forked from: 空間に絵を描く
// forked from miniapp's 空間に絵を描く
package {
import flash.display.GraphicsPathCommand;
import flash.display.SpreadMethod;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Matrix3D;
import flash.geom.PerspectiveProjection;
import flash.geom.Point;
import flash.geom.Utils3D;
import flash.geom.Vector3D;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.ui.Keyboard;
[SWF(backgroundColor="0xFFFFFF", width="465", height="465", frameRate="60")]
public class Projection1 extends Sprite {
private static var identityMatrix:Matrix3D = new Matrix3D();
public function Projection1() {
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
var tf:TextField = new TextField();
tf.autoSize = TextFieldAutoSize.LEFT;
tf.text = 'Draw then use shift to see the 3D';
addChild(tf);
Wonderfl.capture_delay( 60 );
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
public var uv:Vector.<Number> = new Vector.<Number>();
public var verts:Vector.<Number> = new Vector.<Number>();
public var projectedVerts:Vector.<Number> = new Vector.<Number>();
public var commands:Vector.<int> = new Vector.<int>();
public var matrix:Matrix3D = new Matrix3D();
public var isMouseDowm:Boolean = false;
public var shiftkeyIsDown:Boolean = false;
public var centerX:Number = stage.stageWidth / 2;
public var centerY:Number = stage.stageHeight / 2;
public var pmouseX:Number;
public var pmouseY:Number;
private function keyUpHandler(e:KeyboardEvent):void {
if (e.keyCode == Keyboard.SHIFT) shiftkeyIsDown = false;
}
private function keyDownHandler(e:KeyboardEvent):void {
if (e.keyCode == Keyboard.SHIFT) shiftkeyIsDown = true;
}
private function enterFrameHandler(e:Event):void {
if (isMouseDowm) {
commands.push(GraphicsPathCommand.LINE_TO);
verts.push(mouseX, mouseY, 0);
}
//1. 行列をリセット
matrix.identity();
//2. 回転の中心になる座標を原点に移動
matrix.appendTranslation( -centerX, -centerY, 0);
if (shiftkeyIsDown) {
//一フレーム前のマウス座標との差分を回転角度にする。
var dx:Number = mouseY - pmouseY;
var dy:Number = mouseX - pmouseX;
matrix.appendRotation(-dx, Vector3D.X_AXIS);
matrix.appendRotation(dy, Vector3D.Y_AXIS);
}
//3. 2で移動した分だけ元に戻す
matrix.appendTranslation(centerX, centerY, 0);
//4. 頂点データを回転させる。
matrix.transformVectors(verts, verts);
//5. 2次元に投影
Utils3D.projectVectors(identityMatrix, verts, projectedVerts, uv);
graphics.clear();
graphics.lineStyle(1, 0x0);
graphics.drawPath(commands, projectedVerts);
pmouseX = mouseX;
pmouseY = mouseY;
}
private function mouseDownHandler(e:MouseEvent):void {
commands.push(GraphicsPathCommand.MOVE_TO);
verts.push(mouseX, mouseY, 0);
isMouseDowm = true;
}
private function mouseUpHandler(e:MouseEvent):void {
isMouseDowm = false;
}
}
}