ball.y);

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}

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}

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}

3D粒子喷射:


package {

import flash.display.Sprite;


import flash.events.Event;

import flash.display.StageAlign;

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import flash.display.StageScaleMode;

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//设置动画背景为黑色?


[SWF(backgroundColor=0x000000)]//c#中的特性? 哈


public class Fireworks extends Sprite {

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private var balls:Array;

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private var numBalls:uint=100;

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private var fl:Number=250;

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//消失点

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private var vpX:Number=stage.stageWidth/2;

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private var vpY:Number=stage.stageHeight/2;

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private var gravity:Number=0.2;

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private var floor:Number=50;//y轴反弹的边界(相对消失点而言)

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private var bounce:Number=-0.6;

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public function Fireworks() {

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init();

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}

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private function init():void {

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stage.scaleMode = StageScaleMode.NO_SCALE;

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stage.align = StageAlign.TOP_LEFT;

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balls = new Array();

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for (var i:uint = 0; i < numBalls; i++) {

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var ball:Ball3D=new Ball3D(5,Math.random()*0xffffff);

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balls.push(ball);???????????????

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addChild(ball);


}

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initVelocity();

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addEventListener(Event.ENTER_FRAME, onEnterFrame);

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}

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private function initVelocity():void{

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for (var i:uint = 0; i < numBalls; i++) {

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var ball:Ball3D=balls[i];

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reset(ball);

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}???????????

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}

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private function reset(b:Ball3D):void{

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b.ypos=-250;

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b.zpos=200;?????

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b.xpos=0;

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b.vx=(Math.random()*2-1)*3 //x轴方向速度为-3到+3的随机值(即:看起来有的球向左,有的球向右,在横向扩散)

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b.vy=(Math.random()-1)*4; //y轴方向为-4到0之间的随机值(即向下掉)

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b.vz=(Math.random()-1)*3;? //z轴方向速度为-3到0的随机值(即:所有球从远处向近处喷)

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}

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private function onEnterFrame(event:Event):void {???????????


for (var i:uint = 0; i < numBalls; i++) {

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var ball:Ball3D=balls[i];

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move(ball);

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}

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sortZ();

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}


private function move(ball:Ball3D):void {

ball.vy+=gravity;

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ball.xpos+=ball.vx;

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ball.ypos+=ball.vy;


ball.zpos+=ball.vz;

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if (ball.ypos>floor) {

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ball.ypos=floor;

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ball.vy*=bounce;


}

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if (ball.zpos>-fl) {

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var scale:Number = fl / (fl + ball.zpos);

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ball.scaleX=ball.scaleY=scale;

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ball.x=vpX+ball.xpos*scale;

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ball.y=vpY+ball.ypos*scale;

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ball.alpha = scale;//越远的物体,越淡

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if (ball.x<0 || ball.x>stage.stageWidth || ball.y>stage.stageHeight || ball.alpha<0.05){

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reset(ball);

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}

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ball.visible=true;


} else {

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ball.visible=false;

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reset(ball);

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}


}

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private function sortZ():void {

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balls.sortOn("zpos", Array.DESCENDING | Array.NUMERIC);

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for (var i:uint = 0; i < numBalls; i++) {

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var ball:Ball3D=balls[i];

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