Away3d transparent bitmap Sprite3d - actionscript-3

I'm adding some circles to away3d as sprite3ds, but for some reason they all have white backgrounds that I can't seem to remove. Anyone know what I'm missing:
var hotspot:Hotspot = e.target as Hotspot;
var spBoard:Sprite = new Sprite();
spBoard.x = circleX;
spBoard.y = circleY;
var shCircle:Shape = new Shape();
shCircle.graphics.lineStyle(2,0x000000);
shCircle.graphics.drawCircle(0,0,circleR);
shCircle.x = 0;
shCircle.y = 0;
var shFill:Shape = new Shape();
shFill.graphics.lineStyle(1,0x000000);
shFill.graphics.moveTo(0,0);
shFill.graphics.lineTo(circleR,0);
shFill.x = 0;
shFill.y = 0;
var shAngle:Shape = new Shape();
var shArrow:Shape = new Shape();
shArrow.graphics.lineStyle();
shArrow.graphics.beginFill(0x000000);
shArrow.graphics.moveTo(angleR,1);
shArrow.graphics.lineTo(angleR-5,8);
shArrow.graphics.lineTo(angleR+5,8);
shArrow.graphics.lineTo(angleR,1);
shArrow.graphics.endFill();
spBoard.addChild(shFill);
spBoard.addChild(shAngle);
spBoard.addChild(shArrow);
spBoard.addChild(shCircle);
var hotspotTimer:MovieClip = new MovieClip();
hotspotTimer.addChild(spBoard);
var bounds:Rectangle = hotspotTimer.getBounds(hotspotTimer);
var bitmapData : BitmapData = new BitmapData(512, 512);
bitmapData.draw(hotspotTimer);
var bitmapPointsTexture:BitmapTexture = new BitmapTexture(bitmapData);
var _pointsMaterial:TextureMaterial = new TextureMaterial(bitmapPointsTexture);
var inworldHotspotTimer:Sprite3D = new Sprite3D(_pointsMaterial,bitmapData.width,bitmapData.height);
inworldHotspotTimer.x = hotspot.x;
inworldHotspotTimer.y = hotspot.y;
inworldHotspotTimer.z = hotspot.z;
scene.addChild(inworldHotspotTimer);
}
I've seen in blog posts such as this
http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/article.php?index=6&subindex=4&aid=315
On how they do it, but they're using an older version with the BitmapMaterial removed.

Change the line that declares the bitmapdata to this:
var bitmapData : BitmapData = new BitmapData(512, 512, true, 0x00808080);
If you don't fill the bitmap with a color that has alpha of 0, you'll get the borders in the texture.

