Category Archives: Graphics

Graphics Class and Twitter

Actionscript:
  1. [SWF(width = 700, height=700, frameRate=12)]
  2. var cmds:Array = [];
  3.  
  4. var loader:URLLoader = new URLLoader();
  5. var req:URLRequest = new URLRequest("http://search.twitter.com/search.atom");
  6. var vars:URLVariables = new URLVariables();
  7. vars.q = "#asgraph";
  8. // results per page
  9. vars.rpp = "100";
  10. vars.page = 1;
  11.  
  12. req.data = vars;
  13. req.method = URLRequestMethod.GET;
  14.  
  15. loader.addEventListener(Event.COMPLETE, onLoaded);
  16. loader.load(req);
  17.  
  18. var txt:TextField = TextField(addChild(new TextField()));
  19. txt.defaultTextFormat = new TextFormat("_sans", 12);
  20. with (txt){ x=10, y=10, autoSize="left"; }
  21. txt.htmlText = "loading...";
  22.  
  23. function onLoaded(evt:Event):void{
  24.        removeChild(txt);
  25.    var searchData:XML = new XML(loader.data);
  26.    var atom:Namespace = searchData.namespace("");
  27.  
  28.    var leng:int = searchData.atom::entry.length() -1;
  29.   for (var i:int = leng; i>=0; i--){
  30.        var cmd:String =
  31. searchData.atom::entry[i].atom::title.toString().replace(/\#asgraph/g,
  32. "");
  33.       // added this to ignore words starting with @
  34.       cmd = cmd.replace(/@(\w+)/g, "");
  35.        cmds.push(cmd);
  36.    }
  37.  
  38.        var time:Timer = new Timer(100, cmds.length);
  39.        time.addEventListener(TimerEvent.TIMER, onTick);
  40.    time.start();
  41. }
  42. function onTick(evt:TimerEvent):void{
  43.        render(parseFunctions(cmds[evt.target.currentCount - 1]));
  44.        graphics.endFill();
  45.        graphics.lineStyle();
  46. }
  47.  
  48. // parse and run Graphics class commands
  49. function parseFunctions(dat:String):Array{
  50.    var a:Array = dat.split(";") ;
  51.    for (var i:int = 0; i<a.length-1; i++){
  52.        a[i] = a[i].split(/\(\)|\(|\)/g);
  53.        var f:String = a[i][0] = a[i][0].replace(/\s/g,"");
  54.        a[i] = a[i].splice(0, a[i].length - 1);
  55.        if (a[i].length> 1){
  56.         a[i] = a[i][1].split(",");
  57.         a[i].unshift(f);
  58.        }
  59.    }
  60.    return a.splice(0,a.length - 1);
  61. }
  62. function render(p:Array):void {
  63.    for (var i:int = 0; i<p.length; i++) {
  64.        try{
  65.        graphics[p[i][0]].apply(graphics,p[i].splice(1));
  66.        }catch(e:Error){};
  67.    }
  68. }

This is a simple idea I had awhile back... This snippet searches twitter for the #asgraph hashtag and if it finds standard Graphics class method calls it renders them.

So if you tweet something likethis :

#asgraph beginFill(0xFF); drawCircle(200,200,10);

it will get rendered into the below swf (you'll need to refresh to see your tweet get rendered):

This movie requires Flash Player 9

Here is a direct link to the swf

Also posted in external data | Tagged , , | 3 Comments

Three Color Triangle

Actionscript:
  1. /*
  2. *       Petri Leskinen, Finland
  3. *       25 October 2009
  4. *       pixelero.wordpress.com
  5. *
  6. *       Actionscript 3.0, Flash CS3, Flash Player 10
  7. *
  8. *       threeColorTriangle
  9. *       draws a triangle with a gradient fill of three colors for each vertex
  10. *       using graphics.drawTriangles and a BitmapData of size 2x2
  11. */
  12. function threeColorTriangle(
  13.       point0:Point, color0:uint,
  14.       point1:Point, color1:uint,
  15.       point2:Point, color2:uint):void {
  16.  
  17.       //      create a  bitmap of size 2x2 pixels
  18.       var bmd:BitmapData = new BitmapData(2,2,true);
  19.       //      copy colors to bitmap
  20.       //      the fourth color is average of color1 and color2
  21.       bmd.setVector(bmd.rect,
  22.               Vector.<uint>([color0,color1,color2,
  23.                                          (color1+color2)>>1
  24.                                          ]));
  25.  
  26.       //      draw triangle
  27.       this.graphics.beginBitmapFill(bmd,null,false,true /* =smooth */ );
  28.       this.graphics.drawTriangles(
  29.               // x,y -coordinates
  30.               Vector.<Number>([
  31.                       point0.x,point0.y,
  32.                       point1.x,point1.y,
  33.                       point2.x,point2.y]),
  34.               // indices
  35.               Vector.<int>([0,1,2]),
  36.               // texture coordinates
  37.               Vector.<Number>([0,0, 1,0, 0,1])
  38.               );
  39. }
  40.  
  41.  
  42. // demo, let's draw some of these on the stage
  43. randomize();
  44. function randomize():void {
  45.       this.graphics.clear();
  46.  
  47.       for (var i:int = 0;i<128;i++) {
  48.               //      pick some random colors
  49.               var color0:uint = 0xFFFFFFFF;
  50.               var color1:uint = 0xFFFFFF*Math.random() | 0xFF000000;
  51.               var color2:uint = 0xFFFFFF*Math.random() | 0xFF000000;
  52.  
  53.               //      random points
  54. var point0:Point = new Point(Math.random()*stage.stageWidth,
  55.             Math.random()*stage.stageHeight);
  56. var point1:Point = new Point(point0.x+200*(Math.random()-Math.random()),
  57.             point0.y+200*(Math.random()-Math.random()));
  58. var point2:Point = new Point(point0.x+200*(Math.random()-Math.random()),
  59.             point0.y+200*(Math.random()-Math.random()));
  60.  
  61.         threeColorTriangle(point0, color0, point1, color1, point2,  color2);
  62.       }
  63. }

