一点を指す
/**
* Copyright gaziya ( http://wonderfl.net/user/gaziya )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/m5Yw
*/
package {
import flash.display.TriangleCulling
import flash.utils.getTimer;
import flash.geom.Utils3D;
import flash.geom.Vector3D;
import flash.geom.PerspectiveProjection;
import flash.geom.Matrix3D;
import flash.events.Event;
import flash.display.Shape;
import flash.display.Sprite;
public class FlashTest extends Sprite {
public function FlashTest() {
var solid:Object = new Object
solid.verts = new Vector.<Number>
solid.verts.push(0,1,0,1,0,0,0,0,1,-1,0,0,0,0,-1,0,-1,0)
solid.indices = new Vector.<int>
solid.indices.push(0,1,2,0,2,3,0,3,4,0,4,1,5,2,1,5,3,2,5,4,3,5,1,4)
var arrowSolid:Object = new Object
arrowSolid.verts = new Vector.<Number>
arrowSolid.verts.push(0,-1,0,1,1,0,0,1,1,-1,1,0,0,1,-1)
arrowSolid.indices = new Vector.<int>
arrowSolid.indices.push(0,1,2,0,2,3,0,3,4,0,4,1,5,2,1)
var drawSolid:Function = function(shape:Object,matrix:Matrix3D,color:uint):void {
var uvtData:Vector.<Number> = new Vector.<Number>
var persVerts:Vector.<Number> = new Vector.<Number>
Utils3D.projectVectors(matrix, shape.verts, persVerts, uvtData)
persVerts.map(function(item:Number, index:int, vector:Vector.<Number>):void {
vector[index] += (index%2==0) ? stage.stageWidth/2 : stage.stageHeight/2
})
graphics.lineStyle(0,color)
graphics.drawTriangles(persVerts, shape.indices, uvtData, TriangleCulling.NEGATIVE)
}
var target:Vector3D = new Vector3D(0,0,4)
var radius:int = 20
var arrows:Vector.<Vector3D> = new Vector.<Vector3D>
for (var i:int=0;i<30;i++) {
arrows.push(new Vector3D(
radius*(Math.random()-0.5),
radius*(Math.random()-0.5),
radius*(Math.random()-0.5)
))
}
var pers:PerspectiveProjection = new PerspectiveProjection
var persMatrix:Matrix3D = pers.toMatrix3D()
var worldMatrix:Matrix3D = new Matrix3D
var solidMatrix:Matrix3D = new Matrix3D
addEventListener(Event.ENTER_FRAME, function(e:Event):void {
graphics.clear()
with (worldMatrix) {
identity()
appendRotation(getTimer()*0.05,new Vector3D(0,1,0.5))
appendTranslation(0,0,-30)
append(persMatrix)
}
var n:int = arrows.length
while (n--) {
var face:Vector3D = Vector3D.Y_AXIS
var diff:Vector3D = arrows[n].subtract(target)
var axis:Vector3D = face.crossProduct(diff)
var theta:Number = Vector3D.angleBetween(face,diff)*180/Math.PI
with (solidMatrix) {
identity()
appendRotation(theta,axis)
appendTranslation(arrows[n].x,arrows[n].y,arrows[n].z)
append(worldMatrix)
}
drawSolid(arrowSolid,solidMatrix,0x007000)
}
with (solidMatrix) {
identity()
appendTranslation(target.x,target.y,target.z)
append(worldMatrix)
}
drawSolid(solid,solidMatrix,0xa00000)
})
}
}
}