Browsing the archives for the 3D category.


3D Christmas tree (aka the “Merry Christmas” post)

3D, actionscript 3, Math, Particles

Hi there,

lot of time without posting some code. I have been working three months on a Disney project, which will be on-line soon and makes me very proud, but almost drained all of my energies.

Here is my Christmas card/gift for my readers, in less than 80 lines of code. Obviously with source code. The lights are vector graphics in the attached FLA’s library to make it easy to customize or animate.

Nothing too fancy here about the code, just some trigonometric math. You can have a look at the correctOrientations function which can be interesting to avoid lights deformations due to the FP10 native 3D.
Download source code.

I wish you all great winter holidays, and an awesome beginning of 2010!
And make me smile by leaving a greetings comment ;)

Watch the running example:
Click to start (mouseX affects rotation)
xmas2009

10 Comments

My 25lines and tweetcoding contests entries (finally)

3D, actionscript 3, algorithms, BitmapData, competitions, fun, Math, morphing, perlinNoise, voxels

Hi there, back from an awesome week in Playa del Carmen Mexico… the most incredible vacation ever had. I’ll not post about this holiday (is or isn’t this a technical blog?). So in this last day before going back to work, I am here to post my 25lines contest and my four twittercoding entries.

25lines.com contest

Sadly 25lines.com is dying just after a couple of editions, I really enjoy this kind of stuff, but unfortunately after the first (december ’08) edition entries count started to diminish. I am the one who contributed in this premature departure as I entered only the first contest and then was to busy to work to contributing again.

However this was what I came with:

/**
 * 25-Line ActionScript Contest Entry
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
 
 /*
 25 lines Voxel Landscape Engine by Pierluigi Pesenti
 info@oaxoa.com

http://blog.oaxoa.com/

 */
 
// 3 free lines! Alter the parameters of the following lines or remove them.
// Do not substitute other code for the three lines in this section
[SWF(width=512, height=400, backgroundColor=0x7ddafd, frameRate=31)]
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
// 25 lines begins here!
var paletteMap:Array=[13209,13465,13722,14235,14492,14749,15262,15519,16032,16288,16545,17058,17315,17572,18085,18342,18855,19111,19368,19881,20138,20395,20908,21165,21678,21934,22191,22704,22961,23218,23731,23988,24501,24757,25014,25527,25784,26041,26554,26811,27324,27580,27837,28350,28607,28864,29377,29634,30147,30403,30660,31173,31430,31687,32200,32457,32970,33226,33483,33996,34253,34510,35023,35280,35793,36049,36306,36819,37076,37333,37846,38103,38616,38872,39129,39642,39899,40156,40669,40926,106975,3322853,6604267,9820402,13101816,16383487,16119793,15856100,15658199,15394506,15196605,14671798,14212528,13753258,13293987,12834973,12375703,11916433,11457162,10997892,10538878,10014072,9554801,9095531,8636261,8177247,7717976,7258706,6799436,6340165,5881151,5356345,4897075,4437804,3978534,3519520,3060250,2600979,2141709,1682439,1223425,1223169,1288706,1353987,1419524,1484804,1550341,1615878,1681159,1746695,1811976,1877513,1943050,2008330,2073867,2139148,2204685,2269965,2335502,2401039,2466320,2531856,2597137,2662674,2728211,2793491,2859028,2924309,2989846,3055126,3120663,3120664,3185945,3251481,3316762,3382299,3447836,3513116,3578653,3643934,3709471,3774751,3840288,3905825,3971106,4036642,4101923,4167460,4232997,4298277,4363814,4429095,4494632,4559912,4625449,4690986,4756267,4821803,4887084,4952621,5018158,5214768,5411635,5608501,5805112,6001979,6198845,6460992,6657858,6854725,7051592,7248202,7445069,7641935,7904082,8100949,8297815,8494426,8691292,8888159,9150562,9347172,9544039,9740905,9937516,10134383,10331249,10593396,10790262,10987129,11183996,11380606,11577473,11774339,12036486,12233353,12430219,12626830,12823696,13020563,13282966,13349274,13415583,13481892,13613736,13680045,13746354,13812663,13944763,14011072,14077381,14143690,14275534,14341843,14408152,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253,14540253];
var offs:Array=[new Point(0,0),new Point(0,0),new Point(0,0),new Point(0,0)];
var bdHeight:BitmapData=new BitmapData(256*2,256,false);
var bdColor:BitmapData=new BitmapData(256*2,256,false);
var bdNoise:BitmapData=new BitmapData(256*2,256,false);
var bdOutput:BitmapData=new BitmapData(256, 256, false);
addChild(new Bitmap(bdOutput));
Bitmap(getChildAt(0)).scaleX=Bitmap(getChildAt(0)).scaleY=2;
addEventListener(Event.ENTER_FRAME, function(event:Event):void {
	offs[0].x=offs[1].x=offs[2].x=offs[3].x=offs[0].x-(256-mouseX)/20;
	offs[0].y=offs[1].y=offs[2].y=offs[3].y=offs[0].y+(200-mouseY)/20;
	bdHeight.perlinNoise(150, 150, 3, 5, false, true, 7, true, offs);
	bdColor.copyPixels(bdHeight, bdHeight.rect, new Point(0,0),bdHeight);
	bdHeight.threshold(bdHeight, bdHeight.rect, new Point(0,0), "<", 0xff555555, 0xff555555);
	bdNoise.perlinNoise(5, 5, 1, 5, false, true, 7, true, offs);
	bdColor.paletteMap(bdColor, bdColor.rect, new Point(), paletteMap, [], []);
	bdColor.draw(bdNoise, null, new ColorTransform(1,1,1,.2), BlendMode.OVERLAY);
	bdOutput.fillRect(bdOutput.rect, 0x7ddafd);
	for (var i:int=0; i<256; i++) {
		for (var j:int=0; j<256*2; j++) {
			for (var k:int=0; k<3; k++) {
				if (bdOutput.getPixel(256/2+(j-256)*(120/(120+i)),50+((-bdHeight.getPixel(j,i)/(0xffffff/125)+200)*(120/(120+i)))+k)==0x7ddafd) {
					bdOutput.setPixel(256/2+(j-256)*(120/(120+i)),50+(((-bdHeight.getPixel(j,i)/(0xffffff/125)+200)*(120/(120+i)))+k), bdColor.getPixel(j, i));
				} else {
					break;
				}
			}
		}
	}
});
// 25 lines ends here!