This snippet is by Petri Leskinen (pixelero). It draws a triangle with a gradient fill of three colors for each vertex using Graphics.drawTriangles and a BitmapData of size 2x2. This is the simplest case, it can easily be extended to four colors or maybe to use a larger 3x3, 4x4 etc... bitmap.

Here's a still...

Also posted in Vector | Tagged , , , | 5 Comments

Flowing Leaves (optical illusion)


Saw this optical illusion today... figured I'd make a snippet to create a few variations on the illusion...

Actionscript:
  1. [SWF( backgroundColor=0x2E7999, width=780, height = 600) ]
  2.  
  3. var leafNum:Number = 375;
  4. var spacing:Number = 12;
  5. var cols:Number = 25;
  6. var hh:Number = stage.stageHeight / 2;
  7. var hw:Number = stage.stageWidth / 2;
  8.  
  9. for (var i:Number = 0; i<leafNum; i++){
  10.     var leaf:Shape = makeLeaf();
  11.     leaf.scaleX = leaf.scaleY = 0.25;
  12.     leaf.rotation = 90;
  13.     leaf.x = 50 + (i % cols) * (leaf.width + spacing);
  14.     leaf.y = 40 + int(i / cols) * (leaf.height + spacing);
  15.     var dx:Number = leaf.x - hw;
  16.     var dy:Number = leaf.y - hh;
  17.     leaf.rotation = Math.sqrt(dx * dx + dy * dy);
  18. }
  19.  
  20. function makeLeaf():Shape{
  21.     var leaf:Shape = Shape(addChild(new Shape()));
  22.     leaf.graphics.beginFill(0x9DC4D4);
  23.     scaleYcircle(leaf.graphics, 50, .65, false);
  24.     leaf.graphics.endFill();
  25.     leaf.graphics.lineStyle(2, 0x003366, 1, false, "none", CapsStyle.SQUARE, JointStyle.MITER);
  26.     scaleYcircle(leaf.graphics, 50, .65);
  27.     leaf.graphics.lineStyle(2, 0xFFFFFF, 1, false, "none", CapsStyle.SQUARE, JointStyle.MITER);
  28.     scaleYcircle(leaf.graphics, -50, .65);
  29.     return leaf;
  30. }
  31.  
  32.  
  33. // original circle function by senocular (www.senocular.com) from here http://www.actionscript.org/forums/showthread.php3?s=&threadid=30328
  34. // circle that can be scaled on the y axis
  35. function scaleYcircle(g:Graphics, r:Number, s:Number = 1, isHalf:Boolean=true):void {
  36.      
  37.     var c1:Number = r * (Math.SQRT2 - 1);
  38.     var c2:Number = r * Math.SQRT2 / 2;
  39.     var rs:Number = r * s, c1s:Number = c1 * s, c2s:Number = c2 * s;
  40.     var x_r:Number =  -r, y_r:Number = -rs, x_c2:Number =  -c2;
  41.     var y_c2:Number =  -c2s, x_c1:Number =  -c1, y_c1:Number =  -c1s
  42.     g.moveTo(r, 0), g.curveTo(r, c1s, c2, c2s);
  43.     g.curveTo(c1, rs, 0, rs), g.curveTo(x_c1,rs, x_c2, c2s);
  44.     g.curveTo(x_r, c1s, x_r, 0);
  45.     if (!isHalf){
  46.      g.curveTo(x_r,y_c1,x_c2,y_c2);
  47.      g.curveTo(x_c1,y_r,0,y_r), g.curveTo(c1,y_r,c2,y_c2);
  48.      g.curveTo(r,y_c1,r,0);
  49.     }
  50. }

Also posted in Math, Vector, misc, motion, pixel manipulation | Tagged , , , | 5 Comments

