Category Archives: BitmapData

Save BitmapData to your HD

Actionscript:
  1. import com.adobe.images.JPGEncoder;
  2.  
  3. var jpgEncoder:JPGEncoder = new JPGEncoder(80);
  4. var file:FileReference = new FileReference();
  5. var id:int = 0;
  6.  
  7. var bit:BitmapData = new BitmapData(400, 400, false, 0x000000);
  8. addChild(new Bitmap(bit));
  9.  
  10. stage.addEventListener(MouseEvent.CLICK, onClick);
  11. function onClick(evt:MouseEvent):void{
  12.     // draw some perlin noise
  13.     bit.perlinNoise(200,200, 2, Math.random()*100, true, false,0, true);
  14.     //bit.draw(someClip);
  15.     //bit.draw(someVideo);
  16.     id++;
  17.     file.save(jpgEncoder.encode(bit), "image_" +id+".jpg");
  18. }

This snippet uses the as3corelib which you can download on this page. It uses the JPGEncoder class to save a jpeg image to a users HD. It also makes use of the flash player 10 FileReference.save() method.

I used BitmapData.perlinNoise() to quickly create an arbitrary image.... as the code comments suggest you could easily snapshot a video or other DisplayObject.

Also posted in misc | Tagged , | 3 Comments

Torus 3D

Actionscript:
  1. stage.frameRate = 30;
  2. const TWO_PI:Number = Math.PI * 2;
  3. var centerX:Number = 200;
  4. var centerY:Number = 200;
  5. var p:Array = new Array();
  6. var zpos:Number;
  7. var xpos:Number;
  8. var ypos:Number;
  9. var depth:Number;
  10. var canvas:BitmapData = new BitmapData(400,400,true,0xFF000000);
  11. addChild(new Bitmap(canvas));
  12.  
  13. var dy:Number = 0
  14. var dx:Number = 0;
  15.  
  16. addEventListener(Event.ENTER_FRAME, onLoop);
  17. function onLoop(evt:Event):void {
  18.     canvas.fillRect(canvas.rect, 0xFF000000);
  19.      
  20.      dx += (mouseX / 100 - dx)/12;
  21.      dy += (mouseY / 100 - dy)/12;
  22.      var xp:Number, yp:Number, zp:Number;
  23.      
  24.      canvas.lock();
  25.      for (var a:Number =0; a <TWO_PI; a+=.08){
  26.           for (var b:Number =0; b <TWO_PI; b+=.08){
  27.               xp = (70 + 40 * Math.cos(a)) * Math.cos(b) ;
  28.               yp = (70 + 40 * Math.cos(a)) * Math.sin(b);
  29.               zp =  40 * Math.sin(a);
  30.               calc3D(xp, yp, zp, dx, dy);
  31.               convert3D();
  32.               canvas.setPixel(p[0], p[1], 0xFFFFFF);
  33.           }
  34.      }
  35.      canvas.unlock();
  36. }
  37. function calc3D(px:Number, py:Number, pz:Number, rotX:Number=0, rotY:Number=0):void {
  38.     // I first learned this from code by Andries Odendaal - www.wireframe.co.za
  39.     zpos=pz*Math.cos(rotX)-px*Math.sin(rotX) ;
  40.     xpos=pz*Math.sin(rotX)+px*Math.cos(rotX) ;
  41.     ypos=py*Math.cos(rotY)-zpos*Math.sin(rotY) ;
  42.     zpos=py*Math.sin(rotY)+zpos*Math.cos(rotY);
  43. }
  44. function convert3D():void {
  45.     depth = 1/((zpos/200)+1);
  46.     p[0] =  xpos * depth + centerX;
  47.     p[1] =  ypos * depth + centerY;
  48. }

This code draws a rotating 3D torus using setPixel().

Also posted in 3D | Tagged , | Leave a comment

Circle of Particles #2

Actionscript:
  1. [SWF(width = 400, height = 400)];
  2. var canvas:BitmapData = new BitmapData(400,400, false, 0x000000);
  3. var eraser:BitmapData = new BitmapData(400,400, true, 0x11000000);
  4. addChild(new Bitmap(canvas));
  5.  
  6. var particles:Array = new Array();
  7. for (var i:int = 0; i <500; i++){
  8.     particles.push(makeParticle());
  9. }
  10.  
  11. addEventListener(Event.ENTER_FRAME, onLoop);
  12. function onLoop(evt:Event):void {
  13.     canvas.copyPixels(eraser, eraser.rect, new Point(0,0), null, null, true);
  14.     for (var i:int = 0; i <particles.length; i++){
  15.         particles[i]();
  16.     }
  17. }
  18.  
  19. function makeParticle():Function {
  20.     var dx:Number, dy:Number;
  21.     var x:Number = 200;
  22.     var y:Number = 200;
  23.     var vx:Number = Math.random() * 4 - 2;
  24.     var vy:Number = Math.random() * 4 - 2;
  25.     var ang:Number;
  26.     return function():void {
  27.               x += vx;
  28.               y += vy;
  29.               dx = 200 - x;
  30.               dy=  200 - y;
  31.                if (Math.sqrt((dx * dx) + (dy * dy))> 130){
  32.                 ang = Math.atan2(dy, dx) / Math.PI * 180;
  33.                  vx = Math.cos(ang);
  34.                  vy = Math.sin(ang);
  35.                }
  36.                canvas.setPixel(x, y, 0xFFFFFF);
  37.     }
  38. }

This is an interesting variation on yesterdays post. The result will looks like this...


Click to view swf...

I also decided to do a processing port of this with 3,000 particles:

Processing Version

The processing version eventually evolved into this:


Click for enlarged version...

Also posted in motion, setPixel | Tagged , , | 2 Comments

Circle of Particles

Actionscript:
  1. var canvas:BitmapData = new BitmapData(400,400, false, 0xFFFFFF);
  2. addChild(new Bitmap(canvas));
  3. var eraser:BitmapData = new BitmapData(400,400, true, 0x33FFFFFF);
  4.  
  5. var particles:Array = new Array();
  6. for (var i:int = 0; i <1000; i++){
  7.     particles.push(makeParticle());
  8. }
  9.  
  10. addEventListener(Event.ENTER_FRAME, onLoop);
  11. function onLoop(evt:Event):void {
  12.     canvas.copyPixels(eraser, eraser.rect, new Point(0,0), null, null, true);
  13.     for (var i:int = 0; i <particles.length; i++){
  14.         particles[i]();
  15.     }
  16. }
  17.  
  18. function makeParticle():Function {
  19.     var dx:Number, dy:Number;
  20.     var x:Number = 200;
  21.     var y:Number = 200;
  22.     var vx:Number = Math.random() * 4 - 2;
  23.     var vy:Number = Math.random() * 4 - 2;
  24.     return function():void {
  25.               x += vx;
  26.               y += vy;
  27.               dx = x - 200;
  28.               dy= y - 200;
  29.                if (Math.sqrt((dx * dx) + (dy * dy))> 100){
  30.                  vx *= -1;
  31.                  vy *= -1;
  32.                }
  33.                canvas.setPixel(x, y, 0x000000);
  34.     }
  35. }

This creates a circular area filled with moving particles/pixels. It makes use of yesterdays functional programming techniques.

Also posted in functions, motion, setPixel | Tagged , | Leave a comment