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

せっかくなので、回します

このクラスでは、法線マップから簡単なライティングを行います。
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by psyark 26 Jan 2010
/**
 * Copyright psyark ( http://wonderfl.net/user/psyark )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/usqW
 */

// forked from psyark's ヘタをつけます
// forked from psyark's シェーディングを近づけます
// forked from psyark's アングルを近づけます
// forked from psyark's 背景を近づけます
// forked from psyark's 色を近づけます
// forked from psyark's 形を近づけます
// forked from psyark's 隣にお手本を表示します
// forked from psyark's flash on 2009-12-9
package {
	import flash.display.*;
	import flash.events.*;
	import flash.filters.*;
	import flash.geom.*;
        import flash.system.*;
        import flash.net.*;
        import flash.utils.*;
	
	[SWF(width=465,height=465,frameRate=60,backgroundColor=0x000000)]
	/**
	 * このクラスでは、法線マップから簡単なライティングを行います。
	 */
	public class Test21 extends Sprite {
		private var viewport:Shape;
		private var vertices:Vector.<Number>;
		private var uvtData:Vector.<Number>;
		private var indices:Vector.<int>;
		private var worldMatrix:Matrix3D;
		private var viewMatrix:Matrix3D;
		private var projection:PerspectiveProjection;
		private var texture:BitmapData;
		private var normalMap:BitmapData;
		
		// 一時計算用ビットマップ
		private var tmp1:BitmapData;
		private var tmp2:BitmapData;

                private var palette:Array;
		
		/**
		 * コンストラクタ
		 */
		public function Test21() {
        	        var bg:BitmapData = new BitmapData(465, 465, false);
        	        bg.perlinNoise(250, 250, 1, 0, false, true, 7, true);
        	        bg.colorTransform(bg.rect, new ColorTransform(2.8, 2.8, 2.8, 1, -0x140, -0x150, -0x160));
        	        addChild(new Bitmap(bg));

    
                        Security.loadPolicyFile("http://farm1.static.flickr.com/crossdomain.xml");
                        var loader:Loader = new Loader();
                        loader.load(new URLRequest("http://farm1.static.flickr.com/242/522495023_2a2423ecac.jpg"), new LoaderContext(true));
                        loader.x = 465;
                        addChild(loader);
            
			// 描画対象となるShapeを作成し、表示リストに追加します。
			viewport = new Shape();
			viewport.x = 465 * 0.53;
			viewport.y = 465 * 0.55;
			addChild(viewport);
			
			createMesh();
			createNormalMap();
			
			worldMatrix = new Matrix3D();
			viewMatrix = new Matrix3D();
			viewMatrix.appendTranslation(0, 0, 800);
			projection = new PerspectiveProjection();
			projection.fieldOfView = 60;
			
			texture = new BitmapData(512, 512, false);
			texture.perlinNoise(20, 100, 5, 0, true, true, 7, true);
                        texture.colorTransform(texture.rect, new ColorTransform(0.1, 0.1, 0.1, 1, 0x66, 0x99, 0x00));
			
			tmp1 = new BitmapData(512, 512, false);
			tmp2 = new BitmapData(512, 512, false);
			
			addEventListener(Event.ENTER_FRAME, enterFrameHandler);

                        var paletteFactor:int = 1;
                        palette = [];
                        var spec:Number = 0.96;
                        for (var i:int=0; i<0x100; i++) {
                        	var t:Number = i / 0xFF;
                        	var value:Number = Math.pow(t, 6) * 0x99;
                        	if (t > spec) {
                        		value += Math.pow((t - spec) / (1 - spec), 8) * 0x22;
                        	}
                        	palette[i] = gs(value);
                        }
                        function gs(v:int):int {
                            return v << 16 | v << 8 | v;
                        }
		}
		
		/**
		 * 3D形状を作成します
		 */
		private function createMesh():void {
			vertices = new Vector.<Number>();
			uvtData = new Vector.<Number>();
			indices = new Vector.<int>();
			
			var hDiv:int = 32;
			var vDiv:int = 16;
			var hRadius:Number = 200;
			var vRadius:Number = 200;
			
			for (var i:uint=0; i<=hDiv; i++) {
				var s1:Number = Math.PI * 2 * i / hDiv;
				for (var j:uint=0; j<=vDiv; j++) {
					var s2:Number = Math.PI * 2 * j / vDiv;
					var r:Number = Math.cos(s2) * vRadius + hRadius;
					vertices.push(Math.cos(s1) * r, Math.sin(s1) * r, Math.sin(s2) * vRadius * Math.SQRT2);
					uvtData.push(i / hDiv, j / vDiv, 1);
					if (j < vDiv && i < hDiv) {
						var a:uint =  i      * (vDiv + 1) + j;
						var b:uint = (i + 1) * (vDiv + 1) + j;
						indices.push(b, a + 1, a, a + 1, b, b + 1);
					}
				}
			}
                        
