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

forked from: forked from: Quad Lights

import funnel.gui.*;
/**
 * Copyright rainafter ( http://wonderfl.net/user/rainafter )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/mNwc
 */

// forked from mesulions's forked from: Quad Lights
// forked from shapevent's Quad Lights
package {

    import flash.display.*;
    import flash.geom.*;
    import flash.events.*;

    import funnel.*;
    //import funnel.gui.*;
    

    [SWF(width = 500, height=500, backgroundColor = 0x000000)]

       public class QuadLights extends MovieClip {
        private var quadNum:int;
        private var verts:Vector.<Number>;
        private var pVerts:Vector.<Number>;
        private var uvts:Vector.<Number>;
        private var indices:Vector.<int>;
        private var sortedIndices:Vector.<int>;
        private var faces:Array;
        private var m:Matrix3D;
        private var quad:Vector.<Number>;
        private var transQuad:Vector.<Number>;
        private var i:int;
        private var inc:int;
        private var tex:BitmapData;
        private var grad:Shape;
        private var mat:Matrix;
        private var render:Shape;
        private var persp:PerspectiveProjection;
        private var proj:Matrix3D;
        private var dx:Number;
        private var dy:Number;
        
        private var gio:Gainer;
        //Gainer


               public function QuadLights(){
                 init();
            

               }
               private function init():void{
                    // init
                    
                   gio = new Gainer(); 
                   var smoother:Convolution = new Convolution(Convolution.MOVING_AVERAGE);
                   var scaler:Scaler = new Scaler(0.36, 0.6, 0, stage.stageWidth, Scaler.LINEAR, true);
                   var smoother2:Convolution = new Convolution(Convolution.MOVING_AVERAGE);
                   var scaler2:Scaler = new Scaler(0.36, 0.6, 0, stage.stageHeight, Scaler.LINEAR, true);
                   //スケーラー、スムーサー    
                   
                   gio.analogInput(1).filters = [smoother, scaler];
                   gio.analogInput(0).filters = [smoother2, scaler2];
            
            x = stage.stageWidth / 2;
            y = stage.stageHeight / 2;
            quadNum = 2200;
            // standard Vectors for using drawTriangles
            verts = new Vector.<Number>();
            pVerts;
            uvts = new Vector.<Number>();
            indices = new Vector.<int>();
            // needed for z-sorting
            sortedIndices;
            faces = [];
            // we'll use this for tranforming points
            // and as the transformation matrix for our render
            m = new Matrix3D();
            // plot a quad
            quad;
            quad = Vector.<Number>([-10, -10, 0,
                                    10, -10, 0,
                                    -10, 10, 0,
                                    10, 10, 0]);
            // temp vect for any transformed quads
            transQuad = new Vector.<Number>();
            i;
            inc = 0;
            for (i = 0; i<quadNum; i++){
                m.identity();
                var s:Number = (int(Math.random()*50) == 1) ? 2 + Math.random()*2 : .1 + Math.random() * 2;
                m.appendScale(s, s, 1);
                m.appendRotation(90, Vector3D.Y_AXIS);
                var mult:Number = 100 + Math.random()*200;
                m.appendTranslation(mult, 100, 100);
                m.appendRotation(Math.random()*180, Vector3D.X_AXIS);
                m.appendRotation(Math.random()*180, Vector3D.Y_AXIS);
                m.appendRotation(Math.random()*360, Vector3D.Z_AXIS);
                m.transformVectors(quad, transQuad);
                verts = verts.concat(transQuad);
                faces.push(new Vector3D());
                faces.push(new Vector3D());
                var i4:int = i * 4;
                indices.push(0 + i4, 1 + i4, 2 + i4,
                             1 + i4, 3 + i4, 2 + i4);
                mult /= 300;
                uvts.push(mult,mult,0,
                          mult+.1,mult,0,
                          mult,mult - .1,0,
                          mult + .1,mult + .1,0);
            }
            sortedIndices = new Vector.<int>(indices.length, true);
            // create texture
            tex = new BitmapData(400,400,false, 0x000000);
            grad = new Shape();
            mat = new Matrix();
            mat.createGradientBox(400,400,0,0,0);
            with (grad.graphics){
                beginGradientFill(GradientType.LINEAR, [0xFFFFFF,0x002244], [1, 1], [100, 255], mat);
                drawRect(0,0,400,400);
            }
            tex.draw(grad);
            // create background
            mat.createGradientBox(1600,1200,0,-550, 0);
            with (grad.graphics){
                beginGradientFill(GradientType.RADIAL, [0x000000, 0x001133], [1, 1], [0, 255], mat);
                drawRect(0,0,500,500);
            }
            grad.x = -stage.stageWidth/2
            grad.y = -stage.stageHeight/2;
            addChild(grad);
            // triangles will be drawn to this
            render = Shape(addChild(new Shape()));
            // fix all vector lengths
            verts.fixed = true, uvts.fixed = true, indices.fixed = true
            pVerts = new Vector.<Number>(verts.length/3 * 2, true);
            // we need these if we want perspective
            persp = new PerspectiveProjection();
            persp.fieldOfView = 45;
            // projection matrix
            proj = persp.toMatrix3D();
            dx = 0, dy = 0;
            addEventListener(Event.ENTER_FRAME, onLoop);
}
               // private methods
               
        private function onLoop(evt:Event):void {
            dx += ((stage.stageWidth / 2 - gio.analogInput(1).value) *0.2 - dx) /4 ;
            dy += ((stage.stageHeight / 2 - gio.analogInput(0).value) *-0.2 - dy) /4 ;
            m.identity();
            m.appendRotation(dy, Vector3D.X_AXIS);
            m.appendRotation(dx, Vector3D.Y_AXIS);
            m.appendTranslation(0,0,800);
            m.append(proj);
            Utils3D.projectVectors(m, verts, pVerts, uvts);
            var face:Vector3D;
            inc = 0;
            for (var i:int = 0; i<indices.length; i+=3){
                face = faces[inc];
                face.x = indices[i];
                face.y = indices[int(i + 1)];
                face.z = indices[int(i + 2)];
                var i3:int = i * 3;
                face.w = (uvts[int(face.x*3 + 2)] + uvts[int(face.y*3 + 2)] + uvts[int(face.z*3 + 2)]) * 0.333333;
                inc++;
            }
            faces.sortOn("w", Array.NUMERIC);
            inc = 0;
            for each (face in faces){
                sortedIndices[inc++] = face.x;
                sortedIndices[inc++] = face.y;
                sortedIndices[inc++] = face.z;
            }
            render.graphics.clear();
            render.graphics.beginBitmapFill(tex, null, false, false);
            render.graphics.drawTriangles(pVerts, sortedIndices, uvts, TriangleCulling.NEGATIVE);
        }
        

       }

}