forked from: 編集中
forked from 編集中mouseOver (diff: 43)
Papervision3Dで被写界深度 * 参照: http://clockmaker.jp/blog/2008/07/pv3d_gw_blur/
ActionScript3 source code
/**
* Copyright nonkasvas ( http://wonderfl.net/user/nonkasvas )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/lcmh
*/
// forked from nonkasvas's 編集中
// forked from yaneura9's forked from: [PV3D] Field of Blur
// forked from clockmaker's [PV3D] Field of Blur
/**
* Papervision3Dで被写界深度
* 参照: http://clockmaker.jp/blog/2008/07/pv3d_gw_blur/
*/
package
{
import flash.display.*;
import flash.events.*;
import flash.filters.*;
import org.papervision3d.view.*;
import org.papervision3d.materials.*;
import org.papervision3d.objects.*;
import org.papervision3d.objects.primitives.*
import org.papervision3d.events.InteractiveScene3DEvent;
[SWF(width = "465", height = "465", frameRate = "30", backgroundColor = "#000000")]
public class Main extends BasicView
{
// const vars
static private const OBJ_LENGTH :int = 10;
static private const CIRCLE_RANGE :int = 350;
// 3d vars
private var list :Array = []
private var wrap :DisplayObject3D;
private var isMouseDown:Boolean = false;
private var oldX:Number = 0 ;
//private var targetRot:Number = 0 ;
private var rot:Number = 0 // 角度
/**
* Constructor
*/
public function Main()
{
//camera
camera.x = 0;
camera.y = 80;
camera.z = 500;
camera.rotationX = 3
// wrap
wrap = new DisplayObject3D();
scene.addChild(wrap);
for (var i:int = 0; i < OBJ_LENGTH; i++)
{
var rot1:Number = 360 * i / OBJ_LENGTH ;
var m:ColorMaterial = new ColorMaterial(0xffffff);
m.doubleSided = true;
var o:Plane = new Plane(m, 100, 100);
o.x = CIRCLE_RANGE * Math.sin(rot1 * Math.PI / 180);
o.y = 0;
o.z = CIRCLE_RANGE * Math.cos(rot1 * Math.PI / 180);
o.rotationY = rot1;
o.useOwnContainer = true; //ココ重要
// 配列に追加 & wrapの子供にする
list.push(wrap.addChild(o));
}
addEventListener(Event.ENTER_FRAME, loop);
startRendering();
}
// loop
private function loop(event:Event):void
{
wrap.rotationY -= 0.25;
var targetRot:Number = ( mouseX / stage.stageWidth ) * 360;
var rot1:Number = 360 * i / OBJ_LENGTH ;
rot1 += (targetRot - rot1) * 0.1;
// 角度に応じてカメラの位置を設定
wrap.x = 500 * Math.sin(rot1 * Math.PI / 180)
wrap.z = 700 * Math.cos(rot1 * Math.PI / 180)
// 被写界深度
for (var i:int = 0; i < list.length; i++)
{
var o:DisplayObject3D = list[i] as DisplayObject3D;
var blur:Number = Math.ceil((CIRCLE_RANGE - o.sceneZ) / 100);
o.filters = [new BlurFilter(blur, blur, 2)];
}
}
}
}
