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Dead Code Preservation :: Archived AS3 works from wonderfl.net

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/**
 * Copyright Akiyah ( http://wonderfl.net/user/Akiyah )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/36fp
 */

package{
    import net.hires.debug.Stats;
    import flash.display.*;
    import flash.events.*;
    import flash.net.*;
    import flash.system.*;
    import flash.filters.*;
    import flash.geom.*;
    import org.papervision3d.lights.*;
    import org.papervision3d.core.data.UserData;
    import org.papervision3d.core.effects.view.ReflectionView;
    import org.papervision3d.core.geom.TriangleMesh3D;
    import org.papervision3d.core.proto.MaterialObject3D;
    import org.papervision3d.events.*;
    import org.papervision3d.materials.*;
    import org.papervision3d.materials.special.*;
    import org.papervision3d.materials.shadematerials.*;
    import org.papervision3d.materials.utils.MaterialsList;
    import org.papervision3d.objects.DisplayObject3D;
    import org.papervision3d.objects.primitives.*;
    import org.papervision3d.cameras.CameraType;
    import org.papervision3d.view.BasicView;

    [SWF(backgroundColor="0x303030")]
    public class Sample extends ReflectionView {
        private var loader1:Loader;
        private var loader2:Loader;
        private var bmpData:BitmapData;
        private var drawing:Boolean = false;
        private var sprite:Sprite = new Sprite();
        static private var BITMAP_WIDTH:int = 800;
        static private var SEGMENT:int = 8;

        // "http://assets.wonderfl.net/images/related_images/e/ed/ed1c/ed1cadf0fdd830922653b0fa2a5667315bb85ef5"
        // "http://assets.wonderfl.net/images/related_images/3/32/3242/32429dcfd6e43bcdcb3eca3318cf7787cd0db3b3"
        // "http://assets.wonderfl.net/images/related_images/2/29/2944/2944a982d2a8d7928f0e8add944f8d28158090e3"
        Security.loadPolicyFile("http://assets.wonderfl.net/crossdomain.xml");
        public var path:String = "http://assets.wonderfl.net/images/related_images";
        public var filename1:String = path + "/e/ed/ed1c/ed1cadf0fdd830922653b0fa2a5667315bb85ef5";
        public var filename2:String = path + "/2/29/2944/2944a982d2a8d7928f0e8add944f8d28158090e3";


        public function Sample() {
            loader1 = new Loader();
            loader1.contentLoaderInfo.addEventListener(Event.COMPLETE, compHandler1);
            loader1.load(new URLRequest(filename1), new LoaderContext(true));        
            
            //addEventListener(Event.ENTER_FRAME, update);
        }
        
        private function compHandler1(e:Event):void {
            //compHandler2(e);
            loader2 = new Loader();
            loader2.contentLoaderInfo.addEventListener(Event.COMPLETE, compHandler2);
            loader2.load(new URLRequest(filename2), new LoaderContext(true));        
        }

        private function compHandler2(e:Event):void {
            addChild(new Stats());
            viewport.interactive = true;
            viewportReflection.filters = [new BlurFilter()];

            var bmp:Bitmap = Bitmap(loader1.content);
            bmpData = bmp.bitmapData;
            var material:BitmapMaterial = new BitmapMaterial(bmpData);
            material.interactive = true;

            var bmp2:Bitmap = Bitmap(loader2.content);
            var bmpData2:BitmapData = bmp2.bitmapData;
            var material2:BitmapMaterial = new BitmapMaterial(bmpData2);
                        
            var obj:Cylinder = new Cylinder(material2, 200, 10, SEGMENT, 4, -1, true, true, material, material);
            obj.y = 50;
            scene.addChild(obj);

            sprite.graphics.lineStyle(2, 0xff808080);
            var unit:Number = BITMAP_WIDTH / SEGMENT;
            for (var i:int = 0; i < SEGMENT; i++) {
                sprite.graphics.moveTo(i * unit, 0);
                sprite.graphics.lineTo(i * unit, BITMAP_WIDTH);
                sprite.graphics.moveTo(0, i * unit);
                sprite.graphics.lineTo(BITMAP_WIDTH, i * unit);
            }
            bmpData.draw(sprite);

            obj.addEventListener(InteractiveScene3DEvent.OBJECT_PRESS, pressed);
            obj.addEventListener(InteractiveScene3DEvent.OBJECT_MOVE, moved);
            stage.addEventListener(MouseEvent.MOUSE_UP, released);
            addEventListener(Event.ENTER_FRAME, update);
        }

        public function pressed(event:InteractiveScene3DEvent):void {
            drawing = true;
        }
        public function released(event:MouseEvent):void {
            drawing = false;
        }

        public function moved(event:InteractiveScene3DEvent):void {
            var x:Number = event.x;
            var y:Number = event.y;
            if (drawing) {
                sprite.graphics.lineStyle(5, 0xff000000);
                sprite.graphics.lineTo(x, y);
                bmpData.draw(sprite);
            }
            sprite.graphics.moveTo(x, y);
        }

        public function update(e:Event):void {
            if (!drawing) {
                var camera_length:Number = 400;
                var c:Number = (mouseX / stage.width - 1) * (Math.PI);
                var d:Number = (mouseY / stage.height + 0.5) * (Math.PI / 2 / 2);
                camera.x = Math.sin(c) * Math.cos(d) * camera_length;
                camera.z = Math.cos(c) * Math.cos(d) * camera_length;
                camera.y = Math.sin(d) * camera_length;
            }
            singleRender();
        }
    }
}


