forked from: Audio Color Cubes Visualiser
/**
* Copyright moka1030 ( http://wonderfl.net/user/moka1030 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/wWki
*/
// forked from mi_ku's Audio Color Cubes Visualiser
package
{
import flash.display.*;
import flash.events.*;
import flash.media.*;
import flash.net.URLRequest;
import org.papervision3d.cameras.*;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.render.*;
import org.papervision3d.scenes.*;
import org.papervision3d.view.Viewport3D;
import org.papervision3d.view.stats.StatsView;
import org.papervision3d.materials.*;
import org.papervision3d.materials.utils.*;
import org.papervision3d.core.math.*;
[SWF(width=465, height=465, frameRate=30, backgroundColor=0x000000)]
public class Main extends Sprite
{
public function Main()
{
camera = new Camera3D( 35, 2, 5000, false, false );
renderer = new BasicRenderEngine();
scene = new Scene3D();
viewport = new Viewport3D( 465, 465 );
addChild( viewport );
//addChild( new StatsView(renderer ) );
boxArray = [];
var size:Number = 100;
var initialPower:Number = 10;
boxInRow = 8;
for( var iy:int = 0; iy < boxInRow; iy++ )
{
for( var ix:int = 0; ix < boxInRow; ix++ )
{
var colorMats:Array = [];
for( var j:int = 0; j < 6; j++ )
{
colorMats.push( new ColorMaterial( 0x00a0d0 ) );
}
colorMats[0].name = "left";
colorMats[1].name = "right";
colorMats[2].name = "top";
colorMats[3].name = "bottom";
colorMats[4].name = "front";
colorMats[5].name = "back";
var cube:Cube = new Cube( new MaterialsList( colorMats ), size, size, initialPower );
boxArray.push( cube );
cube.x = ix * size - boxInRow * size * 0.5 + size * 0.5;
cube.z = iy * size - boxInRow * size * 0.5 + size * 0.5;
cube.y = 0;
cube.scaleY = 1.0;
scene.addChild( cube );
}
}
addEventListener( Event.ENTER_FRAME, loop );
var url:URLRequest = new URLRequest( "http://scfire-ntc-aa03.stream.aol.com:80/stream/1025" );
sound = new Sound( url );
soundChannel = sound.play();
mouseYs = stage.stageHeight * 0.5;
}
private var rot:Number = 0.0;
private var mouseYs:Number;
private function loop( event:Event ):void
{
//mouseYs = mouseY;
rot += ( mouseX - stage.stageWidth * 0.5 ) * 0.0003;
camera.x = 2000 * Math.sin( rot );
camera.z = 2000 * Math.cos( rot );
camera.y = mouseYs / stage.stageHeight * 3000;
camera.lookAt( DisplayObject3D.ZERO );
var dt:Number = 0.05;
var randX:int = Math.random()* (boxInRow - 2) + 1;
var randY:int = Math.random()* (boxInRow - 2) + 1;
var cubex:Cube = boxArray[ randX + boxInRow * randY ] as Cube;
cubex.scaleY = soundChannel.leftPeak * 100;
hueShift += soundChannel.rightPeak * 0.05;
if ( hueShift > 6.0 ) hueShift -= 6.0;
for( var iy:int = 1; iy < boxInRow - 1; iy++ )
{
for( var ix:int = 1; ix < boxInRow - 1; ix++ )
{
var cube:Cube = boxArray[ ix + boxInRow * iy ] as Cube;
var cube1:Cube = boxArray[ ix + boxInRow * ( iy + 1 ) ] as Cube;
var cube2:Cube = boxArray[ ix + boxInRow * ( iy - 1 ) ] as Cube;
var cube3:Cube = boxArray[ ix + 1 + boxInRow * iy ] as Cube;
var cube4:Cube = boxArray[ ix - 1 + boxInRow * iy ] as Cube;
var s1:Number = cube1.scaleY;
var s2:Number = cube2.scaleY;
var s3:Number = cube3.scaleY;
var s4:Number = cube4.scaleY;
var newScale:Number = ( s1 + s2 + s3 + s4 + cube.scaleY * 6 ) * 0.1;
cube.scaleY = newScale;
cube.y = newScale * 0.5 * 10;
var hue:Number = newScale / 100 * 6.0 + hueShift;
if ( hue > 6.0 ) hue -= 6.0;
var newColor:uint = HSVtoRGB( hue, soundChannel.rightPeak * 0.4 + 0.6, 0.9 );
var mat1:ColorMaterial = cube.materials.getMaterialByName( "top" ) as ColorMaterial;
var mat2:ColorMaterial = cube.materials.getMaterialByName( "bottom" ) as ColorMaterial;
var mat3:ColorMaterial = cube.materials.getMaterialByName( "left" ) as ColorMaterial;
var mat4:ColorMaterial = cube.materials.getMaterialByName( "right" ) as ColorMaterial;
var mat5:ColorMaterial = cube.materials.getMaterialByName( "front" ) as ColorMaterial;
var mat6:ColorMaterial = cube.materials.getMaterialByName( "back" ) as ColorMaterial;
mat1.fillColor = newColor;
mat2.fillColor = newColor;
mat3.fillColor = newColor;
mat4.fillColor = newColor;
mat5.fillColor = newColor;
mat6.fillColor = newColor;
}
}
renderer.renderScene( scene, camera, viewport );
}
// helper functions rewriten from my C++ code :)
private function makeColor( r:Number, g:Number, b:Number ):uint
{
var ri:uint = uint(r * 255.0);
var gi:uint = uint(g * 255.0);
var bi:uint = uint(b * 255.0);
return ( ( ri & 0x0000FF ) | ( ( gi & 0x0000FF ) << 8 ) | ( ( bi & 0x0000FF ) << 16 ) );
}
// hue => [0.0;6.0] sat => [0.0;1.0] val [0.0;1.0]
private function HSVtoRGB( hue:Number, sat:Number, val:Number ):uint
{
var I:int = Math.floor( hue );
var F:Number = hue - I;
if ( !( I & 1 ) )
{
F = 1 - F;
}
var M:Number = val * ( 1.0 - sat );
var N:Number = val * ( 1.0 - sat * F );
var V:Number = val;
switch( I )
{
case 6:
case 0:
return makeColor( V, N, M );
case 1:
return makeColor( N, V, M );
case 2:
return makeColor( M, V, N );
case 3:
return makeColor( M, N, V );
case 4:
return makeColor( N, M, V );
case 5:
return makeColor( V, M, N );
default:
return makeColor( 0.0, 0.0, 0.0 );
}
}
private var hueShift:Number = 0.0;
private var boxInRow:int = 10;
private var boxArray:Array;
private var camera:Camera3D;
private var renderer:BasicRenderEngine;
private var scene:Scene3D;
private var viewport:Viewport3D;
private var sound:Sound;
private var soundChannel:SoundChannel;
}
}