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

遠近法のテスト4

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by gaziya 14 Nov 2011
/**
 * Copyright gaziya ( http://wonderfl.net/user/gaziya )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/90KE
 */

package {
    import flash.filters.BlurFilter
    import flash.geom.Matrix3D
    import flash.display.Shape
    import flash.events.Event
    import flash.geom.Vector3D
    import flash.display.Sprite
    [SWF(width=465,height=465,frameRate=30)]
    
    public class FlashTest extends Sprite {
        public function FlashTest() {
            x = stage.stageWidth/2
            y = stage.stageHeight/2
            //z = -100
            var container:Sprite= addChild(new Sprite) as Sprite
            var shapes:Vector.<Shape> = new Vector.<Shape>            
            /*
            var max_radius:Number = 200 
            for (var i:int = 0; i <200; i++){
                var radius:Number = Math.sqrt(Math.random())*max_radius
                var theta_x:Number = Math.random()*360
                var theta_y:Number = Math.random()*360
                setShape(radius,theta_x,theta_y)
            }
            */                        
            var radius:int = 200
            var split:int = 15
            var unit_theta:Number = 360 / split
            for (var i:int = 0; i < split; i++) {
                for (var j:int=0; j < split; j++) {
                    setShape(radius,unit_theta*i,unit_theta*j)
                }                
            }
                        
            function setShape(radius:Number,theta_x:Number,theta_y:Number):void {
                var rect:Shape = container.addChild(new Shape) as Shape
                shapes.push(rect)
                var rect_size:int = 30
                rect.graphics.beginFill(Math.round(Math.random()*0xffff)*0x100)                
                rect.graphics.drawRect(-rect_size/2, -rect_size/2,rect_size,rect_size)                            
                rect.rotationX = -theta_x
                rect.rotationY = theta_y
                rect.x = radius * Math.cos(theta_x*Math.PI/180) * Math.sin(theta_y*Math.PI/180)
                rect.y = radius * Math.sin(theta_x*Math.PI/180)
                rect.z = radius * Math.cos(theta_x*Math.PI/180) * Math.cos(theta_y*Math.PI/180)                
            }           
   
            addEventListener(Event.ENTER_FRAME, loop)                                      
            var theta:Number = 0
            function loop(e:Event):void {
                theta += Math.sqrt(Math.pow(mouseX,2)+Math.pow(mouseY,2))/80
                theta %= 360
                var tilt:Number = 180-Math.atan2(mouseX,mouseY)*20*Math.PI
                var matrix:Matrix3D = new Matrix3D              
                matrix.appendRotation(theta,Vector3D.Y_AXIS)    
                var position_z:Array = new Array
                var i:int
                i = shapes.length
                while (i--) {
                    var vector:Vector3D = matrix.transformVector(new Vector3D(shapes[i].x,shapes[i].y,shapes[i].z))
                    position_z.push({idx:i, z:vector.z})
                }
                position_z.sortOn("z", Array.NUMERIC | Array.DESCENDING)
                i = shapes.length
                while (i--) {
                    container.setChildIndex(shapes[position_z[i].idx],i)
                    var blur:Number = position_z[i].z/20                    
                    shapes[position_z[i].idx].filters = (position_z[i].z > 0) ? [new BlurFilter(blur, blur, 2)] : []
                }
                container.rotationY = theta
                container.rotationZ = tilt          
            }    
        }
    }
}