forked from: 【3DDotText】レイヤー構造で立体に作って作って崩す!
TextFieldから文字の輪郭を取得して3D上にPixcel3Dで描画
*
* @author yooKo@serialField
* @version 0.21
* Let's Click!
* Papervision3DのPixcel3Dでまた遊んだ。
* どうぞご自由に画面をClickしてください。
* 3DdotTextが崩れる様をお楽しみください。
*
* 砂の落ち切った後の挙動がおかしいので修正
*
* 10/12 21:39 コードの最適化 257行 → 233行になった
* 233行 → 231行
/**
* Copyright hacker_qz9fby54 ( http://wonderfl.net/user/hacker_qz9fby54 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/nWgQ
*/
// forked from yooKo's 【3DDotText】レイヤー構造で立体に作って作って崩す!
// forked from yooKo's 【3DDotText】レイヤー構造で立体に作って作って崩す!
// forked from yooKo's TextFieldから文字の輪郭を取得して3Dにして砂の落下アニ・・以下省略
/**
* TextFieldから文字の輪郭を取得して3D上にPixcel3Dで描画
*
* @author yooKo@serialField
* @version 0.21
* Let's Click!
* Papervision3DのPixcel3Dでまた遊んだ。
* どうぞご自由に画面をClickしてください。
* 3DdotTextが崩れる様をお楽しみください。
*
* 砂の落ち切った後の挙動がおかしいので修正
*
* 10/12 21:39 コードの最適化 257行 → 233行になった
* 233行 → 231行
**/
package {
import flash.display.*;
import flash.text.*;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.filters.BlurFilter;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.display.StageQuality;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.utils.Timer;
import flash.utils.getTimer;
import org.papervision3d.core.effects.BitmapLayerEffect;
import org.papervision3d.core.effects.BitmapColorEffect;
import org.papervision3d.core.effects.utils.BitmapClearMode;
import org.papervision3d.core.geom.Pixels;
import org.papervision3d.core.geom.renderables.Pixel3D;
import org.papervision3d.view.BasicView;
import org.papervision3d.view.layer.BitmapEffectLayer;
import net.hires.debug.Stats;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="60")]
public class Text3DSandAnime extends BasicView {
private var _pixels:Pixels;
private var _rotateX:Number = 0;
private var _rotateY:Number = 0;
private var _particles:Array/*Particle*/ = [];
private var _startTime:int;
private var _flg:Boolean = false;
private var _bmd:BitmapData;
private var _pre:Number;
private var _i:int;
private var _a:Number;
private var _y:Number;
private var _x:Number;
private var _c:uint;
private var _textW:Number;
private var _textH:Number;
// 地面との距離
private const GROUND_NUM:int = 15;
private const CAMERA_DISTANCE:int = -25;
//========================================================================
// コンストラクタ
//========================================================================
public function Text3DSandAnime() {
super(0, 0, true, true);
StageQuality.LOW;
if (!stage)
addEventListener(Event.ADDED_TO_STAGE, init);
else
init();
}
//========================================================================
// メイン
//========================================================================
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
camera.z = CAMERA_DISTANCE;
var _layer:BitmapEffectLayer = new BitmapEffectLayer(viewport, stage.stageWidth, stage.stageHeight, true, 0, BitmapClearMode.CLEAR_PRE, false);
viewport.containerSprite.addLayer(_layer);
_layer.addEffect(new BitmapColorEffect(1, 1, 1, .93));
_layer.addEffect(new BitmapLayerEffect(new BlurFilter(16, 16, 1), false));
//_layer.clippingPoint = new Point(0, -4);
_pixels = new Pixels(_layer);
scene.addChild(_pixels);
createText();
// レイヤー構造でテキストPixel3Dで生成するお~~ 計17層
createBody(-4, 1, 0xFFCCCC00);
createFrame(-3.5, 1, 0xFFFF0066);
createFrame(-3, 1, 0xFFFF0066);
createFrame(-2.5, 1, 0xFFFF0066);
createFrame(-2, 1, 0xFFFF0066);
createFrame(-1.5, 1, 0xFFFF0066);
createFrame(-1, 1, 0xFFFF0066);
createFrame(-.5, 1, 0xFFFF0066);
createFrame(0, 1, 0xFFFF0066);
createFrame(0.5, 1, 0xFFFF0066);
createFrame(1, 1, 0xFFFF0066);
createFrame(1.5, 1, 0xFFFF0066);
createFrame(2, 1, 0xFFFF0066);
createFrame(2.5, 1, 0xFFFF0066);
createFrame(3, 1, 0xFFFF0066);
createFrame(3.5, 1, 0xFFFF0066);
createBody(4, 1, 0xFFFFFFFF);
addEventListener(Event.ENTER_FRAME, upDate);
stage.addEventListener(MouseEvent.CLICK, onClickHandler);
startRendering();
addChild(new Stats());
}
//========================================================================
// textの生成
//========================================================================
private function createText():void {
var sprite:Sprite = new Sprite();
var tf:TextField = new TextField();
tf.defaultTextFormat = new TextFormat("小塚ゴシック Pro H", 30, 0x000000, true);
tf.autoSize = TextFieldAutoSize.LEFT;
tf.text = "ORPER";
tf.x = -1;
tf.y = 1;
_textW = tf.textWidth;
_textH = tf.textHeight;
sprite.addChild(tf);
_bmd = new BitmapData(_textW + 5, _textH + 10, false, 0xFFFFFF);
_bmd.draw(sprite);
}
//========================================================================
// ClickHandler
