Je me suis essayé à un cylindre en partant d'un pentagone, puis un hexagone jusqu'à un polygone à 100 côtés pour me rapprocher d'un cylindre...

pentagone :
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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program Project1;
 
{$FRAME_WIDTH 650}
{$FRAME_HEIGHT 650}
{$FRAME_RATE 25}
{$BACKGROUND $dcdcdc}
 
uses
  Flash8;
 
Type
 TMatrice = class
  procedure Produitmatriciel;
  procedure Translate(tx, ty, tz: number);
  procedure RotateX(ax: number);
  procedure RotateY(ay: number);
  procedure RotateZ(az: number);
  Constructor Create;
 end;
 
 TPoint3D = class
  x,y,z:number;
  Function Transform2d:Point;
  procedure Transform;
  Constructor Create(xv,yv,zv:number);
 end;
 
 TFace=class(Movieclip)
  zorder:integer;
  size:number;
  p: array[1..5] of TPoint3D;
  procedure build(Ry:number);
  procedure Tracer(penw:integer;ColorFill:integer);
  constructor Create (parent:Movieclip;Depth:integer);
  procedure position;
 end;
 
 TPenta=class(Movieclip)
  Face:array[1..5] of TFace;
  procedure Reset;
  constructor Create(parent:Movieclip;Depth:integer);
  procedure onEnterFrame;override;
 end;
 
const carre:array[1..5,1..3]of double=((-50,-50,0),(50,-50,0),(50,50,0),(-50,50,0),(0,0,0));
      pi=3.141592654;
 
 
var  matrice:TMatrice;
     Values,Mi,V,id: array[0..3,0..3] of number;
     penta:TPenta;
 
Constructor TPoint3D.Create(xv,yv,zv:number);
begin
 x:=xv;
 y:=yv;
 z:=zv;
end;
 
procedure TPoint3D.Transform;
var x1,y1,z1:number;
begin
  x1 := x * Values[0,0] + y * Values[0,1] +z * Values[ 0,2] + Values[0,3];
  y1 := x * Values[1,0] + y * Values[1,1] +z * Values[ 1,2] + Values[1,3];
  z1 := x * Values[2,0] + y * Values[2,1] +z * Values[2,2]  + Values[2,3];
  x:=x1;
  y:=y1;
  z:=z1;
end;
 
 
Function TPoint3D.Transform2d:Point;
begin
  result:=Point.Create(128 * x / (128 + z / 4),128 * y / (128 + z / 4));
end;
 
 
Constructor TMatrice.Create;
var  i,j: Integer;
begin
 id[0, 0] :=  1;    id[1, 0] :=  0;    id[2, 0] :=  0;    id[3, 0] :=  0;   //matrice identité
 id[0, 1] :=  0;    id[1, 1] :=  1;    id[2, 1] :=  0;    id[3, 1] :=  0;
 id[0, 2] :=  0;    id[1, 2] :=  0;    id[2, 2] :=  1;    id[3, 2] :=  0;
 id[0, 3] :=  0;    id[1, 3] :=  0;    id[2, 3] :=  0;    id[3, 3] :=  1;
 
 for i := 0 to 3 do   //initialisation des matrices à identité
   for j:=0 to 3 do
   begin
    Values[i,j] :=id[i,j];
    Mi[i,j]:=id[i,j];
   end;
end;
 
Procedure TMatrice.Produitmatriciel;
var
  i,j,k: Integer;
  p:number;
begin
 for i:=0 to 3 do
  for j := 0 to 3 do
  begin
    p := 0;
    for k := 0 to 3 do p := p + Mi[i, k] * values[k, j];
    V[i,j] := p;
  end;
 
 for i := 0 to 3 do
  for j := 0 to 3 do
   Values[i,j] := V[i,j];
end;
 
procedure TMatrice.Translate(tx, ty, tz: number);
begin
  Mi[0, 0] :=  1;    Mi[1, 0] :=  0;    Mi[2, 0] :=  0;    Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;    Mi[1, 1] :=  1;    Mi[2, 1] :=  0;    Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;    Mi[1, 2] :=  0;    Mi[2, 2] :=  1;    Mi[3, 2] :=  0;
  Mi[0, 3] :=  tx;   Mi[1, 3] :=  ty;   Mi[2, 3] :=  tz;   Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 3] :=  0;
  Mi[1, 3] :=  0;
  Mi[2, 3] :=  0;
end;
 
