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var variable, buffer, no;
Points = 11; // 注释1 Lines = 10; // 注释2
Viewport = 500; // 注释3 line = new Array(Lines); // 注释4 vertex = new Array(Points); project = new Array(Points); fscommand ("fullScreen", true); // 注释5
for (i=0; i != Lines; i++) { wire.DuplicateMovieClip("l" add i, i); // 注释6 line[i] = eval("l" add i); }
for (i=0; i != Points; i++) { point.DuplicateMovieClip("v" add i, (Lines*2)+i); // 注释7 vertex[i] = eval("v" add i); }
vertex[0].x = 0; // 注释8 vertex[1].x = -100; vertex[2].x = -150; vertex[3].x = -150; vertex[4].x = 0; vertex[5].x = 100; vertex[6].x = 150; vertex[7].x = 100; vertex[8].x = 150; vertex[9].x = 0; vertex[10].y = 0; vertex[0].y = 0; vertex[1].y = -100; vertex[2].y = 0; vertex[3].y = 100; vertex[4].y = 150; vertex[5].y = 100; vertex[6].y = 0; vertex[7].y = -100; vertex[8].y = -150; vertex[9].y = 0; vertex[10].y = 0; vertex[0].z = 0; vertex[1].z = -100; vertex[2].z = 0; vertex[3].z = 100; vertex[4].z = 0; vertex[5].z = 100; vertex[6].z = 0; vertex[7].z = -100; vertex[8].z = 0; vertex[9].z = -150; vertex[10].z = 150;
line[0].a = 0; // 注释9 line[0].b = 1; line[1].a = 0; line[1].b = 2; line[2].a = 0; line[2].b = 3; line[3].a = 0; line[3].b = 4; line[4].a = 0; line[4].b = 5; line[5].a = 0; line[5].b = 6; line[6].a = 0; line[6].b = 7; line[7].a = 0; line[7].b = 8; line[8].a = 0; line[8].b = 9; line[9].a = 0; line[9].b = 10;
function Rotate (x, y, z) { // 注释10 rad = (3.14*2)/360; // 注释11 radx = rad*x; // 注释12 rady = rad*y; radz = rad*z; for (i=0; i != Points; i++) { // 注释13 if (x != 0) { vertex[i].x1 = vertex[i].x; vertex[i].y1 = (Math.cos(radx)*vertex[i].y)-(Math.sin(radx)*vertex[i].z); vertex[i].z1 = (Math.sin(radx)*vertex[i].y)+(Math.cos(radx)*vertex[i].z); } if (y != 0) { vertex[i].x2 = (Math.cos(rady)*vertex[i].x1)-(Math.sin(rady)*vertex[i].z1); vertex[i].y2 = vertex[i].y1; vertex[i].z2 = (Math.sin(rady)*vertex[i].x1)+(Math.cos(rady)*vertex[i].z1); } if (z != 0) { vertex[i].x3 = (Math.cos(radz)*vertex[i].x2)-(Math.sin(radz)*vertex[i].y2); vertex[i].y3 = (Math.sin(radz)*vertex[i].x2)+(Math.cos(radz)*vertex[i].y2); vertex[i].z3 = vertex[i].z2; } } } function toScreen () { // 注释14 for (i=0; i != Points; i++) { vertex[i].dx = (vertex[i].x3*viewport)/(vertex[i].z3+600)+350; // 注释15 vertex[i].dy = (vertex[i].y3*viewport)/(vertex[i].z3+600)+262.5; } } function render () { // 注释16 for (i=0; i != lines; i++) { with (line[i]) { _visible = true; _x = vertex[line[i].a].dx; _y = vertex[line[i].a].dy; _xscale = vertex[line[i].b].dx-vertex[line[i].a].dx; _yscale = vertex[line[i].b].dy-vertex[line[i].a].dy; } }
for (i=0; i != points; i++) { with (vertex[i]) { _x = dx; _y = dy; _xscale = 75+(((((500-z3[i])/10)*30)/100)*(-1)); _yscale = 75+(((((500-z3[i])/10)*30)/100)*(-1)); _alpha = ((((z3[i]*(-1))+500)/10)) } } } var ax, ay, az, oldx, oldy, bx, by, bz, nu; |