forked from: mr. Doobs clock w shadows
import com.mrdoob.utils.Debugger;
/**
* Copyright davinci_leonard ( http://wonderfl.net/user/davinci_leonard )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/583A
*/
// forked from shevchenko's mr. Doobs clock w shadows
package
{
import flash.display.StageQuality;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.display.Sprite;
import flash.display.BitmapData;
import flash.events.Event;
import flash.filters.BlurFilter;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.utils.Timer;
import org.papervision3d.materials.BitmapViewportMaterial;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.MovieMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.materials.WireframeMaterial;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.primitives.Cube;
import org.papervision3d.view.BitmapViewport3D;
import flash.events.*;
import flash.filters.*;
import flash.utils.*;
import org.papervision3d.core.effects.view.*;
import org.papervision3d.lights.*;
import org.papervision3d.materials.*;
import org.papervision3d.materials.shadematerials.*;
import org.papervision3d.materials.utils.*;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.view.BasicView;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.objects.primitives.Plane;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.view.Viewport3D;
import caurina.transitions.Tweener;
//import com.mrdoob.utils.Debugger;
[SWF( backgroundColor='0xFFFFFF', frameRate='30', width='465', height='465')]
public class clock extends ReflectionView
{
//public var scene :Scene3D;
//public var renderer:BasicRenderEngine;
//public var camera:Camera3D;
//public var camera_shadow:Camera3D;
// public var viewport:Viewport3D;
public var viewport_shadow:BitmapViewport3D;
private var cube:Cube;
// public var floor :Plane;
//public var floor_texture:BitmapViewportMaterial;
public var white :ColorMaterial;
public var black :ColorMaterial;
//public var shadowMat:BitmapViewportMaterial;
public var chars:Array;
public function clock()
{
var material:FlatShadeMaterial = new FlatShadeMaterial(new PointLight3D(), 0x2288CC, 0x004466);
var materials:MaterialsList = new MaterialsList( { all:material } );
stage.quality = StageQuality.HIGH;
//stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
chars = new Array();
chars[0] = [ 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1 ];
chars[1] = [ 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1 ];
chars[2] = [ 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1 ];
chars[3] = [ 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1 ];
chars[4] = [ 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1 ];
chars[5] = [ 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1 ];
chars[6] = [ 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1 ];
chars[7] = [ 1, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0 ];
chars[8] = [ 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1 ];
chars[9] = [ 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1 ];
chars[10] = [ 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 ];
init();
//init3D();
sceneSetup();
var myTimer:Timer = new Timer(1000);
myTimer.addEventListener( "timer", updateClock );
myTimer.start();
//cube = new Cube(materials);
//scene.addChild(cube);
camera.focus = 20;
camera.z = 4;
camera.x = 24600;
// 反射を設定
surfaceHeight = -30; // 反射面の座標
viewportReflection.filters = [new BlurFilter(8, 8, 3)];
viewportReflection.alpha = 0.7; // 反射面の透明度
addEventListener(Event.ENTER_FRAME,loop);
}
public function init():void
{
//Debugger.setup(this,{fps:true,tracer:true});
}
public function sceneSetup():void
{
var material:FlatShadeMaterial = new FlatShadeMaterial(new PointLight3D(), 0x2288CC, 0x004466);
var materials:MaterialsList = new MaterialsList( { all:material } );
black = new ColorMaterial(0x000000);
white = new ColorMaterial(0xFFFFFF);
//shadowMat = new BitmapViewportMaterial(viewport_shadow);
var clock3D:DisplayObject3D = new DisplayObject3D();
clock3D.name = "clock";
for (var i:Number = 0; i < 8; i++)
{
var char3D:DisplayObject3D = new DisplayObject3D();
char3D.name = "char" + i;
var zpos:Number = -1;
if (i == 2 || i == 5)
{
var dot:Cube = new Cube(new MaterialsList({ all:material }),100,100,100,1,1,1);
dot.x = 100;
dot.z = -100;
dot.name = "dot"+0;
char3D.addChild(dot);
dot = new Cube(new MaterialsList({ all:material }),100,100,100,1,1,1);
dot.x = 100;
dot.z = -300;
dot.name = "dot"+1;
char3D.addChild(dot);
}
else
{
for (var c:Number = 0; c < 15; c ++)
{
dot = new Cube(new MaterialsList({ all:material }),100,100,100,1,1,1);
if ((c % 3) == 0)
zpos ++;
dot.x = (c % 3) * 100;
dot.z = -zpos * 100;
dot.extra = { x:dot.x, y:dot.y, z:dot.z };
dot.name = "dot"+c;
char3D.addChild(dot);
}
}
char3D.x = i * 350;
clock3D.addChild(char3D);
}
clock3D.x = -4000;
clock3D.z = 990;
clock3D.y = 50;
scene.addChild(clock3D);
camera.target=clock3D;
//floor = new Plane(white,5120,2560,10,10)
//floor.y = -200;
//floor.pitch(90);
//scene.addChild(floor);
}
// .. CLOCK FUNCTIONS ................................................................................................
