Vectors show length and direction
Vectors do not have a location. That means you can start them from anywhere and they’ll still travel the same length and direction regardless. The following example demonstrates by using random starting points, but placing planes and lines along the same vector from those different starting points.
package { import org.papervision3d.core.geom.Lines3D; import org.papervision3d.core.geom.renderables.Line3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.special.LineMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; import org.papervision3d.view.BasicView; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class VectorsShowLengthAndDirection extends BasicView { private const NUM_POINTS:int = 50; private const NUM_STARTING_POINTS:int = 20; public function VectorsShowLengthAndDirection() { var pointA:Number3D = new Number3D(-1000, -800, 500); var pointB:Number3D = new Number3D(12000, 8000, 20000); var vector:Number3D = Number3D.sub(pointB, pointA); var vectorCopy:Number3D = new Number3D(); for(var i:int = 0; i < NUM_STARTING_POINTS; i++) { //create a random starting point var startingPoint:Number3D = new Number3D(Math.random() * 2000 - 1000, Math.random() * 2000 - 1000, Math.random() * 2000 ); var randColor:Number = Math.random() * 0xffffff; var lines:Lines3D = new Lines3D(); var lineMaterial:LineMaterial = new LineMaterial(randColor); for(var j:int = 0; j < NUM_POINTS; j++) { vectorCopy.copyFrom(vector); var pointAlongVector:DisplayObject3D = new Plane(new ColorMaterial(randColor), 100, 100); vectorCopy.multiplyEq(j/NUM_POINTS); //use the startingPoint as the first position pointAlongVector.position = Number3D.add(startingPoint, vectorCopy); scene.addChild(pointAlongVector); } var line:Line3D = new Line3D(lines, lineMaterial, 5, new Vertex3D(startingPoint.x, startingPoint.y, startingPoint.z), new Vertex3D(pointAlongVector.x, pointAlongVector.y, pointAlongVector.z)); lines.addLine(line); scene.addChild(lines); } singleRender(); } } }
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