forked from: PV3Dその3

by yooKo_old_account forked from PV3Dその3 (diff: 69)
Vectorvision3DがPV3Dに統合されたらしいと。
ただ、Word3D → text3Dと、VectorShapeMaterial → Letter3DMaterial となってる。
ここ以外はたぶん同じ。

sake さんが製作されためためたカッコいい3DテキストをAs3歴8ヶ月の自分が中身を理解しようと勉強!
♥0 | Line 148 | Modified 2009-08-08 01:03:30 | MIT License
play

ActionScript3 source code

/**
 * Copyright yooKo_old_account ( http://wonderfl.net/user/yooKo_old_account )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/gW0r
 */

// forked from sake's PV3Dその3
/*
    Vectorvision3DがPV3Dに統合されたらしいと。
    ただ、Word3D → text3Dと、VectorShapeMaterial → Letter3DMaterial となってる。
    ここ以外はたぶん同じ。
    
    sake さんが製作されためためたカッコいい3DテキストをAs3歴8ヶ月の自分が中身を理解しようと勉強!
*/

package
{
	import caurina.transitions.Tweener;
	import flash.display.DisplayObject;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.filters.BlurFilter;
	import flash.utils.setInterval;
	import org.papervision3d.cameras.Camera3D;
	import org.papervision3d.materials.special.Letter3DMaterial;
	import org.papervision3d.materials.special.ParticleMaterial;
	import org.papervision3d.objects.DisplayObject3D;
	import org.papervision3d.objects.special.ParticleField;
	import org.papervision3d.render.BasicRenderEngine;
	import org.papervision3d.scenes.Scene3D;
	import org.papervision3d.typography.Text3D;
	import org.papervision3d.typography.fonts.HelveticaBold;
	import org.papervision3d.view.Viewport3D;
	import org.papervision3d.view.layer.ViewportLayer;

	[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="40")]
	public class PV3D_sample03 extends Sprite
	{
		private var container:Sprite;
		private var viewport:Viewport3D;
		private var scene:Scene3D;
		private var camera:Camera3D;
		private var render:BasicRenderEngine;
		private var rootNode:DisplayObject3D;
		private var particleNode:DisplayObject3D;
		private var words1:Text3D;
		private var words2:Text3D;
		//private var words3:Text3D;
		private var theta:Number;
		private var delayTime:Number;
		private var WordMoveType:Number;

		private const zoom:Number=20;
		private const focus:Number=30;
		private const distance:Number=600;

		public function PV3D_sample03()
		{
			theta=0;
			WordMoveType=0;
			delayTime=0;

			container=new Sprite();
			addChild(container);
			container.x=stage.stageWidth / 2;
			container.y=stage.stageHeight / 2;

			viewport=new Viewport3D(0, 0, true, true);
			scene=new Scene3D();
			camera=new Camera3D();
			render=new BasicRenderEngine();
			rootNode = scene.addChild(new DisplayObject3D("rootNode"));
			particleNode = new DisplayObject3D;
			scene.addChild(particleNode);
			addChild(viewport);
			camera.target=DisplayObject3D.ZERO;
			camera.zoom=zoom;
			camera.focus=focus;

			var mat:Letter3DMaterial=new Letter3DMaterial();
			mat.fillColor=0xFFFFFF;
			mat.doubleSided=true;
			mat.doubleSided=mat.interactive=true;
			words1=new Text3D("SELFLASH Design", new HelveticaBold(), mat);
			words2=new Text3D("http://selflash.jp", new HelveticaBold(), mat);
			//words3=new Text3D("by yooKo", new HelveticaBold(), mat);
			rootNode.addChild(words1);
			rootNode.addChild(words2);
			//rootNode.addChild(words3);
			words1.y=50;
			words2.y=0;
			//words3.y=-50;
			words1.scale=words2.scale=/*words3.scale=*/0.4;

			dispersionWords(words1);
			dispersionWords(words2);
			//dispersionWords(words3);			
			//10秒毎に文字を元の位置に戻す為のmoveWordsメソッドを開始する開始する
			setInterval(moveWords, 10000);
			
