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

forked from: Ray

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by cda244 09 Feb 2009
// forked from wanson's Ray
package {
	import flash.display.*;
	import flash.events.Event;
	import flash.filters.*;
	
	[SWF(width="400", height="400", backgroundColor="0xffffff")]
	public class Reflection extends Sprite {
	private var _sprite:Sprite = new Sprite();
        private var _lines:Array = new Array();
		
		public function Reflection() {
			addEventListener(Event.ENTER_FRAME, onEnterFrame);
			var g:Graphics;
			var i:int;

            var list:Array = [
                //[new Vec2(0, 0), new Vec2(0, 400)],
                //[new Vec2(0, 400), new Vec2(400, 400)],
                //[new Vec2(400, 400), new Vec2(400, 0)],
                //[new Vec2(400, 0), new Vec2(0, 0)],
                
                [new Vec2(80, 80), new Vec2(200, 80)],
                [new Vec2(200, 80), new Vec2(50, 200)],
                [new Vec2(50, 200), new Vec2(80, 80)],
                
                [new Vec2(300, 100), new Vec2(350, 300)],
                [new Vec2(350, 300), new Vec2(250, 300)],
                [new Vec2(250, 300), new Vec2(300, 100)],
                
                [new Vec2(100, 250), new Vec2(200, 250)],
                [new Vec2(200, 250), new Vec2(200, 350)],
                [new Vec2(200, 350), new Vec2(100, 250)]
            ]

			// create lines
			var s:Sprite = new Sprite();
            g = s.graphics;
            g.lineStyle(2, 0x0);
			for (i = 0; i < list.length; i++) {
		        var li:Line = new Line();
		        li.a = new Vec2(list[i][0].x, list[i][0].y);
		        li.b = new Vec2(list[i][1].x, list[i][1].y);
		        li.n = Vec2.sub(li.a, li.b);
		        li.n.normalize();
		        var x:Number = li.n.x;
		        var y:Number = li.n.y;
		        li.n.x = -y;
		        li.n.y = x;
		        _lines[i] = li;
		        
                g.moveTo(li.a.x, li.a.y);
                g.lineTo(li.b.x, li.b.y);

			}
			this.addChild(s);
            this.filters = [new GlowFilter(0xffff00, 1.0, 10, 10)]; 
			
			addChild(_sprite);
		}
		
		public function onEnterFrame(ev:Event) : void {
			frame();
		}
		
		public function raytrace(r:Ray, g:Graphics, depth:int):void {
			var i:int;
			if (depth > 6)
			    return;
			
			var k:Number = 9999;
                        var hit:Line = null;
			for (i = 0; i < _lines.length; i++) {
			    var kk:Number = _lines[i].intersect(r);
			    if (kk > 0 && kk < k) {
			    	k = kk;
			    	hit = _lines[i];
			    }
			}
			if (hit == null)
			    return;
			
			if (0 < k) {
				var x:Number = r.pos.x + k * r.dir.x;
				var y:Number = r.pos.y + k * r.dir.y;
				var z:Number = 255 * Math.pow(0.7, depth);
				g.lineStyle(3, (int(z) << 16) + (int(255 - z)));
				g.moveTo(r.pos.x, r.pos.y);
				g.lineTo(x, y);
				
				var ss:Number = 0.6;
				var cosi:Number = -Vec2.dot(r.dir, hit.n);
				var vn = hit.n.clone();
				if (cosi < 0) {
					ss = 1 / ss;
					cosi = -cosi;
					vn = Vec2.mul(-1, vn);
				}
				
				var ray:Ray = new Ray();
                ray.pos = Vec2.add(
                            Vec2.add(r.pos, Vec2.mul(k, r.dir)),
                            Vec2.mul(0.1, vn));
                ray.dir = Vec2.add(r.dir, Vec2.mul(2 * cosi, vn));
                ray.dir.normalize();
                raytrace(ray, g, depth + 1);
                
                const zz:Number = 1 - (ss * ss) * (1 - cosi * cosi);
                if (zz >= 0) {
                	ray.pos = Vec2.add(
                            Vec2.add(r.pos, Vec2.mul(k + 0.01, r.dir)),
                            Vec2.mul(0, vn));
                	ray.dir.x = ss * (cosi * vn.x + r.dir.x) - Math.sqrt(zz) * vn.x;
                	ray.dir.y = ss * (cosi * vn.y + r.dir.y) - Math.sqrt(zz) * vn.y;
                    ray.dir.normalize();
                    raytrace(ray, g, depth + 1);
                }
			}
		}
		
		private var tt:Number = 0;
		public function frame() : void {
			var i:int;
            var g:Graphics = _sprite.graphics;
            g.clear();
            tt += 0.01;
           
            var ray:Ray = new Ray();
            ray.pos = new Vec2(200, 200);
            ray.dir = new Vec2(Math.cos(tt), Math.sin(tt));
            ray.dir.normalize();
            raytrace(ray, g, 0);
		}
	}
}

class Ray {
    public var pos:Vec2 = new Vec2(0, 0);
    public var dir:Vec2 = new Vec2(0, 0);
}

class Line {
    public var a:Vec2 = new Vec2(0, 0);
    public var b:Vec2 = new Vec2(0, 0);
    public var n:Vec2 = new Vec2(0, 0);
    public function intersect(r:Ray) : Number {
    	var det:Number = r.dir.x * (a.y - b.y) - r.dir.y * (a.x - b.x);
    	if (Math.abs(det) < 1e-5)
    	   return -1;
    	var t:Number = (r.dir.x * (a.y - r.pos.y) - r.dir.y * (a.x - r.pos.x)) / det;
    	if (t < 0 || t > 1)
    	   return -1;
    	var k:Number = ((a.y - b.y) * (a.x - r.pos.x) - (a.x - b.x) * (a.y - r.pos.y)) / det;
            return k;
    }
}

class Vec2 {
    public var x:Number, y:Number;
    public function Vec2(x:Number = 0, y:Number = 0) {
        this.x = x; this.y = y;
    }
    public function clone():Vec2 { 
        return new Vec2(this.x, this.y);
    }
    public function copyTo(v:Vec2):void { 
        v.x = x; v.y = y;
    }
    public function zero():void {
        x = y = 0.0;
    }
    public static function add(a:Vec2, b:Vec2):Vec2 {
        return new Vec2(a.x + b.x, a.y + b.y);
    }
    public static function sub(a:Vec2, b:Vec2):Vec2 {
        return new Vec2(a.x - b.x, a.y - b.y);
    }
    public static function mul(a:Number, v:Vec2):Vec2 {
        return new Vec2(a * v.x, a * v.y);
    }
    public static function dot(a:Vec2, b:Vec2):Number {
        return a.x * b.x + a.y * b.y;
    }
    public function length():Number {
        return Math.sqrt(x * x + y * y);
    }
    public function lengthSq():Number {
        return x * x + y * y;
    }
    public function normalize():void {
        var len:Number = length();
        x /= len; y /= len;
    }
}