Sorry, but I can't enter the site. It loads to 100% and then, nothing.

If what you want is to put planes on the surface of a sphere, all you
need is some nice trigonometry. Lets call every row of planes a
"circle" and every plane in a circle a "sector". Here is some pseudo
code:

RADIUS = 100
CIRCLES = 10
SECTORS = 20

// Angle between two circles,
// and two sectors respectively
circ_dv = PI / CIRCLES
sect_dv = PI * 2 / SECTORS


for (c = 0; c < CIRCLES c++)
  // angle from center for this circle
  circ_v = c * circ_dv

  // radius for this circle
  // (smaller towards top/bottom)
  xz_rad = RADIUS * sin(circ_v)

  for (s = 0; s < SECTORS s++)
    // angle for this sector
    sec_v = sec_dv * s

    // create a plane using some
    // mythical method
    plane = myCreatePlaneFunction()

    // trigonometry to position plane
    // correctly on all axes
    plane.x = xz_rad * cos(sec_v)
    plane.y = RADIUS * Math.cos(circ_v)
    plane.z = xz_rad * sin(sec_v)




If you want all the planes to be rotated correctly, you can also use
lookAt() to point them towards the center and then flip them, or you
can calculate their angles in the same fashion as their positions:

plane.rotationY = 90 - (sec_v * 180/PI)
plane.rotationX = 90 + (circ_v * 180/PI)

The offsets (+/- 90) might not work for the coordinate system you're
using. I just grabbed these out of a project where I'm using the
native Flash 10 system, which is not the same as the one in Away3D (y
axis points in different directions.) I'm way too tired in my head to
figure it out now, so you're gonna have to work some trial and error
magic on those numbers. :)



Good luck!

/R

On Aug 19, 1:56 pm, Wenderson <[email protected]> wrote:
> Oh, sorry I actually forgot to put the link (rererere), the link is
> this one:  http://www.the951.com/

Reply via email to