Which renders like this:

Yeah, yeah, know what u thinking: "He repacked the same old stuff of previous "voxels landscape" posts in 25 lines and submit to the contest! Booo".
You're right, but compacting that code in 25 lines was not that easy, and most of all this has dinamically generated map and not bitmap based like the voxels landscape post... lakes are rendered flat on the surface but still has depth gradients, there's a noise filter on the surface to mimic lesser hue variations and the loss of speed compared to the "unpacked" version is visible but not drastical.

Tweetcoding

See the winners, runners-up and mentions here.

After preparing four tweetcoding entries (140 chars only) going back to 25 lines of code would feel like absolute freedom. 140 chars is less than a sms, and as3 is quite verbose for some things. Thankfully the other 140 chars of (common) gimmick code made this contest possible.

The gimmick code:

g=graphics;
mt=g.moveTo;
lt=g.lineTo;
ls=g.lineStyle;
m=Math;
r=m.random;
s=m.sin;
i=0;
o={};
function f(e){
// paste your 140 chars here
}
addEventListener("enterFrame",f);

Alien lifeform

Mouse interactive, move mouse left/right to change the shape.
Big part of the code used to cycle colors, if you wait some minutes you will see cycling all the rgb colors. Some shape displays really fun colors pattern.

a=mouseX;x=y=200;i+=.01;g.clear();for(c=600;c--;) {g.beginFill(c*i);d=m.sqrt(m.abs(s(i)*600-c))*8;g.drawCircle(s(1.6-c*a)*d,s(c*a)*d,c/50);}

Rotating black & white alien lifeform (variation)

Mouse interactive, move mouse left/right to change the shape.
Sacrified the color cycling and implemented a simple 3d spinning. All the color fill is black, with a single beginFill to display the NAND effect very trendy in this contest because very cheap.

This got a notable mention... ;-) thank you guys. However the first version with color cycling has been more challenging for me and is still my favorite.

a=mouseX/999;x=y=200;i+=.01;g.clear();g.beginFill(0);for(c=500;c--;) {d=m.sqrt(m.abs(s(i)*500-c))*8;g.drawCircle(s(i-c*a)*d,s(c*a)*d,c/50);}

Oh no! My f****** horn!

