In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

3D Face Pixels w/DoF

/**
 * Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/vF37
 */

// forked from whirlpower's 粘土に顔埋めた感じの
package 
{
    /*
        画像読んで、RチャンネルをピクセルのZに使う。
    */
    import flash.display.*;
    import flash.events.*;
    import flash.system.*;
    import flash.net.*;    
    import flash.filters.GlowFilter;
    import flash.filters.BlurFilter;
    
    [SWF(width=465, height=465, frameRate=60, backgroundColor=0x000000)]
    
    public class Main extends Sprite 
    {
        private var url:String = "http://a8.sphotos.ak.fbcdn.net/hphotos-ak-snc6/222928_10100105357484641_9021630_48830077_2656553_n.jpg?dl=1";
        //:String = "http://a8.sphotos.ak.fbcdn.net/hphotos-ak-snc6/183254_890920915271_9021630_48262090_7490801_n.jpg?dl=1";
        private var loader     :Loader;
        private var particles  :Array = [];
        private var bitmapData :BitmapData;
        private var renderer   :Renderer;
        private var gloww:GlowFilter = new GlowFilter(0xffffff, 1, 6,6, 4, 2, false);
        private var blurr:BlurFilter = new BlurFilter( 2,2,2 );
        
        public function Main():void 
        {
            loader = new Loader();
            loader.contentLoaderInfo.addEventListener( Event.COMPLETE, complateHandler );
            loader.load( new URLRequest(url), new LoaderContext(true) );
        }
        
        private function complateHandler(e:Event):void
        {
            loader.contentLoaderInfo.removeEventListener( Event.COMPLETE, complateHandler );
            bitmapData = e.target.content.bitmapData;
            addChild( new Bitmap( bitmapData ) );            
            
            var color :int = 0;
            var xx    :int = 0;
            var yy    :int = 0;
            var w     :int = bitmapData.width;
            var h     :int = bitmapData.height;
            var s     :int = 6;    
            
            for( yy    = 0; yy < h; yy++ ){
                for ( xx = 0; xx < w; xx++ ){
                    color = bitmapData.getPixel( xx, yy );
                    var red   :int    = (color >> 16) & 0xff;  
                    var green :int    = (color >>  8) & 0xff;  
                    var blue  :int    = (color >>  0) & 0xff;
                    var px    :Number = ( xx * s ) - ( w / 2 * s );
                    var py    :Number = ( yy * s ) - ( h / 2 * s );
                    
                    if ( red > 1 )
                        particles.push( new Particle( px, py, int(red/2)) );
                }
            }
            
            // レンダリングスクリーン
            renderer = new Renderer( stage.stageWidth, stage.stageHeight, particles );
            addChild( renderer );
            
            stage.addEventListener( MouseEvent.MOUSE_DOWN, onMouse );
            stage.addEventListener( MouseEvent.MOUSE_UP,   onMouse );
            addEventListener(Event.ENTER_FRAME, onEnterFrame );
        }
        
        private function onMouse( e:MouseEvent ):void
        {
            if( e.type == "mouseDown" )mouseDown = true; 
            if( e.type == "mouseUp"   )mouseDown = false;
        }
            
        private var vx :Number = 1;
        private var vy :Number = 0;
        private var lx :Number = 0;
        private var ly :Number = 0;
        private var friction  :Number = 0.999;
        private var mouseDown :Boolean = false;
        
        private function onEnterFrame( e:Event ):void
        {
            // 横回転
            if ( mouseDown )
                vx = lx - stage.mouseX;
            else
                vx *= friction;
            if( Math.abs( vx ) <= 0.1 )
                vx = 0;
            lx = stage.mouseX;
            
            // 縦回転
            if( mouseDown )
                vy = ly - stage.mouseY;
            else
                vy *= friction;
            if( Math.abs( vy ) <= 0.1 )
                vy = 0;
            ly = stage.mouseY;
            
            // 座標回転
            for each( var particle:Particle in particles )
            {            
                rocalRotate( particle, "z", "y",  vy );
                rocalRotate( particle, "x", "z", -vx );
            }
            
            renderer.draw();
        }
/////////////
//// DoF!!!
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////        
        private function rocalRotate( particle:Particle, a:String, b:String, v:Number ):void
        {
            var cos    :Number, sin    :Number, posA:Number, posB:Number,
            rad    :Number = Math.PI / 360;
            
            cos     = Math.cos( v * rad );
            sin     = Math.sin( v * rad );
            posA = particle[a];
            posB = particle[b];
            particle[a] = posA * cos - posB * sin;
            particle[b] = posB * cos + posA * sin;            
            this.filters = [gloww];
        }        
    }
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    internal class Particle
    {
        public var x    :Number = 0;
        public var y    :Number = 0;
        public var z    :Number = 0;
        
        public function Particle( x:Number=0, y:Number=0, z:Number=0 ):void
        {
            this.x = x; this.y = y; this.z = z;            
        }
    }
    
    import flash.display.*;
    
    internal class Renderer extends Bitmap
    {
        private var particles :Array;
        private var vpX    :int  = 0;
        private var vpY    :int  = 0;
        private var fl    :uint = 500;
        
        public function Renderer( _w:int, _h:int, particles:Array ):void
        {
            this.particles = particles;
            bitmapData    = new BitmapData( _w, _h, true, 0x00 );
            
            vpX    = int( _w/2 );    vpY    = int( _h/2 );
            fl    = 500;
        }
        
        public function draw():void
        {
            var scale:Number, viewX:int, viewY:int, color:uint, c1:int;
            
            bitmapData.lock();
            bitmapData.fillRect( bitmapData.rect, 0x00 );
            
            for each( var p:Particle in particles )
            {
                scale = fl / ( fl + p.z );
                viewX = vpX + p.x * scale;
                viewY = vpY + p.y * scale;
                
                c1 = 255 - ( ( p.z + 50) / 100 * 255 );
                c1 = c1 < 0? 0:c1;
                c1 = c1 > 255? 255:c1; 
                color = 0xff000000 | c1 << 16 | c1 << 8 | c1;
                
                bitmapData.setPixel32( viewX, viewY, color );
            }
            bitmapData.unlock();
        }
    }