Fun with Pixel3D and Vertex3D
I was just playing around with Pixel3D and came up with the following result.
The pixels are placed by finding each vertex of the sphere then proportionately moving from the origin (x:0, y:0, z:0) out to the vertex.
package { import flash.events.Event; import org.papervision3d.core.geom.Pixels; import org.papervision3d.core.geom.renderables.Pixel3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.objects.primitives.Sphere; import org.papervision3d.view.BasicView; import org.papervision3d.view.layer.BitmapEffectLayer; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class PixelField extends BasicView { private const NUM_PIXELS:int = 200; private var pixels:Pixels; public function PixelField() { camera.y = 100; //you need a bitmapEffectLayer for the pixels var bitmapEffectLayer:BitmapEffectLayer = new BitmapEffectLayer(viewport); //this allows for the neat overdraw cylinder effect //bitmapEffectLayer.clearBeforeRender = true; pixels = new Pixels(bitmapEffectLayer); var sphere:Sphere = new Sphere(new ColorMaterial(0xffffff, 0), 500); scene.addChild(sphere); singleRender(); for each(var vertex3D:Vertex3D in sphere.geometry.vertices) { for(var i:int = 0; i < NUM_PIXELS; i++) { //move the x, y, z out to the vertex3D //in proportion to the # of pixels var randX:Number = vertex3D.x *(i / NUM_PIXELS); var randY:Number = vertex3D.y *(i / NUM_PIXELS); var randZ:Number = vertex3D.z *(i / NUM_PIXELS); //Notice the color is an ARGB value, so 8 f's instead of 6 //meaning the first FF = alpha, then red, green, blue var randColor:Number = Math.random() * 0xffffffff; var pixel:Pixel3D = new Pixel3D(randColor, randX, randY, randZ); pixels.addPixel3D(pixel); } } //remember to add the bitmapEffectLayer to the viewport viewport.containerSprite.addLayer(bitmapEffectLayer); scene.addChild(pixels); addEventListener(Event.ENTER_FRAME, renderAndRotateHandler); } private function renderAndRotateHandler(event:Event):void { pixels.yaw(1); singleRender(); } } }
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