JS Sketch Experiment

Actionscript:
  1. [SWF(width=950, height=600)]
  2. with (graphics) beginFill(0xefefef), drawRect(0,0,stage.stageWidth, stage.stageHeight);
  3. var btn:Sprite = Sprite(addChild(new Sprite()));
  4. with (btn.graphics) beginFill(0x666666), drawRect(0,0,100,20);
  5. with(btn)  x=320, y=430, buttonMode = true;
  6. btn.addEventListener(MouseEvent.ROLL_OVER, function():void{
  7.   with(btn.graphics) clear(), beginFill(0x222222), drawRect(0,0,100,20);
  8. });
  9. btn.addEventListener(MouseEvent.ROLL_OUT, function():void{
  10.   with(btn.graphics) clear(), beginFill(0x666666), drawRect(0,0,100,20);
  11. });
  12. btn.addEventListener(MouseEvent.CLICK, function():void{
  13.     var res:*= ExternalInterface.call("function(){ plot=[]; colors=[]; " + txt.text + " return {plot:plot, colors:colors};}");
  14.     render((res == null) ? {plot:[], colors:[]} : res);
  15. });
  16.  
  17. var v:Shape = Shape(addChild(new Shape()));
  18. v.x = 700;
  19. v.y = 220;
  20. function render(obj:Object):void{
  21.     var plot:Array = obj.plot;
  22.     var colors:Array = obj.colors;
  23.     var leng:int = plot.length;
  24.     v.graphics.clear();
  25.     var inc:int = 0;
  26.     v.graphics.moveTo(plot[0], plot[1]);
  27.     for (var i:int = 2; i<leng; i+=2){
  28.         v.graphics.lineStyle(0,colors[inc++]);
  29.         v.graphics.lineTo(plot[i], plot[i + 1]);
  30.     }
  31. }
  32.  
  33.  
  34. var submit:TextField = TextField(btn.addChild(new TextField()));
  35. submit.defaultTextFormat = new TextFormat("_sans", 12);
  36. with(submit) textColor=0xFFFFFF, width=100, autoSize="center";
  37. with(submit) mouseEnabled = false,  text="submit";
  38.  
  39. var txt:TextField = TextField(addChild(new TextField()));
  40. with(txt) x = y = 20, type = "input", multiline=true;
  41. with(txt) width = 400, height = 400, border = true, background = 0xFFFFFF;
  42. txt.defaultTextFormat = new TextFormat("Monaco", 12);
  43. txt.text = "enter text";
  44. txt.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
  45. function onDown(evt:MouseEvent):void{
  46.     txt.text = "";
  47.     txt.removeEventListener(MouseEvent.MOUSE_DOWN, onDown);
  48. }

This snippet is a mini code editor that allows the user to write javascript into a textfield - the javascript is then run using external interface. Optionally the javascript code can populate two arrays (plot and colors). If these arrays are populated flash, will render the data in each array using the Graphics class.

Have a look at the demo:

If you do something nice with this... post your javascript snippet as a comment and I'll add it to the JS Sketch page...

Also posted in Math, dynamic, external data, functions | Tagged , , , | Leave a comment

Seamless Vector Texture

Actionscript:
  1. [SWF(width = 800, height = 450, backgroundColor=0xFFFFFF)]
  2.  
  3. graphics.beginFill(0xDEDEDE);
  4. graphics.drawRect(0,0,400,400);
  5.  
  6. var container:Sprite = Sprite(addChild(new Sprite()));
  7. draggable(rx(), ry(), 0x112233, 20);
  8. draggable(rx(), ry(), 0x2266FF, 15);
  9. draggable(rx(), ry(), 0x003299, 50, "rect");
  10. draggable(rx(), ry(), 0xFFFFFF, 30);
  11. draggable(rx(), ry(), 0x00CCFF, 15);
  12. draggable(rx(), ry(), 0x1188CC, 50, "rect");
  13.  
  14. function rx():Number{
  15.     return Math.random() * 200 + 100;
  16. }
  17. function ry():Number{
  18.     return Math.random() * 200 + 100;
  19. }
  20.  
  21. var guides:Shape = Shape(addChild(new Shape()));
  22. with(guides.graphics){
  23.        lineStyle(0, 0x666666)
  24.        moveTo(200,0);
  25.        lineTo(200,400);
  26.        moveTo(0, 200);
  27.        lineTo(400, 200);
  28.        moveTo(400,0);
  29.        lineTo(400,400);
  30.        moveTo(0,400);
  31.        lineTo(800,400);
  32. }
  33.  
  34. var canvas:BitmapData = new BitmapData(200,200,true, 0x00000000);
  35. var tex:BitmapData = new BitmapData(800,800,false, 0xFFFFFF);
  36.  
  37. var frame:Bitmap = Bitmap(addChild(new Bitmap(tex, "auto", true)));
  38. frame.x = 401;
  39. frame.scaleX = frame.scaleY = 0.5;
  40.  
  41. var pnt:Point = new Point();
  42. var m:Matrix = new Matrix();
  43.  
  44. addEventListener(Event.ENTER_FRAME, onLoop);
  45. function onLoop(evt:Event):void {
  46.     canvas.fillRect(canvas.rect, 0x00000000);
  47.     canvas.draw(container);
  48.     drawQuadrant(-200,0)
  49.     drawQuadrant(-400,0)
  50.     drawQuadrant(0,-200)
  51.     drawQuadrant(-200,-200);
  52.     tex.fillRect(tex.rect, 0xFFFFFF);
  53.     for (var i:int = 0; i<16; i++){
  54.         var px:Number = i % 4;
  55.         var py:Number = int(i / 4);
  56.         pnt.x = px * 200;
  57.         pnt.y = py * 200;
  58.         tex.copyPixels(canvas, canvas.rect, pnt, null, null, true);
  59.        }
  60. }
  61.  
  62. function drawQuadrant(x:Number, y:Number):void{
  63.      m.tx = x;
  64.      m.ty = y;
  65.      canvas.draw(container, m);
  66. }
  67.  
  68. // draggable Sprite
  69. function draggable(xp:Number, yp:Number, col:uint = 0xFF0000,
  70. size:Number=4, type:String="circle"):Sprite {
  71.        var s:Sprite = Sprite(container.addChild(new Sprite()));
  72.        s.x = xp;
  73.        s.y = yp;
  74.        with(s.graphics){
  75.                beginFill(col)
  76.                if(type == "circle"){
  77.                  drawCircle(size,size,size);
  78.                }else if(type == "rect"){
  79.                  drawRect(0,0,size, size);
  80.                }
  81.        }
  82.        s.buttonMode = true;
  83.        s.addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
  84.        return s;
  85. }
  86. function onDrag(evt:MouseEvent):void {
  87.     var w:Number = evt.currentTarget.width;
  88.     var h:Number = evt.currentTarget.height;
  89.     evt.currentTarget.startDrag(false, new Rectangle(0,0,400 - w, 400 - h));
  90. }
  91. stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
  92. function onUp(evt:MouseEvent):void{ stopDrag() }