// なんか知らないけど _flg = !_flg がうまくいかなかったから冗長なコードになってしまった
//========================================================================
public function onClickHandler(e:MouseEvent = null):void {
_startTime = getTimer();
_flg = true;;
}
//========================================================================
// 常に行う処理
//========================================================================
private function upDate(e:Event):void {
_rotateX += (- viewport.containerSprite.mouseX - _rotateX) * 0.1;
_rotateY += (- viewport.containerSprite.mouseY - 170 - _rotateY) * 0.1;
_pixels.rotationY = _rotateX;
_pixels.rotationX = _rotateY;
_pixels.removeAllpixels();
var len:int = _particles.length;
for (_i = 0; _i < len; _i++) {
var p:Particle = _particles[_i];
var p3D:Pixel3D = new Pixel3D(p.c, p.x, p.y, p.z);
_pixels.addPixel3D(p3D);
}
if (_flg) sandAnimation();
}
//========================================================================
// 中身を作成する
// いわゆる具ね
//========================================================================
public function createBody(depth:Number = 0, distance:Number = 2, color:Number = NaN):void {
var w:Number = _textW * .5;
var h:Number = _textH * .5;
for ( _y = 0; _y < _textH; _y += distance ) {
for ( _x = 0; _x < _textW; _x += distance ) {
_c = _bmd.getPixel( _x, _y );
if (_c != 0xFFFFFF) {
_particles[_i] = new Particle(_x - w, _y - h, depth, color);
_i++;
}
}
}
}
//========================================================================
// 枠組みを作成する
// newする時にプロパティ突っ込んだ方が軽いのかな~??
//========================================================================
public function createFrame(depth:Number = 4, distance:Number = 1, color:Number = NaN):void {
var w:Number = _textW * .5;
var h:Number = _textH * .5;
for ( _y = 0; _y < _textH; _y += distance ) {
for ( _x = 0; _x < _textW; _x += distance ) {
_c = _bmd.getPixel( _x, _y );
if (_c != 0xFFFFFF) {
_a = (_y == 0)?0:_x - w - _pre;
if (_a > distance || _a < - distance) {
_c = (color)? color:_c;
_particles[_i] = new Particle(_x - w, _y - h, depth, _c);
_i++;
}
_pre = _x - w;
}
}
}
for ( _x = 0; _x < _textW; _x += distance ) {
for ( _y = 0; _y < _textH; _y += distance ) {
_c = _bmd.getPixel( _x, _y );
if (_c != 0xFFFFFF) {
_a = (_x == 0)?0:_y - h - _pre;
if(_a > distance || _a < - distance) {
_particles[_i] = new Particle(_x - w, _y - h, depth, color);
_i++;
}
_pre = _y - h;
}
}
}
for ( _y = _textH; _y > 0; _y -= distance ) {
for ( _x = _textW; _x > 0; _x -= distance ) {
_c = _bmd.getPixel( _x, _y );
if (_c != 0xFFFFFF) {
_a = (_y == _textH)?0:_x - w - _pre;
if (_a > distance || _a < - distance) {
_particles[_i] = new Particle(_x - w, _y - h, depth, color);
_i++;
}
_pre = _x - w;
}
}
}
for ( _x = _textW; _x > 0; _x -= distance ) {
for ( _y = _textH; _y > 0; _y -= distance ) {
_c = _bmd.getPixel( _x, _y );
if (_c != 0xFFFFFF) {
_a = (_x == _textW)?0:_y - h - _pre;
if (_a > distance || _a < - distance) {
_particles[_i] = new Particle(_x - w, _y - h, depth, color);
_i++;
}
_pre = _y - h;
}
}
}
}
//========================================================================
// 砂のアニメーション
// _flgがtrueの時に発動!!!!
//========================================================================
private function sandAnimation():void {
camera.z += (-30 - camera.z) * .2;
var now:int = getTimer();
var len:int = _particles.length;
for ( _i = 0; _i < len; _i++ ) {
var p:Particle = _particles[_i];
if (p.y < GROUND_NUM) {
var x_delay:Number = (1 - ((p.x + _textW * .5) / _textW )) * 6000;
var y_delay:Number = (1 - ((p.y + _textH * .8) / _textH )) * 8000;
var z_delay:Number = (1 - ((p.z + 8 * .5) / 8 )) * 4000;
var delay:Number = x_delay + y_delay + z_delay;
if (_startTime + delay > now) continue ;
};
if (p.y < GROUND_NUM) {
p.vy = p.vy * p.af + p.g;
p.y += p.vy;
}else if(p.y >= GROUND_NUM){
p.y = GROUND_NUM;
p.vx = p.vx * p.gf * (Math.random() - .5) * 3;
p.x += p.vx;
p.vz = p.vz * p.gf * (Math.random() - .5) * 3;
p.z += p.vz;
}
}
}
}
}
//========================================================================
// 座標、色情報を保持するプロパティ持ちすぎるクラス
//========================================================================
class Particle {
public var x:Number;
public var y:Number;
public var z:Number;
public var c:int;
//=====================================
// 砂のアニメーションに使うプロパティ
//=====================================
public var g:Number = .98;
public var af:Number = .99;
public var gf:Number = .999999;
public var vx:Number = 8;
public var vy:Number = 4;
public var vz:Number = 8;
public function Particle(_x:Number, _y:Number, _z:Number, _c:int) {
x = _x;
y = _y;
z = _z;
c = _c;
}
}