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

forked from: 3D text of fire

注意: Frocessing と Papervision3D が必要です

@author yooKo@selflash
@version 1.0.0
@date    2009/10/24
@see     http://selflash.jp/

Please click.
The flame becomes deformed.

クリックすると炎でできたテキストが変形します
変形中は激重いので注意
誰かが最適化してくれる事を望む
/**
 * Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/t8kn
 */


package {    
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.BitmapDataChannel;
    import flash.display.BlendMode;
    import flash.display.DisplayObject;
    import flash.display.StageQuality;
    import flash.text.TextField;
    import flash.text.TextFieldAutoSize;
    import flash.text.TextFormat;
    import flash.filters.BlurFilter;
    import flash.filters.BitmapFilterQuality;    
    import flash.filters.ColorMatrixFilter;
    import flash.events.Event;
    import flash.events.TimerEvent;
    import flash.events.MouseEvent;        
    import flash.geom.ColorTransform;
    import flash.geom.Point;
    import flash.geom.Matrix;
    import flash.geom.Rectangle;    
    import flash.utils.Timer;
    import flash.utils.getTimer;
    
    import org.papervision3d.cameras.*;   
    import org.papervision3d.view.BasicView;    
    import org.papervision3d.view.layer.ViewportLayer;  
    import org.papervision3d.view.layer.BitmapEffectLayer;            
    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.objects.DisplayObject3D;
  
    import net.hires.debug.Stats;

    import frocessing.color.ColorHSV;
    
    [SWF(width="465", height="465", backgroundColor="0x000000", frameRate="60")]

    public class FireText3D extends BasicView {    
    private var _container:DisplayObject3D;
    private var _pixels:Pixels;
    private var _particles:Array/*Particle*/ = [];
    private var _startTime:int;
    private var _textW:Number;
    private var _textH:Number;
        private var _bmd:BitmapData;        
    private var _currentNum:int = 0;        
        private var _count:int = 0;
        
    //========================================================================
    // constructor
    //========================================================================
    public function FireText3D() {    
            super(0, 0, true, false);            
            
            init();
        }

    //========================================================================
    // init
    //========================================================================
        private function init(e:Event = null):void {    
            removeEventListener(Event.ADDED_TO_STAGE, init);
            stage.quality = StageQuality.LOW;
            
        camera.z = -80;
            
            var _layer:BitmapEffectLayer = new BitmapEffectLayer(viewport, stage.stageWidth * 0.8, stage.stageHeight, true, 0, BitmapClearMode.CLEAR_PRE, false);
        viewport.containerSprite.addLayer(_layer);
        //_layer.addEffect(new BitmapColorEffect(1, 1, 1, .7));        
        _layer.addEffect(new BitmapLayerEffect(new BlurFilter(10, 10, BitmapFilterQuality.LOW), true));
        _layer.addEffect(new BitmapLayerEffect(new ColorMatrixFilter([1.1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0])));    
        _pixels = new Pixels(_layer);
        _layer.addDisplayObject3D(_pixels);
        _container = scene.addChild(new DisplayObject3D());
        _container.addChild(_pixels);    
            
        createText();    
            
            createBody(0, .2, 0xFF000000);
        //perlinNoise は 重い為縦を3倍の長さでBitmapDataを作成する
        _bmd = new BitmapData(465, 465 * 3.5, false, 0x00000000);
            
        stage.addEventListener(MouseEvent.CLICK, onClickHandler);
        
        upDate();
            
        startRendering();
            
        stage.addChild(new Stats());
    }
    //========================================================================
    // createText
    //========================================================================
    private function createText():void {
            var tf:TextField = new TextField();
            tf.defaultTextFormat = new TextFormat("小塚ゴシック Pro H", 18, 0x000000, true);
            tf.autoSize = TextFieldAutoSize.LEFT;
            tf.text = "||||||";
            _textW = tf.textWidth;
            _textH = tf.textHeight;            
        