This snippet creates a seamless texture from a few draggable vector shapes. BitmapData is used to combine four quadrants into one seamless tile.


Have a look at the swf

I created this snippet as a sketch for a new feature for my command drawing project.

Also posted in BitmapData, misc | Tagged , , | 4 Comments

drawTriangles() Cubes

Actionscript:
  1. private function addCube(xp:Number, yp:Number, zp:Number, w:Number, h:Number, leng:Number):void{
  2.             var hw:Number = w * 0.5;
  3.             var hh:Number = h * 0.5;
  4.             var hl:Number = leng * 0.5;
  5.             var xA:Number = xp - hw;
  6.             var xB:Number = hw + xp;
  7.             var yA:Number = yp - hh;
  8.             var yB:Number = hh + yp;
  9.             var zA:Number = zp - hl;
  10.             var zB:Number = hl + zp;
  11.             _verts.push(xA, yA, zA,
  12.                         xB, yA, zA,
  13.                         xA, yB, zA,
  14.                         xB, yB, zA,
  15.                         xA, yA, zB,
  16.                         xB, yA, zB,
  17.                         xA, yB, zB,
  18.                         xB, yB, zB);
  19.            
  20.             var index:int = _boxIndex * 8;
  21.             var i0:int = index, i1:int = index + 1, i2:int = index + 2;
  22.             var i3:int = index + 3,  i4:int = index + 4, i5:int = index + 5;
  23.             var i6:int = index + 6, i7:int = index + 7;
  24.             _indices.push(i0, i1, i2,
  25.                           i1, i3, i2,
  26.                           i6, i7, i4,
  27.                           i7, i5, i4,
  28.                           i1, i5, i3,
  29.                           i7, i3, i5,
  30.                           i4, i5, i0,
  31.                           i1, i0, i5,
  32.                           i2, i6, i0,
  33.                           i0, i6, i4,
  34.                           i2, i3, i6,
  35.                           i3, i7, i6);
  36.                          
  37.             _faces.push(new Face(), new Face(), new Face(),
  38.                         new Face(),  new Face(), new Face(),
  39.                         new Face(), new Face(), new Face(),
  40.                         new Face(), new Face(), new Face());
  41.             _uvts.push(Math.random(), Math.random(), 0,
  42.                        Math.random(), Math.random(), 0,
  43.                        Math.random(), Math.random(), 0,
  44.                        Math.random(), Math.random(), 0,
  45.                        Math.random(), Math.random(), 0,
  46.                        Math.random(), Math.random(), 0,
  47.                        Math.random(), Math.random(), 0,
  48.                        Math.random(), Math.random(), 0);
  49.             _boxIndex++;
  50.         }

Lately I've been posting large code snippets... so today I'm highlighting part of a larger snippet - The above code is the heart of a small experiment I created this morning. It sets up a cube for use with drawTraingles().

The rest of the code can be read here:
Cubes3D.as

Have a look at the swf here...


I also put it on wonderfl...