Procedure TMatrice.RotateX(ax: number);
var cax,sax:number;
begin
 if ax<>0 then
 begin
  cax:=cos(ax);
  sax:=sin(ax);
 
  Mi[0, 0] :=  1;     Mi[1, 0] :=  0;      Mi[2, 0] :=  0;      Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;     Mi[1, 1] :=  cax;    Mi[2, 1] :=  -sax;   Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;     Mi[1, 2] :=  sax;    Mi[2, 2] :=  cax;    Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;     Mi[1, 3] :=  0;      Mi[2, 3] :=  0;      Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[1, 1] :=  1;
  Mi[1, 2] :=  0;
  Mi[2, 1] :=  0;
  Mi[2, 2] :=  1;
 end;
end;
 
Procedure TMatrice.RotateY(ay: number);
var cay,say:number;
begin
 if ay<>0 then
 begin
  cay:=cos(ay);
  say:=sin(ay);
 
  Mi[0, 0] :=  cay;     Mi[1, 0] :=  0;     Mi[2, 0] :=  -say;  Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;       Mi[1, 1] :=  1;     Mi[2, 1] :=  0;     Mi[3, 1] :=  0;
  Mi[0, 2] :=  say;     Mi[1, 2] :=  0;     Mi[2, 2] :=  cay;   Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;       Mi[1, 3] :=  0;     Mi[2, 3] :=  0;     Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 0] :=  1;
  Mi[0, 2] :=  0;
  Mi[2, 0] :=  0;
  Mi[2, 2] :=  1;
 end;
end;
 
Procedure TMatrice.RotateZ(az: number);
var caz,saz:number;
begin
 if az<> 0 then
 begin
  caz:=cos(az);
  saz:=sin(az);
 
  Mi[0, 0] :=  caz;       Mi[1, 0] :=  -saz;    Mi[2, 0] :=  0;   Mi[3, 0] :=  0;
  Mi[0, 1] :=  saz;       Mi[1, 1] :=  caz;     Mi[2, 1] :=  0;   Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;         Mi[1, 2] :=  0;       Mi[2, 2] :=  1;   Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;         Mi[1, 3] :=  0;       Mi[2, 3] :=  0;   Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 0] :=  1;
  Mi[0, 1] :=  0;
  Mi[1, 0] :=  0;
  Mi[1, 1] :=  1;
 end;
end;
 
constructor TFace.Create (parent:Movieclip;Depth:integer);
begin
  inherited Create(Parent, 'face' + IntToStr(Depth),Depth);
  Matrice:=TMatrice.Create;
  zorder:=Depth;
end;
 
procedure TFace.build(Ry:number);
var i:integer;
begin
 Matrice.translate(0,0,-68.74);
 Matrice.RotateY(Ry);
 for i:=1 to 5 do
 begin
  P[i]:=TPoint3D.Create(carre[i,1],carre[i,2],carre[i,3]);
  P[i].transform;
 end;
 TPenta(_parent).reset;
end;
 
procedure TFace.Tracer(penw:integer;ColorFill:integer);
var i:integer;
    P1:Point;
begin
 clear;
 P1:=P[1].Transform2D;
 Linestyle(penw,clBlack);
 BeginFill(colorFill);
 moveto(P1.x,P1.y);
 for i:=2 to 4 do lineto(P[i].Transform2D.x,P[i].Transform2D.y);
 Lineto(P1.x,P1.y);
 
 swapDepths(Zorder-Trunc(P[5].z));
end;
 
 
procedure TFace.position;
var i:integer;
begin
 for i:=1 to 5 do P[i].Transform;
end;
 