            _bmd = new BitmapData(_textW + 5, _textH + 5,false, 0xFFFFFF);
            _bmd.draw(tf);
    }             
    //========================================================================
    // onClickHandler
    //========================================================================
    private function onClickHandler(e:MouseEvent = null):void {
        _startTime = getTimer();
        (_currentNum < 3) ? _currentNum++ : _currentNum = 0; 
    }        
    //========================================================================
    // onEnterFrameHandler
    //========================================================================
    private var _rotateX:Number = 0;
        private var _rotateY:Number = 0;
        override protected function onRenderTick(event:Event = null):void { 
        super.onRenderTick();
    
        drawEffect();
            
        switch (_currentNum) {
                case 1: 
                   collapsesAnimation();
           upDate();
                break;    
        case 3:
           revivalAnimation();
           upDate();
        break;
        }
        _count++;
            
        _rotateX += (stage.mouseX - stage.stageWidth * 0.5 - _rotateX) * 0.1;
        _rotateY += (stage.mouseY - stage.stageHeight * 0.5 - _rotateY) * 0.1;
        _pixels.rotationY = _rotateX * 0.5;
        _pixels.rotationX = _rotateY * 0.5;
    }    
    //========================================================================
    // drawEffect
    //========================================================================
        private var _offset:Array = [new Point(), new Point()];        
        private const DRAW_MATRIX:Matrix = new Matrix(1, 0, 0, 1, 0, 0);
        private function drawEffect():void {
        _bmd.lock();        
        //_countが100の倍数の時だけperlinNoise!
        if (_count % 240 == 0)_bmd.perlinNoise(30, 50, 1, 0, false, false, 0, true, _offset);    
        _bmd.scroll(0, -5);            
        _pixels.layer.canvas.lock();            
        _pixels.layer.canvas.draw(_bmd, DRAW_MATRIX, null, BlendMode.SUBTRACT);
        _pixels.layer.canvas.scroll(0, -5);
        _pixels.layer.canvas.unlock();            
        _bmd.unlock();        
    }
    //========================================================================
    // 再生アニメーション
    //========================================================================
    private function revivalAnimation():void {
        var now:int = getTimer();
        var len:int = _particles.length;
        for (var i:int = 0; i < len; i++) {
            var p:Particle = _particles[i];
            var x_delay:Number = (1 - ((p.tx + _textW * .5) / _textW )) * 5000;
            var y_delay:Number = (1 - ((p.ty + _textH * .5) / _textH )) * 500;
            var z_delay:Number = (1 - ((p.tz + 6) / 12 )) * 1000;
            var delay:Number = x_delay + y_delay + z_delay;
            if (_startTime + delay > now) continue ;
            //Math.absの高速化?
            var xx:Number = p.tx - p.x;
            var yy:Number = p.ty - p.y;
            var zz:Number = p.tz - p.z;
            var x:Number = (xx < 0)?xx * -1:xx;
            var y:Number = (yy < 0)?yy * -1:yy;
            var z:Number = (zz < 0)?zz * -1:zz;
            if (x < .5 && y < .5 && z < .5) {
                p.x = p.tx;
                p.y = p.ty;
            p.z = p.tz;
            p.r = 20;
            p.degree = 10;
            p.c += (p.tc - p.c) * .2;
            }else {
                p.x += (p.tx - p.x) * .08;
                p.y += (p.ty - p.y) * .08;
                p.z += (p.tz - p.z) * .08;
        color.h = (getTimer() / 20000) * 360;
        p.c = rgb2argb(color.value, 1);                        
                if (p.r > 3) {
            p.x += ((p.x + p.r * Math.sin(Math.PI / 180 * p.degree)) - p.x) * .1;
            p.y += ((p.y + p.r * Math.cos(Math.PI / 180 * p.degree)) - p.y) * .1;
            p.z += ((p.z + p.r * Math.sin(Math.PI / 180 * p.degree)) - p.z) * .1;
        }
        if (p.r > 0) p.r -= .3;
        p.degree += 10;
             }
    }
}
    //========================================================================
    // collapsesAnimation
    //========================================================================
    private var color:ColorHSV = new ColorHSV(0, 0.5); 
            private function collapsesAnimation():void {
            var now:int = getTimer();
        var len:int = _particles.length;
        for (var i:int = 0; i < len; i++) {
            var p:Particle = _particles[i];
            var x_delay:Number = (1 - ((p.tx + _textW * .6) / _textW )) * 5000;
            var y_delay:Number = (1 - ((p.ty + _textH * .8) / _textH )) * 500;
            var z_delay:Number = (1 - ((p.tz + 8 * .5) / 8 )) * 1000;
            var delay:Number = x_delay + y_delay + z_delay;
            if (_startTime + delay > now) continue ;
            //Math.absの高速化?
            var xx:Number = p.ex - p.x;
            var yy:Number = p.ey - p.y;
            var zz:Number = p.ez - p.z;
            var x:Number = (xx < 0)?xx * -1:xx;
            var y:Number = (yy < 0)?yy * -1:yy;
            var z:Number = (zz < 0)?zz * -1:zz;
            if (x < .5 && y < .5 && z < .5) {
            p.x = p.ex;
            p.y = p.ey;
            p.z = p.ez;
            p.r = 20;
            p.degree = 10;
            }else {
            p.x += (p.ex - p.x) * .08;
            p.y += (p.ey - p.y) * .08;
            p.z += (p.ez - p.z) * .08;
            if (p.r > 3) {
                    p.x += ((p.ex + p.r * Math.cos(Math.PI / 180 * p.degree)) - p.x) * .1;
                p.y += ((p.ey + p.r * Math.cos(Math.PI / 180 * p.degree)) - p.y) * .1;
                p.z += ((p.ez + p.r * Math.sin(Math.PI / 180 * p.degree)) - p.z) * .1;
            }
            if (p.r) p.r -= .3;
            p.degree += 10;
            }
        }
    }
    //========================================================================
    // Particleが保持している情報を元にPixelsにaddPixel3D()
    //========================================================================
    private var _pixel3Ds:Array/*Pixel3D*/ = [];        
    private function upDate():void {
        _pixels.removeAllpixels();
        var len:int = _particles.length;
        for (var i:int = 0; i < len; i++) {
            var p:Particle = _particles[i];                
        var px:Pixel3D;
        color.h = (getTimer() / 5000) * 360;
        var c:int = rgb2argb(color.value, 1);                        
        if (_pixel3Ds[i]) {
            px = _pixel3Ds[i];
            px.color = c;
            px.x = p.x;
            px.y = p.y;
            px.z = p.z;
        }else {
            _pixel3Ds[i] = new Pixel3D(rgb2argb(0xEFDD6D, 1), p.x, p.y, p.z);
        };
        px = _pixel3Ds[i];
        _pixels.addPixel3D(px);
        }            
    }
    //========================================================================
    // createBody
    //========================================================================
    private var _c:uint;
    private function createBody(depth:Number = 0, distance:Number = 2, color:Number = NaN):void {
        var p:Particle;    
        var w:Number = _textW * .5;
        var h:Number = _textH * .4;            
                