Related

Issues with BitmapData of a MovieClip with rotationY applied to it

So I have a simple file right now that eventually will take a movieclip and save it as an image. I am currently rotating the clip's y by 45 to give it kind of a 3D look and adding it back to the stage. I've tried googling and a couple different things, but I can't quite get it to work. The first thing I tried was getting the BitmapData of the movieclip I rotated. That flattened the clip:
test_mc.response_mc.rotationY = 45;
var mc:MovieClip = test_mc.response_mc;
var bmp:BitmapData = new BitmapData(mc.width, mc.height);
bmp.draw(mc);
var output:Bitmap = new Bitmap(bmp);
output.x = 270;
output.y = 191;
addChild(output);
The next thing I tried was getting the parent clip's BD. That gave it an angle... just the wrong one:
(same code as above with this line change)
var mc:MovieClip = test_mc;
Any thoughts here would be nice. I tried doing stuff with matrices, but had no luck. I also have images... just can't post them yet :(
Something else I've tried with no luck:
var target:DisplayObject = test_mc as DisplayObject;
var targetTransform:Matrix = target.transform.concatenatedMatrix;
var targetGlobalBounds:Rectangle = target.getBounds(target.stage);
var targetGlobalPos:Point = target.localToGlobal(new Point());
var targetOriginOffset:Point = new Point(targetGlobalPos.x - targetGlobalBounds.left, targetGlobalPos.y - targetGlobalBounds.top);
targetTransform.tx = targetOriginOffset.x;
targetTransform.ty = targetOriginOffset.y;
var cloneData:BitmapData = new BitmapData(targetGlobalBounds.width, targetGlobalBounds.height, true, 0x00000000);
cloneData.draw(target, targetTransform);
var output:Bitmap = new Bitmap(cloneData);
**Another update**
So hopefully this will help a little. I was able to recreate what I was doing using Matrix3D.
test_mc.response_mc.rotationY = 45;
var matrix:Matrix3D = new Matrix3D();
matrix.prependRotation(45, Vector3D.Y_AXIS);
test2_mc.response_mc.transform.matrix3D = matrix;
test2_mc.response_mc.transform.matrix3D.appendTranslation(0, 0, 0);
And I've come closer to getting the bitmap to look correct (thank to a Mike Chambers blog).
var mcOffset:Matrix3D = test2_mc.response_mc.transform.matrix3D;
var rawMatrixData:Vector.<Number> = mcOffset.rawData;
var globalBounds:Rectangle = test2_mc.response_mc.getBounds(test2_mc);
var matrix:Matrix = new Matrix();
matrix.a = rawMatrixData[0];
matrix.c = rawMatrixData[1];
matrix.tx = test2_mc.response_mc.x - globalBounds.x;
matrix.b = rawMatrixData[4];
matrix.d = rawMatrixData[5];
matrix.ty = test2_mc.response_mc.y - globalBounds.y;
var bmp:BitmapData = new BitmapData(150, test2_mc.height);
test2_mc.response_mc.transform.matrix3D = null;
bmp.draw(test2_mc.response_mc, matrix);
test2_mc.response_mc.transform.matrix3D = mcOffset;
var output:Bitmap = new Bitmap(bmp);
Well I took it a step further back and went to the stage. For whatever reason trying to draw the parent (test_mc) of the rotated movie clip (response_mc) WON'T work, however drawing the stage and setting the bounds to the area of the parent DOES work. Here's my code (which is sadly very simple):
var bmp:BitmapData = new BitmapData(test_mc.width, test_mc.height);
bmp.draw(stage.getChildAt(0), new Matrix(1, 0, 0, 1, -test_mc.x, -test_mc.y));
var output:Bitmap = new Bitmap(bmp);

distortion in textField

I have a bitmap data which draw a text field. after scaling, text are distortion.
I using following code:
// tf is text Field and bm is bitmap.
var tf:TextField = new TextField();
tf.text = "Hello world";
var bd:BitmapData = new BitmapData(200, 200, true, 0x00ff00);
bd.draw(tf);
var bm:Bitmap = new Bitmap(bd);
addChild(bm);
bm.scaleX = 2;
bm.scaleY = 2;
Please guide me.
You should use transform matrix to draw an upscaled text field (or any other vector graphics object) onto a BitmapData.
var mat:Matrix=new Matrix();
mat.scale(2.0,2.0);
bd.draw(tf,mat);
First, increase the font size and then convert and scale as bitmap like so,
//---- Text format ----
var textFormat:TextFormat = new TextFormat();
textFormat.font = "Arial";
//textFormat.bold = true;
textFormat.size = 40;
//---------------------------------------------
//
var tf:TextField = new TextField();
tf.text = "Hello world";
/*tf.antiAliasType = AntiAliasType.ADVANCED;
tf.gridFitType = GridFitType.PIXEL;
tf.thickness = 0;
tf.sharpness = 0;*/
tf.setTextFormat(textFormat);
//
//
var bd:BitmapData = new BitmapData(200,200,true,0x00ff00);
bd.draw(tf);
var bm:Bitmap = new Bitmap(bd);
bm.smoothing = true;
addChild(bm);
bm.scaleX = 2;
bm.scaleY = 2;
Best luck.

AS3 get Bitmap from Movieclip with Mask

This works:
var a:BitmapData = new BitmapData(640,480);
var b:Bitmap = new Bitmap(a);
a.draw(movieClip);
This doesn't work:
movieClip.mask = movieClipMask;
var a:BitmapData = new BitmapData(640,480);
var b:Bitmap = new Bitmap(a);
a.draw(movieClip);
How can I draw just the visible part of a MovieClip (that uses a mask) into my Bitmap?
Create a new Sprite and add both the MovieClip and its mask to it. Then draw the parent Sprite.
var container:Sprite = new Sprite();
container.addChild (movieClip);
container.addChild (movieClipMask);
movieClip.mask = movieClipMask;
var a:BitmapData = new BitmapData(640,480);
var b:Bitmap = new Bitmap(a);
a.draw(container);

Actionscript 3: Soundspectrum animation playing but sound muted. Is this possible?

