HSV Color Particles
パーティクルをHSVの値にそって並べてみました。
クリックで分解したり集合したりです。
/**
* Copyright mousepancyo ( http://wonderfl.net/user/mousepancyo )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/6L0p
*/
package {
import flash.display.Sprite;
import flash.events.TimerEvent;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.filters.BlurFilter;
import flash.geom.ColorTransform;
import flash.utils.Timer;
import fl.motion.easing.*;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.core.geom.renderables.Particle;
import org.papervision3d.core.geom.Particles;
import org.papervision3d.materials.special.ParticleMaterial;
import org.papervision3d.core.effects.BitmapLayerEffect;
import org.papervision3d.view.layer.BitmapEffectLayer;
import org.papervision3d.view.Viewport3D;
import com.flashdynamix.motion.*;
import net.hires.debug.Stats;
[SWF(width="465", height="465", backgroundColor="0", frameRate="30")]
public class Main extends Sprite {
private const W:int = 465
private const H:int = 465
private var _scene:Scene3D;
private var _camera:Camera3D;
private var _viewport:Viewport3D;
private var _render:BasicRenderEngine;
private var _rootNode:DisplayObject3D;
private var _bmpEffect:BitmapEffectLayer;
private var _changeFLg:Boolean;
private var _timer:Timer;
private var _materials:Particles;
private var _verticesList:Array = []
private var _particleList:Array = []
private var _tween:TweensyGroup
public function Main():void {
graphics.beginFill(0);
graphics.drawRect(0, 0, W, H);
graphics.endFill();
//
addSpace();
}
private function addSpace():void {
_scene = new Scene3D();
_viewport = new Viewport3D(0, 0, true, false);
_rootNode = new DisplayObject3D();
//
_camera = new Camera3D();
_camera.z = -_camera.focus * _camera.zoom * .2;
//
_render = new BasicRenderEngine();
//
addVertices()
//
addChild(_viewport);
_scene.addChild(_rootNode);
//
_bmpEffect = new BitmapEffectLayer(_viewport, W, H, true, 0, "clear_pre", false, false );
_bmpEffect.addEffect(new BitmapLayerEffect(new BlurFilter(8, 8, 3), false));
_bmpEffect.drawCommand.blendMode = "screen"
_bmpEffect.drawCommand.colorTransform = new ColorTransform(1, 1, 1, .3, 0, 0, 0, 0);
_viewport.containerSprite.addLayer(_bmpEffect);
_bmpEffect.addDisplayObject3D(_materials);
//
_changeFLg = true;
_rootNode.addChild(_materials);
//
for (var i:int = 0; i < _particleList.length; i++) {
var gx:Number = _verticesList[i].x;
var gy:Number = _verticesList[i].y;
var gz:Number = _verticesList[i].z;
tween(_particleList[i], 3, gx, gy, gz, i * .003);
}
//
addEventListener(Event.ENTER_FRAME, update);
stage.addEventListener(MouseEvent.CLICK, stageClick);
}
private function addVertices():void{
_materials = new Particles();
var n:int;
var i:int;
var j:int;
while(n < 10){
i = 0;
while(i < 10){
j = 0;
while(j < 20){
var h:Number = (360 / 20) * j;
var s:Number = i * .1;
var v:Number = n * .1;
var rgb:int = ColorUtil.hsvToRgb(h, s, v);
//
var vertices:Vertices = new Vertices();
vertices.y = v * 50 - 25;
vertices.x = Math.cos( h * Math.PI / 180 ) * (s * 30);
vertices.z = Math.sin( h * Math.PI / 180 ) * (s * 30);
vertices.color = rgb;
//
_verticesList.push(vertices);
//
var mat:ParticleMaterial = new ParticleMaterial(rgb, 1, 1, 1);
var particle:Particle = new Particle(mat, 1, Math.random() * 300 - 150, Math.random()* 300 - 150, Math.random()* 300 - 150);
_materials.addParticle(particle);
_particleList.push(particle);
//
j++;
}
i++;
}
n++;
}
}
private function update(e:Event):void{
_render.renderScene(_scene, _camera, _viewport);
_rootNode.rotationY += .3;
_rootNode.rotationX -= .1;
_rootNode.rotationZ -= .1;
}
private function stageClick(e:MouseEvent):void{
if(_changeFLg){
for (var i:int = 0; i < _materials.geometry.vertices.length; i++) {
tween(_materials.geometry.vertices[i], 3, Math.random() * 150 - 75, Math.random()* 150 - 75, Math.random()* 150 - 75);
}
_changeFLg = false;
}else{
for (i = 0; i < _particleList.length; i++) {
var gx:Number = _verticesList[i].x;
var gy:Number = _verticesList[i].y;
var gz:Number = _verticesList[i].z;
tween(_particleList[i], 5, gx, gy, gz, i*.001);
}
_changeFLg = true;
}
}
//tween
public function tween(target:Object, time:Number, xPos:Number, yPos:Number=0, zPos:Number=0, delay:Number=0):void{
var tween:TweensyGroup = new TweensyGroup();
tween.to(target, {x:xPos, y:yPos, z:zPos}, time, Exponential.easeInOut, delay);
tween.onComplete = memoryClear;
function memoryClear():void{
tween.dispose();
tween = null;
}
}
}
}
//class Vertices
class Vertices{
public var x:Number;
public var y:Number;
public var z:Number;
public var color:int;
}
// ColorUtil
class ColorUtil {
// HSV > RGB
public static function hsvToRgb(h:Number, s:Number, v:Number):Number {
var cv:Number = Math.round(v * 255);
var r:Number = cv;
var g:Number = cv;
var b:Number = cv;
if (s > 0) {
var i:Number = Math.floor(h / 60);
var f:Number = h / 60 - i;
var m:Number = Math.round(v * (1 - s) * 255);
var n:Number = Math.round(v * (1 - s * f) * 255);
var k:Number = Math.round(v * (1 - s * (1 - f)) * 255);
switch (i) {
case 0 :
g = k;
b = m;
break;
case 1 :
r = n;
b = m;
break;
case 2 :
r = m;
b = k;
break;
case 3 :
r = m;
g = n;
break;
case 4 :
r = k;
g = m;
break;
case 5 :
g = m;
b = n;
break;
}
}
return r << 16 | g << 8 | b;
}
// RGB > HSV
public static function colorToHsv(color:Number):Object {
var r:Number = color >> 16;
var g:Number = (color >> 8) & 0xFF;
var b:Number = color & 0xFF;
var max:Number = Math.max(r,Math.max(g,b));
var min:Number = Math.min(r,Math.min(g,b));
var range:Number = max - min;
var h:Number = 0;
var s:Number = 0;
var v:Number = max / 255;
if (v > 0) {
s = range / max;
if (s > 0) {
var cr:Number = (max - r) / range;
var cg:Number = (max - g) / range;
var cb:Number = (max - b) / range;
if (r == max) {
h = cb - cg;
} else if (g == max) {
h = 2 + cr - cb;
} else {
h = 4 + cg - cr;
}
h *= 60;
if (h<0) {
h+=360;
}
}
}
return {h:Math.round(h * 100) * 0.01, s:Math.round(s * 100), v:Math.round(v * 100)};
}
}