forked from: forked from: [PV3D] パーティクルモーション(Fork Step 3/4)
forked from forked from: [PV3D] パーティクルモーション(Fork Step 3/4) (diff: 119)
ActionScript3 source code
/**
* Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/uY0T
*/
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.*;
import org.papervision3d.cameras.*;
import org.papervision3d.objects.special.ParticleField;
import org.papervision3d.materials.special.ParticleMaterial;
public class ParticleDemo extends BasicView
{
private const PIXEL_NUM :int = 22; //
private const MAX_RADIUS :int = 20000; //
private const PLANE_SIZE :int = 300; //
private const PLANE_MARGIN :int = 50; //
private var pixelArr :Array = []; //
private var dmyObjs :Array = []; //
private var dmyPixels :Array = []; //
private var index :int = 0; //
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],
[0,0,0,0,0,0,0,0,0,0],
[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],
],
[
[0,0,0,0,0,0,0,0,0,0],
[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],
[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],
[0,0,0,0,0,0,0,0,0,0],
[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],
[0,0,0,0,0,0,0,0,0,0],
[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],
[0,0,0,0,0,0,0,0,0,0],
]
];
public function ParticleDemo() {
super(0,0,true,false, CameraType.FREE);
// 背景を黒
viewport.opaqueBackground = 0x0;
// カメラの位置
camera.z = -MAX_RADIUS;
// 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(7000);
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 {
var stars:ParticleField = new ParticleField(new ParticleMaterial(0xFFFFFF, 2, 0), 500, 100, MAX_RADIUS * 3, MAX_RADIUS * 3, MAX_RADIUS * 3);
scene.addChild(stars);
/*
var wireMaterial:WireframeMaterial = new WireframeMaterial(0xFF0000);
wireMaterial.opposite = true;
var cube:Cube = new Cube(
new MaterialsList( { all:wireMaterial } ),
MAX_RADIUS, MAX_RADIUS, MAX_RADIUS,
5, 5, 5);
scene.addChild(cube);
*/
var material:ColorMaterial = new ColorMaterial(0xFF0DFF);
material.doubleSided = true;
pixelArr = [];
for (var i:int = 0; i < PIXEL_NUM; i++) {
pixelArr[i] = [];
for (var j:int = 0; j < PIXEL_NUM; j++ ) {
var o:Plane = new Plane(material, PLANE_SIZE, PLANE_SIZE);
scene.addChild(o);
pixelArr[i][j] = o;
o.x = (+i - PIXEL_NUM / 2) * (PLANE_SIZE + PLANE_MARGIN);
o.y = (-j + PIXEL_NUM / 2) * (PLANE_SIZE + PLANE_MARGIN);
}
}
dmyPixels = [];
for (var k:int = 0; k < IMAGE_LIST.length; k++) {
dmyObjs[k] = new DisplayObject3D();
dmyObjs[k].x = MAX_RADIUS * (Math.random() - 0.5);
dmyObjs[k].y = MAX_RADIUS * (Math.random() - 0.5);
dmyObjs[k].z = MAX_RADIUS * (Math.random() - 0.5);
dmyObjs[k].rotationX = 360 * Math.random();
dmyObjs[k].rotationY = 360 * Math.random();
dmyObjs[k].rotationZ = 360 * Math.random();
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]);
}
}
}
}
// 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;
var dmy: DisplayObject3D = new DisplayObject3D();
dmy.copyTransform(dmyObjs[index]);
dmy.moveBackward(10000);
BetweenAS3.bezierTo(camera,
{
x : dmy.x,
y : dmy.y,
z : dmy.z,
rotationX : dmy.rotationX,
rotationY : dmy.rotationY,
rotationZ : dmy.rotationZ
}, {
x : MAX_RADIUS * (Math.random() - 0.5),
y : MAX_RADIUS * (Math.random() - 0.5),
z : MAX_RADIUS * (Math.random() - 0.5)
},
6, Quart.easeInOut).play();
// 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,
rotationX : dmyObjs[index].rotationX,
rotationY : dmyObjs[index].rotationY,
rotationZ : dmyObjs[index].rotationZ,
scale : s
},
null,
{
x : MAX_RADIUS * (Math.random() - 0.5),
y : MAX_RADIUS * (Math.random() - 0.5),
z : MAX_RADIUS * (Math.random() - 0.5)
},
5 + Math.random(),
Quart.easeInOut),
Math.random() * 1
).play();
}
}
}
}
}