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

forked from: forked from: NDView3D

城戸さんにキュンときて・・・

3Dの基本をざっくり
これから軽量自作3Dエンジンにしていく予定。
http://nulldesign.jp/
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by tony.freeman 29 May 2011
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/**
 * Copyright tony.freeman ( http://wonderfl.net/user/tony.freeman )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/qz7U
 */

// forked from Merci's forked from: NDView3D
// forked from nulldesign's NDView3D
/**
    城戸さんにキュンときて・・・
    
    3Dの基本をざっくり
    これから軽量自作3Dエンジンにしていく予定。
    http://nulldesign.jp/
*/

package 
{

    import flash.display.Stage;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.TimerEvent;
    import flash.events.MouseEvent;
    import caurina.transitions.*;
    import flash.utils.Timer;

    public class Main extends Sprite
    {

        public var R:Number = 64;
        private var _num:int = 1024;
        private var _list:Vector.<GlassBall > ;
        private var _last:GlassBall;
        private var _world:Sprite;

        public function Main()
        {
            // constructor code
            //trace("hello CS5");

            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            _list= new Vector.<GlassBall>();

            _world = new Sprite();
            addChild( _world );
            _world.x = stage.stageWidth * .5;
            _world.y = stage.stageHeight * .5;

            var past:GlassBall = null;
            var R:int = 128;
            for (var i:int = 0; i < _num; i++)
            {
                var _g:GlassBall = new GlassBall();
                _world.addChild( _g );
                _list.push( _g );
                _g._x = i % 32 * R - ( 16 * R);
                _g._y = Math.random() * 512 - 256;
                _g._z = Math.floor( i / 32 ) * R- ( 16 * R);
                _g.next = past;
                past = _g;
            }
            _last = _g;

            addEventListener( Event.ENTER_FRAME, _loop );

            stage.addEventListener( Event.RESIZE, _onResize );

            var tim:Timer = new Timer(1000 / 30);
            tim.addEventListener( TimerEvent.TIMER, _loop2 );
            tim.start();

        }

        public var __c:int = 0;
        private function _loop2( e:Event = null ):void
        {
            __c +=  10;
            var _count:int = __c;
            var _g:GlassBall = _last;
            var _h:Number = _h = 150;
            //var R:Number = Math.random() * 160;
            while ( _g != null )
            {
                //Tweener.addTween( _g, { delay: _count / _num, _y: _h + Math.sin( _count / 180 * Math.PI ) * R, time: 3, transition: "easeOutElastic" });
                _g._y = Math.sin(_count / 280 * Math.PI) * R + _h;
                _g = _g.next;
                _count++;
            }
        }

        private function _loop( e:Event ):void
        {
            var len:int = _list.length;
            var _g:GlassBall = _last;
            while ( _g != null )
            {
                _g.update();
                _g = _g.next;
            }
            
            _list.sort( _compare );
            
            len = _list.length;
            while( len-- )
            {
                _world.addChild( _list[len] );
            }
            
        }

        private function _compare( a, b ):Number
        {
            var _g1:Number = a._z;
            var _g2:Number = b._z;
            return ( _g1 > _g2 )? 1 : -1;
        }

        private function _onResize( e:Event ):void
        {
            _world.x = stage.stageWidth * .5;
            _world.y = stage.stageHeight * .5;
        }
    }
}



    import flash.display.Sprite;
    import flash.display.GradientType;
    import flash.filters.BlurFilter;

    class GlassBall extends Sprite
    {

        public static var distance:Number = 1000;
        public static var focus:Number = 500;

        public var _x:Number = 0;
        public var _y:Number = 0;
        public var _z:Number = 0;
        public var _vx:Number = 0;
        public var _vy:Number = 0;
        public var _vz:Number = 0;
        public var next:GlassBall;
        private var _head:Sprite;
        private var _light:Sprite;
        private var _filter:BlurFilter;

        private var _r:Number = .2;
        private var _sin:Number = Math.sin(_r / 280 * Math.PI);
        private var _cos:Number = Math.cos(_r / 280 * Math.PI);

        public function GlassBall(_size:Number = 32, _x:Number = 0, _y:Number = 0, _z:Number = 0 )
        {
            // constructor code
            this._x = _x;
            this._y = _y;
            this._z = _z;
            this.visible = false;
            _head = new Sprite();
            addChild( _head );
            
            var fillType:String = GradientType.LINEAR;
            var colors:Array = [0x071AAF, 0x192E6D];
            var alphas:Array = [1, 1];
            var ratios:Array = [0x00, 0xFF];
            
            _head.graphics.beginGradientFill(fillType, colors, alphas, ratios);
            _head.graphics.drawCircle( 0, 0, _size );
            _head.graphics.endFill();
            
            _light = new Sprite();
            addChild( _light );
            
            colors = [0xFFFFFF, 0xFFFFFF];
            alphas = [.4, 0];
            
            _light.graphics.beginGradientFill(fillType, colors, alphas, ratios);
            _light.graphics.drawCircle( 0, 0, _size );
            _light.graphics.endFill();
            _light.scaleX = .5;
            _light.scaleY = .7;
            _light.x = -_size * .45;
            
            this.rotation = 90;
        }

        public function update():void
        {
            this._x = this._x * _cos - this._z * _sin;
            this._z = this._x * _sin + this._z * _cos;

            var _scaleRatio:Number = focus / ( focus + ( this._z + distance ));

            if (_scaleRatio > .01 && this._z - distance < 0)
            {
                this.visible = true;
                this.x = this._x * _scaleRatio;
                this.y = this._y * _scaleRatio;
                this.scaleX = this.scaleY = _scaleRatio;

                var _b:Number = ( this._z > 0 )? this._z : -this._z;
                _b = _b / distance;
                var _f:int = Math.floor(_b * 5);
                _f = ( _f > 3 )? 3 : _f;
                _f = Math.pow(2,_f);
                _filter = new BlurFilter(_f,_f);
                this.filters = [_filter];
            }
            else
            {
                this.visible = false;
                this.filters = null;
            }
        }
    }