 
 
constructor TPenta.Create(parent:Movieclip;Depth:integer);
var i:integer;
begin
  inherited Create(Parent, 'cube' + IntToStr(Depth),Depth);
  for i:=1 to 5 do
  begin
   Face[i]:=TFace.Create(self,i);
   Face[i].build((i-1)*2*pi/5);
  end;
 
  _x:=stage.width/2;
  _y:=stage.height/2;
 
  Reset;
 
end;
 
procedure TPenta.Reset;
var
  i,j: Integer;
begin
  for i := 0 to 3 do
   for j:=0 to 3 do
    Values[i,j] := id[i,j];
end;
 
procedure TPenta.onEnterFrame;
var i:integer;
begin
  Matrice.rotateY(-pi*_xmouse/(180*40));
  Matrice.rotateX(-pi*_ymouse/(180*40));
 
  for i:=1 to 5 do Face[i].position;
  Face[1].tracer(3,clred);
  Face[2].tracer(3,clgreen);
  Face[3].tracer(3,clblue);
  Face[4].tracer(3,claqua);
  Face[5].tracer(3,clyellow);
  reset;
end;
 
begin
 Penta:=TPenta.Create(_Root,1);
 with penta do
 begin
  _xscale:=280;
  _yscale:=280;
 end;
end.
l'hexagone :
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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program Project1;
 
{$FRAME_WIDTH 650}
{$FRAME_HEIGHT 650}
{$FRAME_RATE 25}
{$BACKGROUND $dcdcdc}
 
uses
  Flash8;
 
Type
 TMatrice = class
  procedure Produitmatriciel;
  procedure Translate(tx, ty, tz: number);
  procedure RotateX(ax: number);
  procedure RotateY(ay: number);
  procedure RotateZ(az: number);
  Constructor Create;
 end;
 
 TPoint3D = class
  x,y,z:number;
  Function Transform2d:Point;
  procedure Transform;
  Constructor Create(xv,yv,zv:number);
 end;
 
 TFace=class(Movieclip)
  zorder:integer;
  size:number;
  p: array[1..5] of TPoint3D;
  procedure build(Ry:number);
  procedure Tracer(penw:integer;ColorFill:integer);
  constructor Create (parent:Movieclip;Depth:integer);
  procedure position;
 end;
 
 THexa=class(Movieclip)
  Face:array[1..6] of TFace;
  procedure Reset;
  constructor Create(parent:Movieclip;Depth:integer);
  procedure onEnterFrame;override;
 end;
 
const carre:array[1..5,1..3]of double=((-50,-100,0),(50,-100,0),(50,100,0),(-50,100,0),(0,0,0));
      pi=3.141592654;
 
 
var  matrice:TMatrice;
     Values,Mi,V,id: array[0..3,0..3] of number;
     hexa:THexa;
 
Constructor TPoint3D.Create(xv,yv,zv:number);
begin
 x:=xv;
 y:=yv;
 z:=zv;
end;
 
procedure TPoint3D.Transform;
var x1,y1,z1:number;
begin
  x1 := x * Values[0,0] + y * Values[0,1] +z * Values[ 0,2] + Values[0,3];
  y1 := x * Values[1,0] + y * Values[1,1] +z * Values[ 1,2] + Values[1,3];
  z1 := x * Values[2,0] + y * Values[2,1] +z * Values[2,2]  + Values[2,3];
  x:=x1;
  y:=y1;
  z:=z1;
end;
 
Function TPoint3D.Transform2d:Point;
begin
  result:=Point.Create(128 * x / (128 + z / 4),128 * y / (128 + z / 4));
end;
 
Constructor TMatrice.Create;
var  i,j: Integer;
begin
 id[0, 0] :=  1;    id[1, 0] :=  0;    id[2, 0] :=  0;    id[3, 0] :=  0;   //matrice identité
 id[0, 1] :=  0;    id[1, 1] :=  1;    id[2, 1] :=  0;    id[3, 1] :=  0;
 id[0, 2] :=  0;    id[1, 2] :=  0;    id[2, 2] :=  1;    id[3, 2] :=  0;
 id[0, 3] :=  0;    id[1, 3] :=  0;    id[2, 3] :=  0;    id[3, 3] :=  1;
 
 for i := 0 to 3 do   //initialisation des matrices à identité
   for j:=0 to 3 do
   begin
    Values[i,j] :=id[i,j];
    Mi[i,j]:=id[i,j];
   end;
end;
 