Also posted in 3D, Vector, matrix, motion | Tagged , , | 6 Comments

Matrix Zoom and Pan

Actionscript:
  1. [SWF(width=600, height=600, frameRate=30)]
  2. var sw:Number = stage.stageWidth;
  3. var sh:Number = stage.stageHeight;
  4.  
  5. var s:Shape = Shape(addChild(new Shape()));
  6.  
  7. var scale:Number = 1;
  8. var scaleDest:Number = 1;
  9. var down:Boolean = false;
  10. var dx:Number = 0, dy:Number = 0, time:Number = 0;
  11.  
  12. buttonMode = true;
  13.  
  14. addInstructions();
  15. vectorTexture();
  16.  
  17. stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
  18. stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
  19. addEventListener(Event.ENTER_FRAME, onLoop);
  20.  
  21. function addInstructions():void{
  22.     var instruct:Sprite = Sprite(addChild(new Sprite()));
  23.     with (instruct.graphics) beginFill(0x666666), drawRect(0,0,270, 30);
  24.     instruct.x = instruct.y = 20;
  25.     var txt:TextField = TextField(instruct.addChild(new TextField()));
  26.     txt.defaultTextFormat = new TextFormat("Verdana", 11);
  27.     txt.x = txt.y = 5;
  28.     txt.selectable = false;
  29.     with (txt) textColor = 0xFFFFFF, autoSize = "left", text = "Click and hold to zoom, move mouse to pan";
  30. }
  31.  
  32. function vectorTexture():void{
  33.     var cols:Vector.<uint> = Vector.<uint>([0xFFFFFF, 0x000000]);
  34.     var rnd:Vector.<Number> = new Vector.<Number>(6, true);
  35.    
  36.     for(var i:int = 0 ; i<50; i++){
  37.         with(s.graphics){
  38.             lineStyle(Math.random() * 50 + 2, cols[int(Math.random()*cols.length)]);
  39.             drawCircle(Math.random() * sw, Math.random() * sh, 10 + Math.random() * Math.random() * 400);
  40.         }
  41.     }
  42.     s.graphics.lineStyle(20, 0xCCCCCC);
  43.     s.graphics.drawRect(0, 0,sw, sh);
  44. }
  45.  
  46. function onDown(evt:MouseEvent):void{ down = true; }
  47. function onUp(evt:MouseEvent):void{ down = false; }
  48. function onLoop(evt:Event):void {
  49.    if (down){
  50.      scaleDest *= 1.05;  
  51.      time = 0;
  52.    }else{
  53.      time++;
  54.      // zoom out after 30 iterations
  55.      if (time == 30){
  56.          scaleDest = 1;  
  57.      }
  58.    }
  59.    scale += (scaleDest - scale) / 4;
  60.    if (scale> 10) scale = scaleDest = 10;
  61.    
  62.    dx += (mouseX - dx) / 4;
  63.    dy += (mouseY - dy) / 4;
  64.    if (dx <0) dx = 0;
  65.    if (dy <0) dy = 0;
  66.    if (dx> sw) dx = sw;
  67.    if (dy> sh) dy = sh;
  68.    
  69.    // matrix zoom/pan
  70.    var m:Matrix = s.transform.matrix;
  71.    m.identity();
  72.    m.translate(-dx,-dy);
  73.    m.scale(scale, scale);
  74.    m.translate(dx,dy);
  75.    s.transform.matrix = m;
  76. }

I haven't been by the computer much these last two weeks - been traveling. Going back to nyc tomorrow so I'll go back to posting once a day.

This snippet uses a transformation matrix to zoom in and pan a Sprite instance. For demo purposes I filled the sprite with a few circles - but you'd likely be using this with a vector image of a map, a floor plan or some other graphic that warrants zooming and panning.

Back around flash 7 (I think) before the Matrix class was introduced we used to have to use MovieClip nesting to achieve this effect.


Have a look at the swf...


