Thank you very much !
i will look at this more closer. Thanks again.

Anyway, do you think that it's possible to fold a plan according to is
geometry (segment) without as3dmod ?


thanks

On 22 avr, 23:27, Justin Lawerance Mills <[email protected]> wrote:
> (ps the graphics in the test link were from someone i helped on  
> actionscript.org so not mine)  'Door' concept are great for setting up  
> a scene of planes, as you may have seen in one of my other posts.
>
> On 22 Apr 2010, at 22:22, Justin Lawerance Mills wrote:
>
> > Ok this is haXe but concepts are similar...
>
> > You can cut the bitmap up by modifying this
> >        /**
> >         *  used for copying a movie to a bitmapdata object
> >         */
> >        public function copyToBitmapWithTransparency( mc:  
> > MovieClip ): BitmapData
> >        {
>
> >            mc.cacheAsBitmap                = true;
>
> >            var wide:       Int             = Std.int( mc.width );
> >            var hi:         Int             = Std.int( mc.height );
> >            var point:      Point           = new Point( 0, 0);
> >            var rect:       Rectangle       = new Rectangle( 0 , 0,  
> > wide, hi);
> >            var abitmap:    BitmapData      = new BitmapData( wide,  
> > hi, true, 0x00000 );
> >            abitmap.draw( mc );
> >            abitmap.copyPixels( abitmap, rect, point, abitmap, point,  
> > false );
>
> >            return abitmap;
>
> >        }
>
> > I have a Door class ( it still needs work ), it allows you to easily  
> > work with planes, you can use it for creating structures, although  
> > probably adds overhead and almost overkill for a class and is far  
> > from complete, I have an as3 papervision version somewhere that was  
> > more finished, ( see testhttp://www.justinfront.net/demos/treepopup.swf
> >  ) the link should give you an idea on its use. Anyway here is my  
> > current haXe one but I need to do more work on it probably could be  
> > implemented better.
>
> > package zpartan.generic.views.away;
>
> > /*
> > * Copyright (c) 2010, Justinfront Ltd, (  JLM at Justinfront dot net )
> > * All rights reserved.
> > *
> > * Redistribution and use in source and binary forms, with or without
> > * modification, are permitted provided that the following conditions  
> > are met:
> > * * Redistributions of source code must retain the above copyright
> > * notice, this list of conditions and the following disclaimer.
> > * * Redistributions in binary form must reproduce the above copyright
> > * notice, this list of conditions and the following disclaimer in the
> > * documentation and/or other materials provided with the distribution.
> > * * Neither the name of the Justinfront Ltd nor the
> > * names of its contributors may be used to endorse or promote products
> > * derived from this software without specific prior written  
> > permission.
> > *
> > * THIS SOFTWARE IS PROVIDED BY Justinfront Ltd 'AS IS'' AND ANY
> > * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE  
> > IMPLIED
> > * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE  
> > ARE
> > * DISCLAIMED. IN NO EVENT SHALL Justinfront Ltd BE LIABLE FOR ANY
> > * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL  
> > DAMAGES
> > * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR  
> > SERVICES;
> > * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER  
> > CAUSED AND
> > * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,  
> > OR TORT
> > * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE  
> > USE OF THIS
> > * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
> > */
> >    import away3dlite.core.base.Mesh;
> >    import away3dlite.containers.ObjectContainer3D;
>
> >    import flash.display.DisplayObject;
> >    import flash.geom.Rectangle;
>
> >    enum Open
> >    {
> >        left;
> >        right;
> >        top;
> >        bottom;
> >    }
>
> >    enum Orientation
> >    {
> >        X;
> >        Y;
> >    }
>
> >    class Door extends ObjectContainer3D
> >    {
>
> >        public var rotate( _get_rotate, _set_rotate ): Float;
>
> >        private function _get_rotate():Float
> >        {
> >            switch( _orientationRotation )
> >            {
> >                case X:
> >                    return _get_rotation_X();
> >                case Y:
> >                    return _get_rotation_Y();
> >            }
> >        }
>
> >        private function _set_rotate( val: Float ):Float
> >        {
>
> >            switch( _orientationRotation )
> >            {
> >                case X:
> >                    return _set_rotation_X( val );
> >                case Y:
> >                    return _set_rotation_Y( val );
> >            }
> >        }
>
> >        private function _get_rotation_X():Float
> >        {
> >            return _holder.rotationX;
> >        }
>
> >        private function _set_rotation_X( val: Float ):Float
> >        {
>
> >            _holder.rotationX    = val;
> >            return val;
>
> >        }
>
> >        private function _get_rotation_Y():Float
> >        {
> >            return _holder.rotationY;
> >        }
>
> >        private function _set_rotation_Y( val: Float ):Float
> >        {
>
> >            _holder.rotationY    = val;
> >            return val;
>
> >        }
>
> >        public function addNob( doorNob: Mesh )
> >        {
>
> >            _doorNob.addChild( doorNob );
>
> >        }
>
> >        public function addLeg( doorleg: Mesh )
> >        {
>
> >            _doorLeg.addChild( doorleg );
>
> >        }
>
> >        private var _holder:                ObjectContainer3D;
> >        public var _hi:                     Float;
> >        public var _wide:                   Float;
>
> >        private var _orientationRotation:   Orientation;
> >        public var _doorNob:                ObjectContainer3D;
> >        private var _doorLeg:               ObjectContainer3D;
>
> >        /**
> >        *   @Constructor
> >        */
> >        public function new( rectangle_: Rectangle, opening_: Open )
> >        {
>
> >            super();
> >            _hi     = rectangle_.height;
> >            _wide   = rectangle_.width;
> >            _doorNob = new ObjectContainer3D();
> >            _doorLeg = new ObjectContainer3D();
>
> >            switch( opening_ )
> >            {
> >                case left:
> >                    _orientationRotation    =   Orientation.Y;
> >                    _doorNob.x      +=   _wide/2;
> >                    _doorLeg.x      +=   _wide;
>
> >                case right:
> >                    _orientationRotation    =   Orientation.Y;
> >                    _doorNob.x      -=   _wide/2;
> >                    _doorLeg.x      -=   _wide;
>
> >                case top:
> >                    _orientationRotation    =   Orientation.X;
> >                    _doorNob.y      -=   _hi/2;
> >                    _doorLeg.y      -=   _hi;
>
> >                case bottom:
> >                    _orientationRotation    =   Orientation.X;
> >                    _doorNob.y      +=   _hi/2;
> >                    _doorLeg.y      +=   _hi;
>
> >            }
>
> >            _holder = new ObjectContainer3D();
> >            _holder.addChild( _doorNob );
> >            _holder.addChild( _doorLeg );
>
> >            addChild( _holder );
>
> >        }
>
> >    }
>
> > On 22 Apr 2010, at 13:07, Colir wrote:
>
> >> Hi,
> >> I asking me what is the better approach to fold a bitmap like in this
> >> website :
> >>http://www.bloodstream.com.br/
>
> >> in my case i want  to fold and unfold a bitmap in two piece (like  
> >> some
> >> alarm clock)
>
> >> Do you think is better to use 2 plan with each one have a part of the
> >> bitmap,
> >> or  i can fold directly a plan ? how ? must use AS3Dmod ?
>
> >> Thanks for you help
>
> >> --
> >> Subscription 
> >> settings:http://groups.google.com/group/away3d-dev/subscribe?hl=en

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