Procedure TMatrice.Produitmatriciel;
var
  i,j,k: Integer;
  p:number;
begin
 for i:=0 to 3 do
  for j := 0 to 3 do
  begin
    p := 0;
    for k := 0 to 3 do p := p + Mi[i, k] * values[k, j];
    V[i,j] := p;
  end;
 
 for i := 0 to 3 do
  for j := 0 to 3 do
   Values[i,j] := V[i,j];
end;
 
procedure TMatrice.Translate(tx, ty, tz: number);
begin
  Mi[0, 0] :=  1;    Mi[1, 0] :=  0;    Mi[2, 0] :=  0;    Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;    Mi[1, 1] :=  1;    Mi[2, 1] :=  0;    Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;    Mi[1, 2] :=  0;    Mi[2, 2] :=  1;    Mi[3, 2] :=  0;
  Mi[0, 3] :=  tx;   Mi[1, 3] :=  ty;   Mi[2, 3] :=  tz;   Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 3] :=  0;
  Mi[1, 3] :=  0;
  Mi[2, 3] :=  0;
end;
 
Procedure TMatrice.RotateX(ax: number);
var cax,sax:number;
begin
 if ax<>0 then
 begin
  cax:=cos(ax);
  sax:=sin(ax);
 
  Mi[0, 0] :=  1;     Mi[1, 0] :=  0;      Mi[2, 0] :=  0;      Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;     Mi[1, 1] :=  cax;    Mi[2, 1] :=  -sax;   Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;     Mi[1, 2] :=  sax;    Mi[2, 2] :=  cax;    Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;     Mi[1, 3] :=  0;      Mi[2, 3] :=  0;      Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[1, 1] :=  1;
  Mi[1, 2] :=  0;
  Mi[2, 1] :=  0;
  Mi[2, 2] :=  1;
 end;
end;
 
Procedure TMatrice.RotateY(ay: number);
var cay,say:number;
begin
 if ay<>0 then
 begin
  cay:=cos(ay);
  say:=sin(ay);
 
  Mi[0, 0] :=  cay;     Mi[1, 0] :=  0;     Mi[2, 0] :=  -say;  Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;       Mi[1, 1] :=  1;     Mi[2, 1] :=  0;     Mi[3, 1] :=  0;
  Mi[0, 2] :=  say;     Mi[1, 2] :=  0;     Mi[2, 2] :=  cay;   Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;       Mi[1, 3] :=  0;     Mi[2, 3] :=  0;     Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 0] :=  1;
  Mi[0, 2] :=  0;
  Mi[2, 0] :=  0;
  Mi[2, 2] :=  1;
 end;
end;
 
Procedure TMatrice.RotateZ(az: number);
var caz,saz:number;
begin
 if az<> 0 then
 begin
  caz:=cos(az);
  saz:=sin(az);
 
  Mi[0, 0] :=  caz;       Mi[1, 0] :=  -saz;    Mi[2, 0] :=  0;   Mi[3, 0] :=  0;
  Mi[0, 1] :=  saz;       Mi[1, 1] :=  caz;     Mi[2, 1] :=  0;   Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;         Mi[1, 2] :=  0;       Mi[2, 2] :=  1;   Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;         Mi[1, 3] :=  0;       Mi[2, 3] :=  0;   Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 0] :=  1;
  Mi[0, 1] :=  0;
  Mi[1, 0] :=  0;
  Mi[1, 1] :=  1;
 end;
end;
 
constructor TFace.Create (parent:Movieclip;Depth:integer);
begin
  inherited Create(Parent, 'face' + IntToStr(Depth),Depth);
  Matrice:=TMatrice.Create;
  zorder:=Depth;
end;
 