Also posted in matrix, motion | Tagged , , | Leave a comment

Distance Spring

Actionscript:
  1. [SWF(backgroundColor=0x222222, width=500, height=500)]
  2. var hsw:Number = stage.stageWidth / 2;
  3. var hsh:Number = stage.stageHeight / 2;
  4. var pointNum:int = 800
  5. var points3D:Vector.<Number> = new Vector.<Number>();
  6. var points3Dout:Vector.<Number> = new Vector.<Number>();
  7. var points2D:Vector.<Number> = new Vector.<Number>();
  8. var uvts:Vector.<Number> = new Vector.<Number>();
  9. var sorted:Array = [];
  10. var pnt:Point = new Point();
  11. var m:Matrix3D = new Matrix3D();
  12. var v:Vector3D = new Vector3D();
  13. for (var i:int = 0; i<pointNum; i++){
  14.     v.y = i * 0.7 - 300
  15.     var t =Math.random()*6.28;
  16.     v.x = 200 * Math.cos(i * 2 * Math.PI / 180);
  17.     v.z = 200 * Math.sin(i * 2 * Math.PI / 180);
  18.     v = m.transformVector(v);
  19.     points3D.push(v.x, v.y, v.z);
  20.     points2D.push(0,0);
  21.     uvts.push(0,0,0);
  22.     sorted.push(new Vector3D());
  23. }
  24. points3D.fixed = true;
  25. points2D.fixed = true;
  26. uvts.fixed = true;
  27. var p:PerspectiveProjection = new PerspectiveProjection();
  28. var proj:Matrix3D = p.toMatrix3D();
  29. var dx:Number = 0, dy:Number = 0;
  30. addEventListener(Event.ENTER_FRAME, onLoop);
  31. function onLoop(evt:Event):void {
  32.     var i:int, j:int;
  33.     dx += (mouseX - dx) / 4;
  34.     dy += (mouseY - dy) / 4;
  35.     m.identity();
  36.     m.appendRotation(getTimer() / 4, Vector3D.Y_AXIS);
  37.     m.transformVectors(points3D, points3Dout);
  38.    
  39.     m.identity();
  40.     m.appendRotation(dx, Vector3D.Z_AXIS);
  41.     m.appendRotation(dy, Vector3D.X_AXIS);
  42.     m.appendTranslation(0, 0, 1000);
  43.     m.append(proj);
  44.     Utils3D.projectVectors(m, points3Dout, points2D, uvts);
  45.     for (i = 0, j = 0; i<points2D.length; i+=2, j++){
  46.         sorted[j].x = points2D[i] + hsw;
  47.         sorted[j].y = points2D[i + 1] + hsh;
  48.         sorted[j].z = uvts[j * 3 + 2];
  49.     }
  50.     sorted.sortOn("z", Array.NUMERIC);
  51.     graphics.clear();
  52.     for(i = 0; i<sorted.length; i++){
  53.         var zpos:Number = sorted[i].z * 10000;
  54.         var c:int = zpos * 14;
  55.         graphics.beginFill(c <<16 | c <<8 | c);
  56.         graphics.drawCircle(sorted[i].x, sorted[i].y, zpos);
  57.         graphics.endFill();
  58.     }
  59. }

A variation on some recent posts... this snippet draws a rotating spring made up of 800 particles...

Have a look at the swf...