			//パーティクルの作成
			var particleMat:ParticleMaterial = new ParticleMaterial(0xFFFFFF, 1)
			var particles:ParticleField = new ParticleField(particleMat, 500, 1, 1200, 1200, 1200)
			particleNode.addChild( particles );
			
			addEventListener(Event.ENTER_FRAME, onFrame);
		}
		/*===============================================================================*/
		/*この関数で文字をランダムな位置に配置してそれをextraプロパティにとっておくと思われる
		 */
		private function dispersionWords(words:Text3D):void
		{
			for each(var word:DisplayObject3D in words.letters)
			{
				word.extra={x:word.x, y:word.y, z:word.z};
				word.x=word.y=word.z=word.scale=0;
				Tweener.addTween(word, {scale:1, x:Math.random() * 2000 - 1000, y:Math.random() * 2000 - 1000, z:Math.random() * 2000 - 1000, rotationX:Math.random() * 360, rotationY:Math.random() * 360, rotationZ:Math.random() * 360, time:3, delay:2 * Math.random() + 1});
			}
		}

		private function moveWords():void
		{
			/*変数WordMoveType内の数字 ÷ 2 が 0 の場合に文字を初期位置に戻すresetWordsメソッドを実行する
			 *つまりWordMoveTypeが偶数の時はresetWordsを実行した後にWordMoveTypeに +1 をして奇数に変更する。
			 */
			if (WordMoveType % 2 == 0)
			{
				resetWords(words1);
				resetWords(words2);
				//resetWords(words3);
				delayTime=0;
				WordMoveType++;
			}
			else
			{
				breakWords(words1);
				breakWords(words2);
				//breakWords(words3);
				WordMoveType++;
			}
		}
		/*=====================================================================================*/
		/*散らばった文字をそれぞれの初期位置に戻すメソッド
		 */
		private function resetWords(words:Text3D):void
		{
			for each(var word:DisplayObject3D in words.letters)
			{
				Tweener.addTween(word, { x:word.extra.x, y:word.extra.y, z:word.extra.z, rotationX:0, rotationY:0, rotationZ:0, time:1, transition:"easeOutBounce", delay:delayTime } );
				//文字が初期位置に戻った後に一文字づつ回転するアニメーションをする
				Tweener.addTween(word, { rotationY:720, time:1, delay:delayTime + 2 } );
				//↓こうする事で一文字づつ回転のタイミングを遅らせているはず
				delayTime+=0.1;
			}
		}
		/*=====================================================================================*/
		/*文字の位置をばらばらにするメソッド
		 */
		private function breakWords(words:Text3D):void
		{
			for each(var word:DisplayObject3D in words.letters)
			{
				Tweener.addTween(word, {x:Math.random() * 2000 - 1000, y:Math.random() * 2000 - 1000, z:Math.random() * 2000 - 1000, rotationX:Math.random() * 360, rotationY:Math.random() * 360, rotationZ:Math.random() * 360, time:4, delay:3 * Math.random()});
			}
		}
                /*========================================================================================================*/
                /*常時監視されるメソッド
                 */
		private function onFrame(e:Event):void
		{
			/* sake さんが記述していたオリジナルのコード
			 */
			//camera.x=distance * Math.sin(theta * Math.PI / 180);
			//camera.z=distance * Math.cos(theta * Math.PI / 180);
			//theta+=0.2;

			/* yooKo が記述したしょーもないコード
                      *以下を追記してマウスの動きに反応させた
                         */
			var targetRot:Number = ( mouseX / stage.stageWidth / 2 ) * 800; 
			theta += (targetRot - theta) * 0.02;
			
			camera.x = distance * Math.sin(theta * Math.PI / 180);
			camera.z = distance * Math.cos(theta * Math.PI / 180);
			camera.y += ((4000 * ( mouseY / stage.stageHeight ) - 2000) - camera.y) * .05;
			
			//ぼかし具合を決める関数を実行する
			setBlur(words1);
			setBlur(words2);
			//setBlur(words3);
			//パーティクルを回す
			particleNode.rotationY -= 0.3;
			
			render.renderScene(scene, camera, viewport);
		}

		private function DistanceFromCamera(obj:DisplayObject3D):Number
		{
			var vecX:Number=obj.sceneX - camera.x;
			var vecY:Number=obj.sceneY - camera.y;
			var vecZ:Number=obj.sceneZ - camera.z;
			return Math.sqrt((vecX * vecX) + (vecY * vecY) + (vecZ * vecZ));
		}
               /*============================================================================================*/
               /*ぼかし具合を決めるメソッド
                */
		private function setBlur(words:Text3D):void
		{
			for each(var word:DisplayObject3D in words.letters)
			{
				var vpl:ViewportLayer=word.createViewportLayer(viewport, true);
				var d:Number=Math.abs(DistanceFromCamera(word) - distance) / 40;
				vpl.filters=[new BlurFilter(d, d, 1)];
			}
		}
	}
}

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