forked from: forked from: [PV3D] パーティクルモーション
forked from forked from: [PV3D] パーティクルモーション (diff: 1)
ActionScript3 source code
/**
* Copyright smallflowergame ( http://wonderfl.net/user/smallflowergame )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/lNh3
*/
// forked from PNC's forked from: [PV3D] パーティクルモーション
// forked from clockmaker's [PV3D] パーティクルモーション
package {
import flash.display.*;
import flash.events.*;
import flash.utils.*;
import org.libspark.betweenas3.*;
import org.libspark.betweenas3.easing.*;
import org.libspark.betweenas3.tweens.*;
import org.papervision3d.materials.*;
import org.papervision3d.materials.utils.*;
import org.papervision3d.objects.*;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.view.*;
/**
* パーティクルデモ
*/
public class ParticleDemo extends BasicView {
// パーティクル形状を配列として格納
static private const IMAGE_LIST:Array = [
[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,1,1,1,1,1,0,0,0,0],
[0,0,0,0,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,0,0],
[0,0,0,0,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,0,0],
[0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0],
[0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0],
[0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0],
[0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
],
[
[0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0],
[0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,1,1,1,0,0,0],
[0,1,1,1,1,1,1,1,0,0,1,1,0,0,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,0,0,1,1,0,0,1,1,1,1,1,1,1,0],
[0,0,0,1,1,1,0,0,0,0,1,1,0,0,0,0,1,1,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0]
]
];
private const PIXEL_NUM :int = 22; // 縦・横のピクセル数
private const MAX_RADIUS :int = 2000; // 空間の大きさ
private const PLANE_SIZE :int = 30; // パーティクルのサイズ
private const PLANE_MARGIN :int = 0; // パーティクルの余白
private var pixelArr :Array = []; // パーティクルを格納する配列
private var dmyObjs :Array = []; // ダミーの3Dオブジェクト
private var dmyPixels :Array = []; // ダミーの3Dピクセル
private var index :int = 0; // 形状のインデックス番号
public function ParticleDemo() {
// 背景を黒
viewport.opaqueBackground = 0x0;
// カメラの位置
camera.z = -MAX_RADIUS;
addEventListener(Event.ENTER_FRAME,loopCamera);
// 7秒ごとに形状が変化するようにタイマーをセット
var timer:Timer = new Timer(4500);
timer.addEventListener(TimerEvent.TIMER, loop);
timer.start()
// 初期化
init()
// モーションを100ミリ秒遅らせて開始(直後だとPV3Dの仕様で座標取得ができたないため)
setTimeout(loop, 100);
// レンダリング
startRendering()
}
// 初期化
private function init():void {
// パーティクルを生成
var material:ColorMaterial = new ColorMaterial(0xFFFFFF);
material.doubleSided = true;
pixelArr = [];
for (var i:int = 0; i < PIXEL_NUM; i++) {
pixelArr[i] = [];
for (var j:int = 0; j < PIXEL_NUM; j++ ) {
// Planeインスタンスを作成
var o:Plane = new Plane(material, PLANE_SIZE, PLANE_SIZE);
scene.addChild(o);
pixelArr[i][j] = o;
// 座標
o.x = (+i - PIXEL_NUM / 2) * (PLANE_SIZE + PLANE_MARGIN);
o.y = (-j + PIXEL_NUM / 2) * (PLANE_SIZE + PLANE_MARGIN);
}
}
// ダミーのピクセルを生成
dmyPixels = [];
for (var k:int = 0; k < IMAGE_LIST.length; k++) {
dmyObjs[k] = new DisplayObject3D();
dmyObjs[k].x = MAX_RADIUS / 2 * (Math.random() - 0.5);
dmyObjs[k].y = MAX_RADIUS / 2 * (Math.random() - 0.5);
dmyObjs[k].z = MAX_RADIUS * (Math.random() - 0.5);
scene.addChild(dmyObjs[k]);
dmyPixels[k] = [];
for (i = 0; i < PIXEL_NUM; i++) {
dmyPixels[k][i] = [];
for (j = 0; j < PIXEL_NUM; j++ ) {
dmyPixels[k][i][j] = new DisplayObject3D();
//dmyPixels[k][i][j] = new Plane(new WireframeMaterial(), PLANE_SIZE, PLANE_SIZE);
dmyPixels[k][i][j].x = (+i - PIXEL_NUM / 2) * (PLANE_SIZE + PLANE_MARGIN);
dmyPixels[k][i][j].y = (-j + PIXEL_NUM / 2) * (PLANE_SIZE + PLANE_MARGIN);
dmyObjs[k].addChild(dmyPixels[k][i][j]);
}
}
}
}
private function loopCamera(e:Event):void{
camera.x = MAX_RADIUS * Math.sin(getTimer()/20 * Math.PI/180);
camera.y = MAX_RADIUS * Math.sin(getTimer()/20 * Math.PI/180);
camera.z = MAX_RADIUS * Math.cos(getTimer()/20* Math.PI/180);
}
// 7秒ごとに呼び出されるタイマーイベント
private function loop(e:TimerEvent = null):void {
// 形状のインデックス番号を更新
index ++;
if (index == IMAGE_LIST.length ) index = 0;
// 各パーティクルに対してトゥイーンを設定
for (var i:int = 0; i < PIXEL_NUM; i++) {
for (var j:int = 0; j < PIXEL_NUM; j++ ) {
// パーティクル
var p:DisplayObject3D = pixelArr[i][j];
// ダミーオブジェクト
var d:DisplayObject3D = dmyPixels[index][j][i];
// パーティクルのスケール値
var s:Object = IMAGE_LIST[index][i][j];
// BetweenAS3でトゥイーン
BetweenAS3.delay(
BetweenAS3.bezier(p,
{
x : d.sceneX,
y : d.sceneY,
z : d.sceneZ,
scale : s
},
null,
{
x : MAX_RADIUS * (Math.random() - 0.5),
y : MAX_RADIUS * (Math.random() - 0.5),
z : MAX_RADIUS * (Math.random() - 0.5)
},
3 + Math.random(),
Quart.easeInOut),
Math.random() * 1
).play();
}
}
}
}
}