procedure TFace.build(Ry:number);
var i:integer;
begin
 Matrice.translate(0,0,-86.6);
 Matrice.RotateY(Ry);
 for i:=1 to 5 do
 begin
  P[i]:=TPoint3D.Create(carre[i,1],carre[i,2],carre[i,3]);
  P[i].transform;
 end;
 THexa(_parent).reset;
end;
 
procedure TFace.Tracer(penw:integer;ColorFill:integer);
var i:integer;
    P1:Point;
begin
 clear;
 P1:=P[1].Transform2D;
 Linestyle(penw,clBlack);
 BeginFill(colorFill);
 moveto(P1.x,P1.y);
 for i:=2 to 4 do lineto(P[i].Transform2D.x,P[i].Transform2D.y);
 Lineto(P1.x,P1.y);
 
 swapDepths(Zorder-Trunc(P[5].z));
end;
 
 
procedure TFace.position;
var i:integer;
begin
 for i:=1 to 5 do P[i].Transform;
end;
 
 
 
constructor THexa.Create(parent:Movieclip;Depth:integer);
var i:integer;
begin
  inherited Create(Parent, 'cube' + IntToStr(Depth),Depth);
  for i:=1 to 6 do
  begin
   Face[i]:=TFace.Create(self,i);
   Face[i].build((i-1)*pi/3);
  end;
 
  _x:=stage.width/2;
  _y:=stage.height/2;
 
  Reset;
 
 //Matrice.rotatex(2*pi/180);
//  Matrice.rotateY(pi/90);
// Matrice.rotateZ(-pi/180);
 //Matrice.translate(0,0,5);
 //Matrice.translate(0,5,0);   //en y, l'axe est vertical vers le bas (normal, si z est rentrant (ijk) trièdre direct et y vers le bas).
  //Matrice.translate(5,0,0);
 
end;
 
procedure THexa.Reset;
var
  i,j: Integer;
begin
  for i := 0 to 3 do
   for j:=0 to 3 do
    Values[i,j] := id[i,j];
end;
 
procedure THexa.onEnterFrame;
var i:integer;
begin
  Matrice.rotateY(-pi*_xmouse/(180*40));
  Matrice.rotateX(-pi*_ymouse/(180*40));
 
  for i:=1 to 6 do Face[i].position;
  Face[1].tracer(3,clred);
  Face[2].tracer(3,clgreen);
  Face[3].tracer(3,clblue);
  Face[4].tracer(3,claqua);
  Face[5].tracer(3,clyellow);
  Face[6].tracer(3,$ff00ff);
  reset;
end;
 
begin
 hexa:=THexa.Create(_Root,1);
 with hexa do
 begin
  _xscale:=180;
  _yscale:=180;
 end;
end.
et le cylindre :

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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program Project1;
 
{$FRAME_WIDTH 650}
{$FRAME_HEIGHT 650}
{$FRAME_RATE 25}
{$BACKGROUND $dcdcdc}
 
uses
  Flash8;
 
Type
 TMatrice = class
  procedure Produitmatriciel;
  procedure Translate(tx, ty, tz: number);
  procedure RotateX(ax: number);
  procedure RotateY(ay: number);
  procedure RotateZ(az: number);
  Constructor Create;
 end;
 
 TPoint3D = class
  x,y,z:number;
  Function Transform2d:Point;
  procedure Transform;
  Constructor Create(xv,yv,zv:number);
 end;
 
 TFace=class(Movieclip)
  zorder:integer;
  size:number;
  p: array[1..5] of TPoint3D;
  procedure build(Ry:number);
  procedure Tracer(penw:integer;ColorFill:integer);
  constructor Create (parent:Movieclip;Depth:integer);
  procedure position;
 end;
 
 TCylindre=class(Movieclip)
  Face:array[1..100] of TFace;
  procedure Reset;
  constructor Create(parent:Movieclip;Depth:integer);
  procedure onEnterFrame;override;
 end;
 
const carre:array[1..5,1..3]of double=((-5,-250,0),(5,-250,0),(5,250,0),(-5,250,0),(0,0,0));
      pi=3.141592654;
 
 
var  matrice:TMatrice;
     Values,Mi,V,id: array[0..3,0..3] of number;
     cylindre:TCylindre;
 