Not interactive. Just look at it if you like.
Not much to say here, just a credit to the movie "Tenacious D and the Pick of Destiny" for the title and inspiration.

i+=4;if(i<220) {m=addChild(new Sprite);m.rotationX=i*2;k=m.graphics;k.lineStyle(1);k.drawCircle(0,i,i/2);x=y=i;}rotationY+=2;rotationX+=.9

Numeric sequence spiral

Not interactive.
Ok, ok, the sequence sucks (multiples of 8 are displayed). Wanted to have a Fibonacci one but too much code needed for the sequence to leave some spare char for the spiral. Number are interval created and the place to form a 3D spiral which is sine spinning slowly.
Totally lame here cause numbers are continuosly created and never removed, so after a minute or so, better you close the window before looking at your CPU freezing ;-)

if(i%8==0) {t=addChild(new TextField);t.text=i;t.x=s(i/30)*i/4;t.y=s(1.6-i/30)*i/4;t.z=i/2;}rotationY=s(i++/99)*150;x=y=200

Don't forget to leave a comment if you find this code and examples someway useful.
Ciaooooooooo

No Comments

Actionscript 3 (as3) – Real-time voxel landscape

3D, actionscript 3, BitmapData, fun, Math, perlinNoise, voxels

What can be the natural evolution of an isometric engine? Of course a voxel engine…

It was really a lot of time I had this in mind and already did some experiment, but never finalized them.
What I’ll show you now is some first implementation. Source code is already optimized but I need to finish class public methods so I’ll not post source for now.

Let me say that these screenshot really suck, but you got to see them moving (they runs very fast).

This first sample is a bitmap based map. The class wants two bitmap, one for the height map and one for the color. Of course you can use the same twice (but obviously it looks good only with grayscale images). With my brand new Intel Quad core QX9550 I easilly reach the fps limitator of 51 (ok, ok… on the screenshot is written 29 but believe me! :-D ). I am new to multi core cpu and I am really surprised to see that now the browser vs IDE situation totally changed. Now I can do 51 fps in the browser (Opera 9.23) and 30 in the IDE… mmm strange behaviour, maybe I just need some sleep.

The file is very big cause of the low compressed 2000×2000 jpeg files. No preloader (don’t even try to ask for it) so be patient please (631 Kb) ;-)




Actionscript voxel landscape (Image map)

(move mouse to fly around.Map is bitmap based so has boundaries)

This second one is to make you write some comment like: “hey man how can you be so stupid… trying to code a fast voxel engine lots of optimization etc. and then you came up with a perlin noise based sample which simply drain half of the power”… Yeah! but is cool to have infinite landscape and test my new CPU :-D




Actionscript voxel landscape (perlinNoise)

Same but with two octaves… very blobby feeling.




Actionscript voxel landscape (weird 2 octaves perlinNoise)

Expect more about this and more new things. I am preparing a lot of funny stuff.

As usual if you like this let me now via comments and if you want to keep an eye on updates subscribe to my feed

16 Comments

Actionscript 3 – Fun with 3D Particles

3D, actionscript 3, Math, morphing, Particles

Hi there, some time since I last posted a technical post so here we are.

Brief

I was experimenting with some simple 3d formulas and this is the result…
1200 particles morphing in 3D space.
Added an interactive camera to start having fun.

Usage

Simply move your mouse up/down to move camera forward/backward and left/right for strafing.
Perss SPACE bar to cycle particle conformation between four different shapes.

For better experience move forward and backward while particles are morphing…
Following the morph from behind while moving very fast feel very gratifing for me :)

Performances

On my old CPU it performs @31fps and neither takes the cpu at 100%
No z-sorting here, just fun. I am not trying to build a real 3d engine… and no class for now, just some procedural code, but I am sure my cool readers will not have problems wrapping it inside a class definition if needed. Also this site’s loading time is quite slow lately, to enhance it I might move into small business hosting in the future.

Caurina Tweener needed.

3dparticles.gif
Experience the demo

And here come the code! Simply past it in the first frame actions of a new fla.

Continue Reading »

19 Comments