// http://papervision2.com/papervision-3d-controlling-top-and-bottom-cylinder-materials/
//package org.papervision3d.objects.primitives {
    import org.papervision3d.Papervision3D;
    import org.papervision3d.core.geom.*;
    import org.papervision3d.core.geom.renderables.Triangle3D;
    import org.papervision3d.core.geom.renderables.Vertex3D;
    import org.papervision3d.core.math.NumberUV;
    import org.papervision3d.core.proto.*;    
 
    /**
    * The Cylinder class lets you create and display Cylinders.
    * <p/>
    * The Cylinder is divided in vertical and horizontal segment, the smallest combination is two vertical and three horizontal segments.
    */
    /*public*/ class Cylinder extends TriangleMesh3D
    {
        /**
        * Number of segments horizontally. Defaults to 8.
        */
        public var segmentsW :Number;
 
        /**
        * Number of segments vertically. Defaults to 6.
        */
        public var segmentsH :Number;
 
        /**
        * Default radius of Cylinder if not defined.
        */
        static public const DEFAULT_RADIUS :Number = 100;
 
        /**
        * Default height if not defined.
        */
        static public const DEFAULT_HEIGHT :Number = 100;
 
        /**
        * Default scale of Cylinder texture if not defined.
        */
        static public const DEFAULT_SCALE :Number = 1;
 
        /**
        * Default value of gridX if not defined.
        */
        static public const DEFAULT_SEGMENTSW :Number = 8;
 
        /**
        * Default value of gridY if not defined.
        */
        static public const DEFAULT_SEGMENTSH :Number = 6;
 
        /**
        * Minimum value of gridX.
        */
        static public const MIN_SEGMENTSW :Number = 3;
 
        /**
        * Minimum value of gridY.
        */
        static public const MIN_SEGMENTSH :Number = 1;
 
        //public var topFace
        // ___________________________________________________________________________________________________
        //                                                                                               N E W
        // NN  NN EEEEEE WW    WW
        // NNN NN EE     WW WW WW
        // NNNNNN EEEE   WWWWWWWW
        // NN NNN EE     WWW  WWW
        // NN  NN EEEEEE WW    WW
 
        /**
        * Create a new Cylinder object.
        * <p/>
        * @param    material    A MaterialObject3D object that contains the material properties of the object.
        * <p/>
        * @param    radius        [optional] - Desired radius.
        * <p/>
        * @param    segmentsW    [optional] - Number of segments horizontally. Defaults to 8.
        * <p/>
        * @param    segmentsH    [optional] - Number of segments vertically. Defaults to 6.
        * <p/>
        * @param    topRadius    [optional] - An optional parameter for con- or diverging cylinders.
        * <p/>
        * @param    topFace        [optional] - An optional parameter specifying if the top face of the cylinder should be drawn.
        * <p/>
        * @param    bottomFace    [optional] - An optional parameter specifying if the bottom face of the cylinder should be drawn.
        * <p/>
        */
        public function Cylinder( material:MaterialObject3D=null, radius:Number=100, height:Number=100, segmentsW:int=8, segmentsH:int=6, topRadius:Number=-1, topFace:Boolean=true, bottomFace:Boolean=true,topMat:MaterialObject3D = null ,bottomMat:MaterialObject3D = null)
        {
            super( material, new Array(), new Array(), null );
 
            this.segmentsW = Math.max( MIN_SEGMENTSW, segmentsW || DEFAULT_SEGMENTSW); // Defaults to 8
            this.segmentsH = Math.max( MIN_SEGMENTSH, segmentsH || DEFAULT_SEGMENTSH); // Defaults to 6
            if (radius==0) radius = DEFAULT_RADIUS; // Defaults to 100
            if (height==0) height = DEFAULT_HEIGHT; // Defaults to 100
            if (topRadius==-1) topRadius = radius;
 
            var scale :Number = DEFAULT_SCALE;
 
            buildCylinder( radius, height, topRadius, topFace, bottomFace,topMat,bottomMat );
        }
 
        private function buildCylinder( fRadius:Number, fHeight:Number, fTopRadius:Number, fTopFace:Boolean, fBottomFace:Boolean ,topMat:MaterialObject3D,bottomMat:MaterialObject3D):void
        {
            var matInstance:MaterialObject3D = material;
 
