[PV3D]飛び出る花火


[PV3D]飛び出る花火飛び出る花火

forked from : clockmaker’s [PV3D] Fireworks

赤青メガネで見ると画面から飛び出るよ。
(ステージが狭いからわかりにくいけど)

赤青メガネによる立体視のことを「アナグリフ」と言います。
http://www.stereoeye.jp/howto/anaglyph.html


▼Wonderfl

▼ActionScript AS3(FP9)
[sourcecode language=”as3″]
/*
飛び出る花火

赤青メガネで見ると画面から飛び出るよ。
(ステージが狭いからわかりにくいけど)

赤青メガネによる立体視のことを「アナグリフ」と言います。
http://www.stereoeye.jp/howto/anaglyph.html

*/
package
{
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.display.*;
[SWF(width = "465", height = "465", frameRate = "30", backgroundColor = "#000000")]

public class Main extends Sprite
{
function Main(){
var redFire:Fire = new Fire(true);
addChild(redFire);
var blueFire:Fire = new Fire(false);
addChild(blueFire);
var timer:Timer = new Timer(2000);
timer.addEventListener(TimerEvent.TIMER, TIMER);
timer.start();
function TIMER(e:TimerEvent):void{
redFire.timerHandler(e);
blueFire.timerHandler(e);
}
}
}
}

import flash.display.*;
import flash.events.*;
import flash.utils.*;
import flash.geom.*;
import flash.filters.*;

import org.papervision3d.cameras.*;
import org.papervision3d.materials.*;
import org.papervision3d.objects.*;
import org.papervision3d.objects.primitives.*
import org.papervision3d.view.*;
import org.papervision3d.view.layer.*;
import org.papervision3d.core.render.filter.*;
import org.papervision3d.core.effects.*;
import org.papervision3d.core.effects.utils.*;

import caurina.transitions.Tweener;

class Fire extends BasicView
{
private var bfx:BitmapEffectLayer;
private var _color:int;
private var myMath:Mas = new Mas();
/**
* Constructor
*/
public function Fire(isRed:Boolean)
{
if(isRed){
_color = 0xFF0000;
}else{
_color = 0xFF;
}

// init
super(0, 0, true, false, CameraType.FREE);

// create the effect layer
bfx = new BitmapEffectLayer(viewport, 465, 465, true, 0, BitmapClearMode.CLEAR_PRE);
bfx.addEffect(new BitmapLayerEffect( new BlurFilter(2, 2, 1)));
bfx.addEffect(new BitmapColorEffect(1.2, 1.15, 1.1, .95));
bfx.drawCommand = new BitmapDrawCommand(null, new ColorTransform(1, 1, 1, 0.5), BlendMode.ADD);
bfx.drawLayer.blendMode = BlendMode.ADD;
viewport.containerSprite.addLayer(bfx);

// create the Field
var field:Plane = new Plane(new WireframeMaterial(_color, .25), 5000, 5000, 5, 5);
field.rotationX = 90;
scene.addChild(field);

// init camera

if(isRed){
camera.x = -30;
camera.rotationY = 1;
}else{
camera.x = 30;
camera.rotationY = -1;
}

camera.y = 200;
camera.z = -800;
camera.rotationX = -20;
camera.focus = 400;
camera.zoom = 1;

// rotate angle
/*
stage.addEventListener(MouseEvent.CLICK, function(event:MouseEvent):void
{
camera.y = camera.y == 200 ? 1500 : 200;
camera.rotationX = camera.rotationX == -20 ? 45 : -20;
});
*/
// render
startRendering();
}
/**
* Timer Handler – Give Fireworks
* @param event
*/
public function timerHandler(event:TimerEvent):void
{
var fireworks:DisplayObject3D = createFireworks();
fireworks.x = myMath.random() * 500 – 250;
fireworks.z = myMath.random() * 500 – 250;
fireworks.y = myMath.random() * 250 + 750;
fireworks.rotationZ = myMath.random()*180;

scene.addChild(fireworks);

Tweener.addTween(fireworks,
{
y : fireworks.y – 200,
time : 4,
transition : "easeInSine"
});
}

/**
* Create Fireworks
* @return Fireworks(DisplayObject3D)
*/
private function createFireworks():DisplayObject3D
{
var fireworks :DisplayObject3D = new DisplayObject3D();

var points:Array = getSpherePoints(300, 10);

//var color:uint = Math.random() * 0xFFFFFF;

for (var i:int = 0; i < points.length; i++ )
{
var mat:ColorMaterial = new ColorMaterial(_color);
mat.doubleSided = true;

var particle:Plane = new Plane(mat, 5, 5, 1, 1);

fireworks.addChild(particle);

bfx.addDisplayObject3D(particle);

Tweener.addTween(particle,
{
x : points[i].x,
y : points[i].y,
z : points[i].z,
time : 3 + myMath.random() * .5,
transition : "easeOutCubic",
onCompleteParams : [particle],
onComplete : function(p:Plane):void
{
fireworks.removeChild(p);
bfx.removeDisplayObject3D(p);
}
});
}

return fireworks;
}

/**
* Get Points of sphere
* @param size
* @param segment
* @return point of shphere
*/
private function getSpherePoints(size:int, segment:int):Array
{
var points:Array = [];
var sphere:Sphere = new Sphere(new WireframeMaterial(), size, segment, segment);
for each(var i:* in sphere.geometry.vertices)
points.push( { x:i.x+myMath.random()*50, y:i.y+myMath.random()*50, z:i.z+myMath.random()*50 } );
return points;
}

}

class Mas{
private var num:Number = 1;
public function randomSeed(s:Number):void{
num = s;
for (var i:int = 0; i < 100; i++) {
random();
}
}
public function random():Number{
num = (num*1664525+1013904223)%0x100000000;
return num/0x100000000;
}
}

[/sourcecode]