        for (var i:int = 0, _y:Number = 0; _y < _textH; _y += distance ) {
        for (var _x:Number = 0; _x < _textW; _x += distance ) {
                _c = _bmd.getPixel( _x, _y );
            if (_c != 0xFFFFFF) {
                _c = (color)?color:rgb2argb(_c, 1);    
                p = _particles[i] || new Particle();
                p.c = _c;
                        p.x = _x - w;
                p.y = - _y + h;
                p.z = depth;
                p.tx = p.x;
                p.ty = p.y;
                p.tz = p.z;
                p.tc = p.c;
                _particles[i] = p;
                i++;                    
            }
            }
        }
        }    
    //========================================================================
        // RGBをARGBに変換する
        //========================================================================
        private function rgb2argb(rgb:uint, alpha:Number):uint {
            return ((alpha * 0xff) << 24) + rgb;
        }
    }
}
//========================================================================
// 座標、色情報を保持するクラス        
//========================================================================
class Particle {
    public var x:Number;
    public var y:Number;
    public var z:Number;
    public var c:int;    
    public var tx:Number;
    public var ty:Number;
    public var tz:Number;
    public var tc:int;    
    public var ex:Number = (Math.random() - .5) * 2;
    public var ey:Number = (Math.random() - .5) * 2 - 30;
    public var ez:Number = (Math.random() - .5) * 2;
    public var ec:int;    
    public var r:Number = 2;
    public var degree:Number = 5;
}