Constructor TPoint3D.Create(xv,yv,zv:number);
begin
 x:=xv;
 y:=yv;
 z:=zv;
end;
 
procedure TPoint3D.Transform;
var x1,y1,z1:number;
begin
  x1 := x * Values[0,0] + y * Values[0,1] +z * Values[ 0,2] + Values[0,3];
  y1 := x * Values[1,0] + y * Values[1,1] +z * Values[ 1,2] + Values[1,3];
  z1 := x * Values[2,0] + y * Values[2,1] +z * Values[2,2]  + Values[2,3];
  x:=x1;
  y:=y1;
  z:=z1;
end;
 
Function TPoint3D.Transform2d:Point;
begin
  result:=Point.Create(128 * x / (128 + z / 4),128 * y / (128 + z / 4));
end;
 
Constructor TMatrice.Create;
var  i,j: Integer;
begin
 id[0, 0] :=  1;    id[1, 0] :=  0;    id[2, 0] :=  0;    id[3, 0] :=  0;   //matrice identité
 id[0, 1] :=  0;    id[1, 1] :=  1;    id[2, 1] :=  0;    id[3, 1] :=  0;
 id[0, 2] :=  0;    id[1, 2] :=  0;    id[2, 2] :=  1;    id[3, 2] :=  0;
 id[0, 3] :=  0;    id[1, 3] :=  0;    id[2, 3] :=  0;    id[3, 3] :=  1;
 
 for i := 0 to 3 do   //initialisation des matrices à identité
   for j:=0 to 3 do
   begin
    Values[i,j] :=id[i,j];
    Mi[i,j]:=id[i,j];
   end;
end;
 
Procedure TMatrice.Produitmatriciel;
var
  i,j,k: Integer;
  p:number;
begin
 for i:=0 to 3 do
  for j := 0 to 3 do
  begin
    p := 0;
    for k := 0 to 3 do p := p + Mi[i, k] * values[k, j];
    V[i,j] := p;
  end;
 
 for i := 0 to 3 do
  for j := 0 to 3 do
   Values[i,j] := V[i,j];
end;
 
procedure TMatrice.Translate(tx, ty, tz: number);
begin
  Mi[0, 0] :=  1;    Mi[1, 0] :=  0;    Mi[2, 0] :=  0;    Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;    Mi[1, 1] :=  1;    Mi[2, 1] :=  0;    Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;    Mi[1, 2] :=  0;    Mi[2, 2] :=  1;    Mi[3, 2] :=  0;
  Mi[0, 3] :=  tx;   Mi[1, 3] :=  ty;   Mi[2, 3] :=  tz;   Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 3] :=  0;
  Mi[1, 3] :=  0;
  Mi[2, 3] :=  0;
end;
 
Procedure TMatrice.RotateX(ax: number);
var cax,sax:number;
begin
 if ax<>0 then
 begin
  cax:=cos(ax);
  sax:=sin(ax);
 
  Mi[0, 0] :=  1;     Mi[1, 0] :=  0;      Mi[2, 0] :=  0;      Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;     Mi[1, 1] :=  cax;    Mi[2, 1] :=  -sax;   Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;     Mi[1, 2] :=  sax;    Mi[2, 2] :=  cax;    Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;     Mi[1, 3] :=  0;      Mi[2, 3] :=  0;      Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[1, 1] :=  1;
  Mi[1, 2] :=  0;
  Mi[2, 1] :=  0;
  Mi[2, 2] :=  1;
 end;
end;
 
Procedure TMatrice.RotateY(ay: number);
var cay,say:number;
begin
 if ay<>0 then
 begin
  cay:=cos(ay);
  say:=sin(ay);
 