            var i:Number, j:Number, k:Number;
 
            var iHor:Number = Math.max(MIN_SEGMENTSW, this.segmentsW);
            var iVer:Number = Math.max(MIN_SEGMENTSH, this.segmentsH);
            var aVertice:Array = this.geometry.vertices;
            var aFace:Array = this.geometry.faces;
            var aVtc:Array = new Array();
            for (j=0;j<(iVer+1);j++) { // vertical
                var fRad1:Number = Number(j/iVer);
                var fZ:Number = fHeight*(j/(iVer+0))-fHeight/2;//-fRadius*Math.cos(fRad1*Math.PI);
                var fRds:Number = fTopRadius+(fRadius-fTopRadius)*(1-j/(iVer));//*Math.sin(fRad1*Math.PI);
                var aRow:Array = new Array();
                var oVtx:Vertex3D;
                for (i=0;i<iHor;i++) { // horizontal
                    var fRad2:Number = Number(2*i/iHor);
                    var fX:Number = fRds*Math.sin(fRad2*Math.PI);
                    var fY:Number = fRds*Math.cos(fRad2*Math.PI);
                    //if (!((j==0||j==iVer)&&i>0)) { // top||bottom = 1 vertex
                    oVtx = new Vertex3D(fY,fZ,fX);
                    aVertice.push(oVtx);
                    //}
                    aRow.push(oVtx);
                }
                aVtc.push(aRow);
            }
            var iVerNum:int = aVtc.length;
 
            var aP4uv:NumberUV, aP1uv:NumberUV, aP2uv:NumberUV, aP3uv:NumberUV;
            var aP1:Vertex3D, aP2:Vertex3D, aP3:Vertex3D, aP4:Vertex3D;
 
            for (j=0;j<iVerNum;j++) {
                var iHorNum:int = aVtc[j].length;
                for (i=0;i<iHorNum;i++) {
                    if (j>0&&i>=0) {
                        // select vertices
                        var bEnd:Boolean = i==(iHorNum-0);
                        aP1 = aVtc[j][bEnd?0:i];
                        aP2 = aVtc[j][(i==0?iHorNum:i)-1];
                        aP3 = aVtc[j-1][(i==0?iHorNum:i)-1];
                        aP4 = aVtc[j-1][bEnd?0:i];
                        // uv
                        var fJ0:Number = j        / iVerNum;
                        var fJ1:Number = (j-1)    / iVerNum;
                        var fI0:Number = (i+1)    / iHorNum;
                        var fI1:Number = i        / iHorNum;
                        aP4uv = new NumberUV(fI0,fJ1);
                        aP1uv = new NumberUV(fI0,fJ0);
                        aP2uv = new NumberUV(fI1,fJ0);
                        aP3uv = new NumberUV(fI1,fJ1);
                        // 2 faces
                        aFace.push( new Triangle3D(this, [aP1,aP2,aP3], matInstance, [aP1uv,aP2uv,aP3uv]) );
                        aFace.push( new Triangle3D(this, [aP1,aP3,aP4], matInstance, [aP1uv,aP3uv,aP4uv]) );
                    }
                }
                if (j==0||j==(iVerNum-1)) {
                    for (i=0;i<(iHorNum-2);i++) {
                        // uv
                        var iI:int = Math.floor(i/2);
                        aP1 = aVtc[j][iI];
                        aP2 = (i%2==0)? (aVtc[j][iHorNum-2-iI]) : (aVtc[j][iI+1]);
                        aP3 = (i%2==0)? (aVtc[j][iHorNum-1-iI]) : (aVtc[j][iHorNum-2-iI]);
 
                        var bTop:Boolean = j==0;
                        aP1uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP1.x/fRadius/2+.5), aP1.z/fRadius/2+.5 );
                        aP2uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP2.x/fRadius/2+.5), aP2.z/fRadius/2+.5 );
                        aP3uv = new NumberUV( (bTop?1:0)+(bTop?-1:1)*(aP3.x/fRadius/2+.5), aP3.z/fRadius/2+.5 );
 
                        // face
                        if (j == 0) {
                            if(bottomMat)
                            {
                                if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], bottomMat, [aP1uv, aP3uv, aP2uv]) );
                            }
                            else
                            {
                                if (fBottomFace) aFace.push( new Triangle3D(this, [aP1, aP3, aP2], matInstance, [aP1uv, aP3uv, aP2uv]) );
                            }
 
                        }
                        else {
 
                            if(topMat)
                            {
                                if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], topMat, [aP1uv, aP2uv, aP3uv]));
 
                            }
                            else
                            {
                                if (fTopFace) aFace.push( new Triangle3D(this, [aP1, aP2, aP3], matInstance, [aP1uv, aP2uv, aP3uv]));
                            }
 
 
                        }
                    }
                }
            }
            this.geometry.ready = true;
 
            if(Papervision3D.useRIGHTHANDED)
                this.geometry.flipFaces();
        }
    }
//}