Kinda of an oxy-moron question but I thought I would go ahead and ask anyhow.... I am looking for my soundspectrum animation to play but my sound will be muted...This will be inserted in a banner ad, so their are specific rsestrictrictions with vendors where the sound has to be user initiated...
Any ideas would be appreciated...
var SpectrumLineWidth:Number;
var SpectrumLineColor:Number;
var SpectrumGlowDirection:String;
var SGD:String;
var ss:ByteArray = new ByteArray();
var bmpData:BitmapData;
var bmp:Bitmap;
var lsp:Sprite = new Sprite();
var blur:BlurFilter;
// Main sounds object
var _sound:Sound = new Sound();
var _soundChannel:SoundChannel;
var _soundTransform:SoundTransform=new SoundTransform(1);
var _soundLoaderContext:SoundLoaderContext = new SoundLoaderContext();
bmpData = new BitmapData(10,10,true,0xcccccc);
bmp = new Bitmap(bmpData);
spectrumArea.specArea.addChild(lsp);
spectrumArea.specArea.addChild(bmp);
// filter;
blur = new BlurFilter(8,8,4);
// save configuration
SpectrumLineWidth = 1;
SpectrumLineColor = 0x0066FF;
var s:Sound = new Sound();
//s.setVolume(0);
var sc:SoundChannel;
var ba:ByteArray = new ByteArray();
var array:Array;
s.load(new URLRequest("test.mp3"));
sc = s.play(0,1000);
sc.soundTransform = _soundTransform;
this.addEventListener(Event.ENTER_FRAME, spectrum);
function spectrum(event:Event){
lsp.graphics.clear();
lsp.graphics.lineStyle(SpectrumLineWidth, SpectrumLineColor);
lsp.graphics.moveTo(-1, 50);
SoundMixer.computeSpectrum(ss);
for (var i:uint = 0; i<350; i++)
{
var num:Number = - ss.readFloat() * 50 + 50;
lsp.graphics.lineTo(i, num);
}
bmpData.draw(lsp);
bmpData.applyFilter(bmpData, bmpData.rect,new Point(), blur);
//SGD = SpectrumGlowDirection;
//lsp.graphics.clear();
//lsp.alpha=.5
bmpData.draw(lsp);
}
//var sd:SoundTransform = new SoundTransform();
//sd.volume=0;
//SoundMixer.soundTransform = new SoundTransform(1);
You cant do it with SoundMixer.computeSpectrum(ss);
Look into Sound.extract

Trying to capture stage area using BitmapData

I am trying to grab part of stage area using BitmapData and copyPixels method:
bmd = new BitmapData(stage.stageWidth, stage.stageHeight);
bmdRect = new BitmapData(320, 240);
rectangle = new Rectangle(360, 20, 320, 240);
bmdRect.copyPixels(bmd, rectangle, new Point());
bmd.draw(bmp);
bmp = new Bitmap(bmdRect);
var myEncoder:JPGEncoder = new JPGEncoder(100);
var byteArray:ByteArray = myEncoder.encode(bmd);
The result i get is an empty .jpg I m pretty sure that the error is in the Bitmap procedure and not the saving one...
Finally used this solution to copy part of the stage
(I copied everything that is on stage from (360, 20) and after)
var bitmapdata:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight);
bitmapdata.draw(stage);
var bitmapDataA: BitmapData = new BitmapData(300, 250);
bitmapDataA.copyPixels(bitmapdata, new Rectangle(360, 20, 320, 240), new Point(0, 0));
var myEncoder:JPGEncoder = new JPGEncoder(90);
var byteArray:ByteArray = myEncoder.encode(bitmapDataA);
Can't you just call bmd.draw(stage)?
var stage_snapshot:BitmapData = new BitmapData(600, 120);
var myRectangle:Rectangle = new Rectangle(0, 0, 600, 120);
var myMatrix:Matrix = new Matrix();
var translateMatrix:Matrix = new Matrix();
translateMatrix.translate(-100, -225);
myMatrix.concat(translateMatrix);
stage_snapshot.draw(stage,myMatrix,null,null,myRectangle);
var encoded_jpg:JPGEncoder = new JPGEncoder(100);
var jpg_binary:ByteArray = new ByteArray();
jpg_binary = encoded_jpg.encode(stage_snapshot);