forked from: forked from: forked from: forked from: 3D Carousel
Flash 10 で被写界深度ネタ Z-sortつき
♥0 |
Line 60 |
Modified 2009-08-13 09:41:42 |
MIT License
archived:2017-03-29 12:25:55
ActionScript3 source code
/**
* Copyright vasari ( http://wonderfl.net/user/vasari )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/eTbh
*/
// forked from vasari's forked from: forked from: forked from: 3D Carousel
// forked from hacker_ya5pqi1m's forked from: forked from: 3D Carousel
// forked from hacker_ie_66xq7's forked from: 3D Carousel
// forked from clockmaker's 3D Carousel
// Flash 10 で被写界深度ネタ Z-sortつき
package{
import flash.display.*
import flash.events.*
import flash.filters.BlurFilter;
import flash.geom.*;
[SWF(frameRate="60", width="465", height="465")]
public class Main extends Sprite {
public function Main() {
var main :Sprite = Sprite(addChild(new Sprite()))
main.x = stage.stageWidth / 2
main.y = stage.stageHeight / 2
var wrap :Sprite = Sprite(main.addChild(new Sprite()))
var pp:PerspectiveProjection = root.transform.perspectiveProjection;
var objs:Array = []
var objsNumber:int = 128
for(var i:int=0; i<objsNumber; i++)
{
var sp: Sprite = Sprite(wrap.addChild(new Sprite()))
sp.graphics.beginFill(0xFFFFFF * Math.random())
sp.graphics.drawRect(-25, -25, 50, 50)
sp.x = 200 * Math.sin( i * 360 / objsNumber * Math.PI / 180)
sp.z = 200 * Math.cos( i * 360 / objsNumber * Math.PI / 180)
objs.push(sp)
}
//precalcuting path coordinates
var steps:int = 1024
var stepX:Vector.<Number> = new Vector.<Number>(steps, false)
var stepZ:Vector.<Number> = new Vector.<Number>(steps, false)
var useObj:Sprite = objs[0] as Sprite
for(var s:int = 0; s < steps; s++)
{
wrap.rotationY = s*360/steps
var mtx:Matrix3D = useObj.transform.getRelativeMatrix3D(main)
stepX[s] = mtx.position.x;
stepZ[s] = mtx.position.z;
}
var depth:Number = stepZ[steps/2]
var head:int = 0
var stepFactor:Number = steps/objs.length
stage.addEventListener(Event.ENTER_FRAME, function(e:Event):void
{
pp.projectionCenter = new Point(mouseX, mouseY)
head = head + mouseX%16
var ciclingHead:int
var arr:Array = []
for (var i:int=0; i<objs.length; i++) {
var ele:Sprite = objs[i] as Sprite
ciclingHead = (head + i*stepFactor) % steps
ele.x = stepX[ciclingHead]
ele.z = stepZ[ciclingHead]
arr.push( { ele:ele, z:Math.round(ele.z) } )
}
arr.sortOn("z", Array.NUMERIC | Array.DESCENDING)
for (i=0; i<arr.length; i++) {
ele = arr[i].ele as Sprite
wrap.setChildIndex(ele, i)
}
})
}
}
}