By Zevan | December 12, 2008
Actionscript:
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var col:int, i:int, j:int, s:int = 500, div:Number =20, outcoord:Point = new Point(), points:Vector.<Point> = new Vector.<Point>();
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for (i = 0; i<5; i++) points.push(new Point(int(Math.random()*s),int(Math.random()*s)));
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var canvas:Bitmap = Bitmap(addChild(new Bitmap(new BitmapData(s,s, false, 0xFF0000), "auto", true)));
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for (i = 0; i<canvas.width * canvas.height; i++){
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outcoord= new Point( i % canvas.width, i / canvas.width);
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col = 0;
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for (j= 0; j<points.length; j++) col += Math.max(0,255 * Math.cos(Math.atan2(outcoord.y - points[j].y, outcoord.x - points[j].x)*outcoord.x/div) );
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col /= points.length;
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canvas.bitmapData.setPixel(outcoord.x, outcoord.y, col <<16 | col <<8 | col);
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}
This is inspired by some stuff I've been doing with PixelBender. I think I'm going to convert this to processing to see how fast I can get it to run... will post that over at shapevent. People have been asking me to post swfs.... and I plan on starting to that a little bit... but since this one doesn't animate, here are a few jpgs:




By Zevan | November 26, 2008
Actionscript:
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stage.frameRate = 30;
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var centerX:Number = 200, centerY:Number = 200, zpos:Number, xpos:Number, ypos:Number, depth:Number;
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var rotX:Number = 0, rotY:Number = 0, px:Number, py:Number, pz:Number;
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var cosx:Number, cosy:Number, sinx:Number, siny:Number;
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var canvas:BitmapData = new BitmapData(400,400,true,0xFF000000);
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addChild(new Bitmap(canvas));
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addEventListener(Event.ENTER_FRAME, onLoop);
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function onLoop(evt:Event):void {
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canvas.fillRect(canvas.rect, 0xFF000000);
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rotX += (mouseX / 50 - rotX)/12;
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rotY += (mouseY / 50 - rotY)/12;
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cosx = Math.cos(rotX);
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cosy = Math.cos(rotY);
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sinx = Math.sin(rotX);
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siny = Math.sin(rotY);
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for (var a:Number =0; a <6.28; a+=.1){
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for (var b:Number =0; b <6.28; b+=.05){
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px = 100 * Math.cos(a) * Math.cos(b) * Math.cos(b);
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py = 100 * Math.sin(a) * Math.cos(b)
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pz = 100 * Math.sin(b);
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zpos= pz*cosx - px*sinx ;
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xpos= pz*sinx +px*cosx ;
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ypos= py*cosy - zpos*siny ;
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zpos= py*siny+ zpos*cosy ;
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depth = 1/((zpos/340)+1);
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canvas.setPixel((xpos * depth) + centerX, (ypos * depth) + centerY, 0xFFFFFF);
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}
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}
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}
Renders a rotating 3D shape.
Also posted in BitmapData | Tagged 3D, actionscript, flash |
By Zevan | October 30, 2008
Actionscript:
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var canvas:BitmapData=new BitmapData(280,280,false,0x000000);
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addChild(new Bitmap(canvas, PixelSnapping.AUTO, true));
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var color:uint;
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// anchor x1, anchor y1,
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// control-handle x2, control-handle y2,
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// anchor x3, anchor y3, control-handle x4,
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// control-handle y4, [resolution incremental value between 0-1]
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function cubicBezier(x1:Number, y1:Number, x2:Number, y2:Number,
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x3:Number, y3:Number, x4:Number, y4:Number, resolution:Number=.03):void {
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var b:Number,pre1:Number,pre2:Number,pre3:Number,pre4:Number;
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for (var a = 0; a <1; a+=resolution) {
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b=1-a;
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pre1=(a*a*a);
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pre2=3*(a*a)*b;
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pre3=3*a*(b*b);
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pre4=(b*b*b);
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canvas.setPixel(pre1*x1 + pre2*x2 + pre3*x4 + pre4*x3 ,
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pre1*y1 + pre2*y2 + pre3*y4 + pre4*y3, color);
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}
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}
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// draw a few
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color = 0xFFFFFF;
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cubicBezier(100,100,
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150, 50,
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200, 100,
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150, 150);
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color = 0xFF0000;
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cubicBezier(10,10,
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150, 10,
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200, 200,
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250, 150,
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.01);
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/*
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WARNING: This code was written for fun. Use at your own risk.
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*/
This draws cubic bezier curves with setPixel. I'm pretty sure I picked up the original math from somewhere on the processing forums in '03 or '04...
Also posted in BitmapData, bezier | Tagged cubic bezier |
By Zevan | October 28, 2008
Actionscript:
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var size:Number = 400;
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var halfSize:Number = size / 2;
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var canvas:BitmapData = new BitmapData(size, size,false, 0x000000);
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addChild(new Bitmap(canvas, PixelSnapping.AUTO, true));
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var rings:Number = 40;
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var color:uint, theta:Number, dx:Number, dy:Number;
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for (var i:int = 0; i<canvas.width; i++){
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for (var j:int = 0; j<canvas.height; j++){
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// distance from center of canvas to current x, y coord
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dx = i - halfSize;
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dy = j - halfSize;
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theta = Math.sqrt((dx * dx)+(dy * dy)) * rings;
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color = (100 + 100 * Math.sin(theta * Math.PI/180)) <<16;
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canvas.setPixel(i, j, color);
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}
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}
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/*
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WARNING: This code was written for fun. Use at your own risk.
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*/
This is the previous post written in a readable way. Draws a radial gradient using pythagorean theorem and sine.