Recreating Grant Skinner's sphereTest Part 3 — actually getting it done the easy way.
1) this was a royal pain in the ass, and
2) there had to be an easier way to do it.
That easier way was the Matrix3D, and Vector3D objects. Once an object had been positioned in 3D space by giving it a
z position, Flash lets you manipulate it in 3D space via
<object>.transform.matrix3D. Not only that you can get a Matrix3D object that relative to any other object on the stage, via
var rel3D:Matric3D = <object>.transform.getRelativeMatrix3D(<RelativeObject>);. So I could position each disc in the sphere object and simply rotate them incrementally with
disc.transform.matrix3D = rel3D.appendRotation(degrees,[Vector3D.X_AXIS|Vector3D.Y_AXIS]);. The number of degrees to rotate and which axis to rotate around can quickly be calculated by getting the relative position and distance of the mouse pointer from the center of the sphere. Not only that, the true z position, needed for stacking of the object is available through
rel3D.position.z. Bang. Dead simple. I even simplified the stacking by creating 2 container objects for each original z position — one for the front of the sphere and one for the back — that were pre-stacked at creation time. With those there, I was able to move each disc into the appropriate container immediately after rotation, instead of sorting the array and re-iterating to stack. This also allowed me to drop in the larger inner-sphere object between the sphere half containers and just leave it there to do nothing but look pretty. What had taken literally days of trial and error previously, was pounded out in about an hour and a half.
Done. Easily done. Too easily in fact. In order to justify my earlier blind muddling, I felt I need to do something cooler than just redoing Grant's original work. So I used Google to find global land cover information by latitude and longitude, did some rough calculating to find relative diameters of each longitude (Using the
Vector3D.distance static method, actually) and made this funky spinning globe:
Now, there's a lot more points to rotate in this one, so I slowed down the frame rate to make sure the math keeps up, but all in all I feel vindicated.