Also posted in 3D, Vector | Tagged , , | 3 Comments

Fake Light w/ UV & Quads

Actionscript:
  1. [SWF(width = 500, height=500, backgroundColor = 0x000000)]
  2. x = stage.stageWidth / 2;
  3. y = stage.stageHeight / 2;
  4. var quadNum:int = 2200;
  5. // standard Vectors for using drawTriangles
  6. var verts:Vector.<Number> = new Vector.<Number>();
  7. var pVerts:Vector.<Number>;
  8. var uvts:Vector.<Number> = new Vector.<Number>();
  9. var indices:Vector.<int> = new Vector.<int>();
  10. // needed for z-sorting
  11. var sortedIndices:Vector.<int>;
  12. var faces:Array = [];
  13. // we'll use this for tranforming points
  14. // and as the transformation matrix for our render
  15. var m:Matrix3D = new Matrix3D();
  16. // plot a quad
  17. var quad:Vector.<Number>;
  18. quad = Vector.<Number>([-10, -10, 0,
  19.                         10, -10, 0,
  20.                         -10, 10, 0,
  21.                         10, 10, 0]);
  22. // temp vect for any transformed quads
  23. var transQuad:Vector.<Number> = new Vector.<Number>();
  24. var i:int;
  25. var inc:int = 0;
  26. for (i = 0; i<quadNum; i++){
  27.     m.identity();
  28.     var s:Number = (int(Math.random()*50) == 1) ? 2 + Math.random()*2 : .1 + Math.random() * 2;
  29.     m.appendScale(s, s, 1);
  30.     m.appendRotation(90, Vector3D.Y_AXIS);
  31.     var mult:Number = 100 + Math.random()*200;
  32.     m.appendTranslation(mult, 0, 0);
  33.     m.appendRotation(Math.random()*360, Vector3D.X_AXIS);
  34.     m.appendRotation(Math.random()*360, Vector3D.Y_AXIS);
  35.     m.appendRotation(Math.random()*360, Vector3D.Z_AXIS);
  36.     m.transformVectors(quad, transQuad);
  37.     verts = verts.concat(transQuad);
  38.     faces.push(new Vector3D());
  39.     faces.push(new Vector3D());
  40.     var i4:int = i * 4;
  41.     indices.push(0 + i4, 1 + i4, 2 + i4,
  42.                  1 + i4, 3 + i4, 2 + i4);
  43.     mult /= 300;
  44.     uvts.push(mult,mult,0,
  45.               mult+.1,mult,0,
  46.               mult,mult - .1,0,
  47.               mult + .1,mult + .1,0);
  48. }
  49. sortedIndices = new Vector.<int>(indices.length, true);
  50. // create texture
  51. var tex:BitmapData = new BitmapData(400,400,false, 0x000000);
  52. var grad:Shape = new Shape();
  53. var mat:Matrix = new Matrix();
  54. mat.createGradientBox(400,400,0,0,0);
  55. with (grad.graphics){
  56.     beginGradientFill(GradientType.LINEAR, [0xFFFFFF,0x002244], [1, 1], [100, 255], mat);
  57.     drawRect(0,0,400,400);
  58. }
  59. tex.draw(grad);
  60. // create background
  61. mat.createGradientBox(1600,1200,0,-550, 0);
  62. with (grad.graphics){
  63.     beginGradientFill(GradientType.RADIAL, [0x000000, 0x001133], [1, 1], [0, 255], mat);
  64.     drawRect(0,0,500,500);
  65. }
  66. grad.x = -stage.stageWidth/2
  67. grad.y = -stage.stageHeight/2;
  68. addChild(grad);
  69. // triangles will be drawn to this
  70. var render:Shape = Shape(addChild(new Shape()));
  71. // fix all vector lengths
  72. verts.fixed = true, uvts.fixed = true, indices.fixed = true
  73. pVerts = new Vector.<Number>(verts.length/3 * 2, true);
  74. // we need these if we want perspective
  75. var persp:PerspectiveProjection = new PerspectiveProjection();
  76. persp.fieldOfView = 45;
  77. // projection matrix
  78. var proj:Matrix3D = persp.toMatrix3D();
  79. var dx:Number = 0, dy:Number = 0;
  80. addEventListener(Event.ENTER_FRAME, onLoop);
  81. function onLoop(evt:Event):void {
  82.     dx += (mouseX - dx) / 4;
  83.     dy += (mouseY - dy) / 4;
  84.     m.identity();
  85.     m.appendRotation(dy, Vector3D.X_AXIS);
  86.     m.appendRotation(dx, Vector3D.Y_AXIS);
  87.     m.appendTranslation(0,0,800);
  88.     m.append(proj);
  89.     Utils3D.projectVectors(m, verts, pVerts, uvts);
  90.     var face:Vector3D;
  91.     inc = 0;
  92.     for (var i:int = 0; i<indices.length; i+=3){
  93.         face = faces[inc];
  94.         face.x = indices[i];
  95.         face.y = indices[int(i + 1)];
  96.         face.z = indices[int(i + 2)];
  97.         var i3:int = i * 3;
  98.         face.w = (uvts[int(face.x*3 + 2)] + uvts[int(face.y*3 + 2)] + uvts[int(face.z*3 + 2)]) * 0.333333;
  99.         inc++;
  100.     }
  101.     faces.sortOn("w", Array.NUMERIC);
  102.     inc = 0;
  103.     for each (face in faces){
  104.         sortedIndices[inc++] = face.x;
  105.         sortedIndices[inc++] = face.y;
  106.         sortedIndices[inc++] = face.z;
  107.     }
  108.     render.graphics.clear();
  109.     render.graphics.beginBitmapFill(tex, null, false, false);
  110.     render.graphics.drawTriangles(pVerts, sortedIndices, uvts, TriangleCulling.NEGATIVE);
  111. }

Expanding again on the z-sorting demos from the last few days - this snippet uses UV coords and a gradient to create something that vaguely resembles a light. Unlike the previous demos, the 3D cluster in this snippet is made up of quads - requiring a slight adjustment to the depth calculation.


Have a look at the swf...

I also posted the code over at wonderfl.net...

