forked from: Pixel3Dの座標⇒普通のxy座標
forked from Pixel3Dの座標⇒普通のxy座標 (diff: 39)
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/wEZd
*/
package
{
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import org.papervision3d.core.effects.utils.BitmapClearMode;
import org.papervision3d.core.geom.Pixels;
import org.papervision3d.core.geom.renderables.Pixel3D;
import org.papervision3d.core.geom.renderables.Vertex3DInstance;
import org.papervision3d.materials.WireframeMaterial;
import org.papervision3d.objects.primitives.Sphere;
import org.papervision3d.view.BasicView;
import org.papervision3d.view.layer.BitmapEffectLayer;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="40")]
public class Main extends BasicView
{
private const RADIUS:int=140;
private var pixels:Pixels;
private var sphere:Sphere;
private var ary:Array;
public function Main()
{
stage.quality=StageQuality.LOW;
super(0, 0, true, true);
var layer:BitmapEffectLayer=new BitmapEffectLayer(viewport, 465, 465, true, 0, BitmapClearMode.CLEAR_PRE, true);
layer.clearBeforeRender=true;
viewport.containerSprite.addLayer(layer);
camera.z=-500;
sphere=new Sphere(new WireframeMaterial(0xdddddd, 0.1, 1), Math.sqrt(RADIUS * RADIUS * 3), 10, 10);
sphere.material.doubleSided=true;
scene.addChild(sphere);
pixels=new Pixels(layer);
scene.addChild(pixels);
var p:Pixel3D=new Pixel3D(0xFFFFFF*Math.random(), RADIUS, RADIUS, RADIUS);
pixels.addPixel3D(p);
p=new Pixel3D(0xff00ff00, RADIUS, RADIUS, -RADIUS);
var currV3D:Vector3D = new Vector3D( px,py,pz );
pixels.addPixel3D(p);
// p.addEventListener(MouseEvent.CLICK, clickHandler);LOW
/*
function clickHandler():currV3D;
{
var currV3D:Vector3D = new Vector3D( px,py,pz );
return currV3D;
}
p=new Pixel3D(0xffffff00, RADIUS, -RADIUS, -RADIUS);
pixels.addPixel3D(p);
p=new Pixel3D(0xffff00ff, -RADIUS, -RADIUS, -RADIUS);
pixels.addPixel3D(p);
*/
var px:Number = new Number( p.x );
var py:Number = new Number( p.y );
var pz:Number = new Number( p.z );
// Shapeを4つ作る。それぞれPixelを追いかける
ary=[];
var colors:Array=[0xff0000, 0x00ff00, 0xffff00, 0xff00ff]
var sp:Shape;
for (var i:int=0; i < 4; i++)
{
sp=new Shape;
sp.graphics.beginFill(colors[i], 0.2);
sp.graphics.drawCircle(0, 0, 10);
sp.graphics.endFill();
addChild(sp);
ary[i]=sp;
}
// Let's レンダリング!
addEventListener(Event.ENTER_FRAME, onFrame);
}
// エンターフレーム
private function onFrame(e:Event):void
{
sphere.rotationX=pixels.rotationY+=0.5;
sphere.rotationY=pixels.rotationX+=0.5;
// Pixelの座標をスクリーン座標にしてShapeに適用
// RenderPixels.asを参考にしました。っていうかほぼそのまま。
var offsetX:Number=stage.stageWidth >> 1;
var offsetY:Number=stage.stageHeight >> 1;
var v3d:Vertex3DInstance;
var i:int=0;
for each (var p:Pixel3D in pixels.pixels)
{
v3d=p.vertex3D.vertex3DInstance;
if (v3d.visible)
{
(ary[i] as Shape).x=v3d.x + offsetX;
(ary[i] as Shape).y=v3d.y + offsetY;
i++;
}
}
singleRender();
}
}
}