The conversation was called Discoball - Lightning vs. environment shading
Maybe something in there will help answer your question? If not, it sounds a bit hairy, and not just "right out the box", so good luck! -Pete On Wed, Aug 19, 2009 at 10:31 AM, Peter Kapelyan <[email protected]>wrote: > The guy that made this site (with Away3D) was asking how to go about making > it on this list (and I think Fabrice was helping him out with this part > also)... > > Try searching this group for "disco". Also, hopefully, he'll pop up his > head and shed some light on your question. > > -Pete > > > On Wed, Aug 19, 2009 at 10:28 AM, richardolsson <[email protected]>wrote: > >> >> 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/ >> > > > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