public function doubleDigitFormat(num:uint):String
{
if(num < 10)
return (String("0" + num));
return String(num);
}
public function updateChar3D(i:Number,char:String):void
{
var char3D:DisplayObject3D = scene.getChildByName("clock").getChildByName("char"+i);
var rand:Number = Number(char)*50; //Math.random()*500;
if (Number(char) == 10)
{
char3D.getChildByName("dot"+0).scale = 0;
char3D.getChildByName("dot"+1).scale = 0;
Tweener.addTween(char3D.getChildByName("dot"+0),{scale:1,time:1,transition:"easeOutExpo"});
Tweener.addTween(char3D.getChildByName("dot"+1),{scale:1,time:1,transition:"easeOutExpo"});
}
else
{
for (var c:Number = 0; c < 15; c ++)
{
var dot3D:DisplayObject3D = char3D.getChildByName("dot"+c);
Tweener.addTween(dot3D,{scale:chars[char][c],y:rand,time:1,transition:"easeOutElastic"});
}
}
}
public function updateClock(e:Event):void
{
var actual_time:Date = new Date();
var fulltime:String = doubleDigitFormat(actual_time.getHours())+":"+
doubleDigitFormat(actual_time.getMinutes())+":"+
doubleDigitFormat(actual_time.getSeconds());
for (var i:Number = 0; i < 8; i++)
{
var char:String = fulltime.substr(i,1);
if (char == ":") char = "10";
updateChar3D(i,char);
}
}
// .. LOOP ...........................................................................................................
private function loop(e:Event):void
{
camera.x += ( ( ((stage.stageWidth * .5) - mouseX) * .5 ) - camera.x ) * .05;
camera.y += ( ( (stage.stageHeight - mouseY) * 4 ) - camera.y ) * .05;
camera.z += ( ( (-mouseY) * 2 ) - camera.z ) * .05;
// Lets swicth the materials for creating the shadow texture
//floor.material = white;
//renderer.renderScene(scene,camera_shadow,viewport_shadow);
//floor.material = shadowMat;
//floor.material.bitmap.colorTransform(floor.material.bitmap.rect,new ColorTransform(1,1,1,1,100,100,100,0));
//floor.material.bitmap.applyFilter(floor.material.bitmap,floor.material.bitmap.rect,new Point(0,0),new BlurFilter(20,20,2));
//renderer.renderScene(scene,camera,viewport);
singleRender();
}
private function tick(e:Event):void
{
camera.x += ( ( ((stage.stageWidth * .05) - mouseX) * .5 ) - camera.x ) * .05;
camera.y += ( ( (stage.stageHeight - mouseY) * 4 ) - camera.y ) * .05;
camera.z += ( ( (-mouseY) * 2 ) - camera.z ) * .05;
}
}
}