Also posted in 3D, Vector, matrix, misc, sortOn | Tagged , , , | 2 Comments

More z-sorting

Actionscript:
  1. [SWF(width = 500, height=500, backgroundColor = 0x333333)]
  2. x = stage.stageWidth / 2;
  3. y = stage.stageHeight / 2;
  4.  
  5.  
  6. var polyNum:int = 3000;
  7. // standard Vectors for using drawTriangles
  8. var verts:Vector.<Number> = new Vector.<Number>();
  9. var pVerts:Vector.<Number>;
  10. var uvts:Vector.<Number> = new Vector.<Number>();
  11. var indices:Vector.<int> = new Vector.<int>();
  12. // needed for z-sorting
  13. var sortedIndices:Vector.<int>;
  14. var faces:Array = [];
  15.  
  16. // we'll use this for tranforming points
  17. // and as the transormation matrix for our render
  18. var m:Matrix3D = new Matrix3D();
  19.  
  20. // plot a poly
  21. var poly:Vector.<Number>;
  22. poly = Vector.<Number>([ 0, 0, 0,
  23.                         10, 0, 0,
  24.                         0,10, 0]);
  25.  
  26. // temp vect for any transformed polygons
  27. var transPoly:Vector.<Number> = new Vector.<Number>();
  28.  
  29. var i:int;
  30. var inc:int = 0;
  31. for (i = 0; i<polyNum; i++){
  32.     m.identity();
  33.     var s:Number = (int(Math.random()*50) == 1) ? 4 + Math.random()*2 : 1 + Math.random() * 2;
  34.     m.appendScale(s, s, 1);
  35.     m.appendRotation(Math.random()*360, Vector3D.X_AXIS);
  36.     m.appendRotation(Math.random()*360, Vector3D.Y_AXIS);
  37.     m.appendRotation(Math.random()*360, Vector3D.Z_AXIS);
  38.     m.appendTranslation(200,0,0);
  39.                          
  40.     m.appendRotation(Math.random()*360, Vector3D.X_AXIS);
  41.     m.appendRotation(Math.random()*360, Vector3D.Y_AXIS);
  42.     m.appendRotation(Math.random()*360, Vector3D.Z_AXIS);
  43.    
  44.     m.transformVectors(poly, transPoly);
  45.    
  46.     verts = verts.concat(transPoly);
  47.     faces.push(new Vector3D());
  48.     indices.push(inc++, inc++, inc++);
  49.     uvts.push(Math.random(), Math.random(), 0, Math.random(), Math.random(), 0, Math.random(), Math.random(), 0);
  50. }
  51.  
  52. sortedIndices = new Vector.<int>(indices.length, true);
  53.  
  54. // create texture
  55. var tex:BitmapData = new BitmapData(400,400,false, 0x000000);
  56. var grad:Shape = new Shape();
  57. var mat:Matrix = new Matrix();
  58. mat.createGradientBox(400,400,0,0,0);
  59. with (grad.graphics){
  60.     beginGradientFill(GradientType.LINEAR, [0x000000, 0xAA0000, 0xFFFF00], [1, 1, 1], [20, 200, 255], mat);
  61.     drawRect(0,0,400,400);
  62. }
  63. tex.draw(grad);
  64.  
  65. // create background
  66. mat.createGradientBox(1600,1000,0,-550, -100);
  67. with (grad.graphics){
  68.     beginGradientFill(GradientType.RADIAL, [0x333333, 0xffffff], [1, 1], [0, 255], mat);
  69.     drawRect(0,0,500,500);
  70. }
  71. grad.x = -stage.stageWidth/2
  72. grad.y = -stage.stageHeight/2;
  73. addChild(grad);
  74.  
  75. // triangles will be drawn to this
  76. var render:Shape = Shape(addChild(new Shape()));
  77.  
  78. // fix all vector lengths
  79. verts.fixed = true, uvts.fixed = true, indices.fixed = true
  80. pVerts = new Vector.<Number>(verts.length/3 * 2, true);
  81.  
  82. // we need these if we want perspective
  83. var persp:PerspectiveProjection = new PerspectiveProjection();
  84. persp.fieldOfView = 45;
  85. // projection matrix
  86. var proj:Matrix3D = persp.toMatrix3D();
  87.  
  88. var dx:Number = 0, dy:Number = 0;
  89. addEventListener(Event.ENTER_FRAME, onLoop);
  90. function onLoop(evt:Event):void {
  91.     dx += (mouseX - dx) / 4;
  92.     dy += (mouseY - dy) / 4;
  93.     m.identity();
  94.     m.appendRotation(dy, Vector3D.X_AXIS);
  95.     m.appendRotation(dx, Vector3D.Y_AXIS);
  96.     // push everything back so its not to close
  97.     m.appendTranslation(0,0,800);
  98.     // append the projection matrix at the end
  99.     m.append(proj);
  100.    
  101.     Utils3D.projectVectors(m, verts, pVerts, uvts);
  102.    
  103.     var face:Vector3D;
  104.     inc = 0;
  105.     for (var i:int = 0; i<indices.length; i+=3){
  106.         face = faces[inc];
  107.         face.x = indices[i];
  108.         // it may look odd, but casting to an int
  109.         // when doing operations inside array sytnax
  110.         // adds a big speed boost
  111.         face.y = indices[int(i + 1)];
  112.         face.z = indices[int(i + 2)];
  113.         var i3:int = i * 3;
  114.         // get the average z position (t value) and store it in the Vector3D w property
  115.         // depending on your model, you may not need to do an average of all 3 values
  116.         face.w = (uvts[int(i3 + 2)] + uvts[int(i3 + 5)] + uvts[int(i3 + 8)]) * 0.333333;
  117.         inc++;
  118.     }
  119.      
  120.     // sort on w, so far this beats all other sorting methods for speed,
  121.     // faster than Vector.sort(), faster than any custom sort method I could find
  122.     faces.sortOn("w", Array.NUMERIC);
  123.  
  124.     // re-order indices so that faces are drawn in the correct order (back to front);
  125.     inc = 0;
  126.     for each (face in faces){
  127.         sortedIndices[inc++] = face.x;
  128.         sortedIndices[inc++] = face.y;
  129.         sortedIndices[inc++] = face.z;
  130.     }
  131.    
  132.     render.graphics.clear();
  133.     render.graphics.beginBitmapFill(tex, null, false, false);
  134.     render.graphics.drawTriangles(pVerts, sortedIndices, uvts, TriangleCulling.NONE);
  135. }

This is a slightly more advanced version of the z-sorting demo from yesterday. Here 3000 polygons are randomly arranged in a sphere formation...


Have a look at the swf...

Also posted in 3D, Vector, matrix, misc | Tagged , , , , | 6 Comments