            
                        var o:int = vertices.length / 3;
                        for (var i:uint=0; i<=hDiv; i++) {
                                for (var j:uint=0; j<=vDiv; j++) {
                                        var s2:Number = Math.PI * 2 * j / vDiv;
                                        vertices.push(Math.cos(s2) * 20, Math.sin(s2) * 20, i * -13);
                                        uvtData.push(i / hDiv, j / vDiv, 1);
                                        if (j < vDiv && i < hDiv) {
                                                var a:uint =  i      * (vDiv + 1) + j + o;
                                                var b:uint = (i + 1) * (vDiv + 1) + j + o;
                                                indices.push(b, a + 1, a, a + 1, b, b + 1);
                                        }
                                }
                        }
                        o = vertices.length / 3;
                        vertices.push(0, 0, i * -13);
                        for (var j:uint=0; j<=vDiv; j++) {
                                indices.push(o, o - j - 1, o - j - 2);
                        }
            

		}
		
		/**
		 * 法線マップを作成します
		 */
		private function createNormalMap():void {
			normalMap = new BitmapData(512, 512, false, 0);
			var mtx:Matrix3D = new Matrix3D();
			for (var x:uint=0; x<normalMap.width; x++) {
				for (var y:uint=0; y<normalMap.height; y++) {
					mtx.identity();
					mtx.appendRotation(y / normalMap.height * -360, Vector3D.Y_AXIS);
					mtx.appendRotation(x / normalMap.width  * +360, Vector3D.Z_AXIS);
					var normal:Vector3D = mtx.transformVector(Vector3D.X_AXIS);
					var color:uint = (normal.x / 2 + 0.5) * 0xFF << 16 |
					                 (normal.y / 2 + 0.5) * 0xFF << 8 |
					                 (normal.z / 2 + 0.5) * 0xFF;
					normalMap.setPixel(x, y, color);
				}
			}
		}
		
		/**
		 * フレームごとの処理
		 */
		private function enterFrameHandler(event:Event):void {
			update();
			render();
		}
		
		/**
		 * 更新
		 */
		private function update():void {
			worldMatrix.identity();
                        worldMatrix.appendRotation(-18, Vector3D.X_AXIS);
			worldMatrix.appendRotation(5, Vector3D.Y_AXIS);
		        var r:Number = getTimer() * 0.0003;
                        worldMatrix.appendRotation(Math.cos(r) * 10, Vector3D.X_AXIS);
			worldMatrix.appendRotation(Math.sin(r) * 10, Vector3D.Y_AXIS);
		}
		
		/**
		 * 描画
		 */
		private function render():void {
			// ライティング
			var light:Vector3D = new Vector3D();
			light.x = 0;
			light.y = 0;
			light.z = -Math.sqrt(1 - light.lengthSquared);
			var invertWorld:Matrix3D = worldMatrix.clone();
			invertWorld.invert();
			light = invertWorld.transformVector(light);
			// 法線マップと光線ベクトルを掛けて光量を得る
			tmp1.applyFilter(normalMap, normalMap.rect, new Point(), createLightingFilter(light));
                        tmp1.paletteMap(tmp1, tmp1.rect, tmp1.rect.topLeft, palette, [], []);
                        tmp1.applyFilter(tmp1, tmp1.rect, tmp1.rect.topLeft, new BlurFilter(8, 8, 3));
			// テクスチャと光量をハードライトブレンドして、ライティングが行われたテクスチャを得る
			tmp2.copyPixels(texture, texture.rect, texture.rect.topLeft);
			tmp2.draw(tmp1, null, null, BlendMode.HARDLIGHT);
			
			// World行列、View行列、Projection行列を結合して一つの行列にする
			var m:Matrix3D = new Matrix3D();
			m.append(worldMatrix);
			m.append(viewMatrix);
			m.append(projection.toMatrix3D());
			
			// 上記の行列を使って頂点座標を投影する
			var projected:Vector.<Number> = new Vector.<Number>();
			Utils3D.projectVectors(m, vertices, projected, uvtData);
			
			viewport.graphics.clear();
			viewport.graphics.beginBitmapFill(tmp2, null, false, true);
			viewport.graphics.drawTriangles(projected, getSortedIndices(), uvtData, TriangleCulling.POSITIVE);
			viewport.graphics.endFill();
		}
		
		/**
		 * Zソートされたインデックスを返す
		 */
		private function getSortedIndices():Vector.<int> {
			var triangles:Array = [];
			for (var i:int=0; i<indices.length; i+=3) {
				var i1:int = indices[i+0];
				var i2:int = indices[i+1];
				var i3:int = indices[i+2];
				var z:Number = Math.min(uvtData[i1 * 3 + 2], uvtData[i2 * 3 + 2], uvtData[i3 * 3 + 2]);
				if (z > 0) {
					triangles.push({i1:i1, i2:i2, i3:i3, z:z});
				}
			}
			triangles = triangles.sortOn("z", Array.NUMERIC);
			
			var sortedIndices:Vector.<int> = new Vector.<int>(0, false);
			for each (var triangle:Object in triangles) {
				sortedIndices.push(triangle.i1, triangle.i2, triangle.i3);
			}
			return sortedIndices;
		}
		
		/**
		 * 光の方向ベクトルからライティング用フィルタを作成
		 */
		private function createLightingFilter(light:Vector3D):ColorMatrixFilter {
			return new ColorMatrixFilter([
				2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
				2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
				2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
				0,           0,           0,           1, 0
			]);
		}
	}
}