  Mi[0, 0] :=  cay;     Mi[1, 0] :=  0;     Mi[2, 0] :=  -say;  Mi[3, 0] :=  0;
  Mi[0, 1] :=  0;       Mi[1, 1] :=  1;     Mi[2, 1] :=  0;     Mi[3, 1] :=  0;
  Mi[0, 2] :=  say;     Mi[1, 2] :=  0;     Mi[2, 2] :=  cay;   Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;       Mi[1, 3] :=  0;     Mi[2, 3] :=  0;     Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 0] :=  1;
  Mi[0, 2] :=  0;
  Mi[2, 0] :=  0;
  Mi[2, 2] :=  1;
 end;
end;
 
Procedure TMatrice.RotateZ(az: number);
var caz,saz:number;
begin
 if az<> 0 then
 begin
  caz:=cos(az);
  saz:=sin(az);
 
  Mi[0, 0] :=  caz;       Mi[1, 0] :=  -saz;    Mi[2, 0] :=  0;   Mi[3, 0] :=  0;
  Mi[0, 1] :=  saz;       Mi[1, 1] :=  caz;     Mi[2, 1] :=  0;   Mi[3, 1] :=  0;
  Mi[0, 2] :=  0;         Mi[1, 2] :=  0;       Mi[2, 2] :=  1;   Mi[3, 2] :=  0;
  Mi[0, 3] :=  0;         Mi[1, 3] :=  0;       Mi[2, 3] :=  0;   Mi[3, 3] :=  1;
  Produitmatriciel;
 
  //réinitialisation de Mi à matrice identité
  Mi[0, 0] :=  1;
  Mi[0, 1] :=  0;
  Mi[1, 0] :=  0;
  Mi[1, 1] :=  1;
 end;
end;
 
constructor TFace.Create (parent:Movieclip;Depth:integer);
begin
  inherited Create(Parent, 'face' + IntToStr(Depth),Depth);
  Matrice:=TMatrice.Create;
  zorder:=Depth;
end;
 
procedure TFace.build(Ry:number);
var i:integer;
begin
 Matrice.translate(0,0,-159.1);
 Matrice.RotateY(Ry);
 for i:=1 to 5 do
 begin
  P[i]:=TPoint3D.Create(carre[i,1],carre[i,2],carre[i,3]);
  P[i].transform;
 end;
 TCylindre(_parent).reset;
end;
 
procedure TFace.Tracer(penw:integer;ColorFill:integer);
var i:integer;
    P1:Point;
begin
 clear;
 P1:=P[1].Transform2D;
 Linestyle(penw,clBlack);
 BeginFill(colorFill);
 moveto(P1.x,P1.y);
 for i:=2 to 4 do lineto(P[i].Transform2D.x,P[i].Transform2D.y);
 Lineto(P1.x,P1.y);
 
 swapDepths(Zorder-Trunc(P[5].z));
end;
 
 
procedure TFace.position;
var i:integer;
begin
 for i:=1 to 5 do P[i].Transform;
end;
 
 
 
constructor TCylindre.Create(parent:Movieclip;Depth:integer);
var i:integer;
begin
  inherited Create(Parent, 'cube' + IntToStr(Depth),Depth);
  for i:=1 to 100 do
  begin
   Face[i]:=TFace.Create(self,i);
   Face[i].build((i-1)*pi/50);
  end;
 
  _x:=stage.width/2;
  _y:=stage.height/2;
 
  Reset;
end;
 
procedure TCylindre.Reset;
var
  i,j: Integer;
begin
  for i := 0 to 3 do
   for j:=0 to 3 do
    Values[i,j] := id[i,j];
end;
 
procedure TCylindre.onEnterFrame;
var i:integer;
begin
  Matrice.rotateY(-pi*_xmouse/(180*40));
  Matrice.rotateX(-pi*_ymouse/(180*40));
 
  for i:=1 to 100 do
  begin
   Face[i].position;
   Face[i].tracer(1,clyellow);
  end;
  reset;
end;
 
begin
 TCylindre.Create(_Root,1);
end.

C'est lourd pour faire un cylindre... A part partir d'un polygone, je ne vois pas comment faire moins lourd... une idée ?