重力マウス(100万パーティクル)
リンクリストにしてみたけどそんなに速くない??
_bmd.fillRect()を_bmd.setPixel()に変更。
sin(),cos(),atan2(),sqrt()を排除。
Add final class / mouseEnalbled = false by clockmaker
CJ Cat: Used vector instead of linked list.
clockmaker: while文の処理を4回コピペしてイテレーションの回数を減らす 100万で30fps (FP10.1 Release))
/**
* Copyright clockmaker ( http://wonderfl.net/user/clockmaker )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/1elL
*/
// forked from cjcat2266's 重力マウス(プチ軽量化:25万パーティクル)
// forked from clockmaker's 重力マウス(プチ軽量化:10万パーティクル)
// forked from coppieee's 重力マウス(さらに軽量化してみた)
// forked from paq's forked from: 重力マウス(ちょっぴり軽量化してみた)
// forked from fumix's 重力マウス(リンクリストにしてみた)
// forked from undo's 重力マウス
// リンクリストにしてみたけどそんなに速くない??
//_bmd.fillRect()を_bmd.setPixel()に変更。
//sin(),cos(),atan2(),sqrt()を排除。
// Add final class / mouseEnalbled = false by clockmaker
// CJ Cat: Used vector instead of linked list.
// clockmaker: while文の処理を4回コピペしてイテレーションの回数を減らす 100万で30fps (FP10.1 Release))
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.ByteArray;
import net.hires.debug.Stats;
[SWF(frameRate='48', width='465', height='465', backgroundColor='0x0')]
public class Main extends Sprite {
private var _bmp:Bitmap;
private var _bmd:BitmapData;
private var _bmdRect:Rectangle;
private var _colorTransform:ColorTransform = new ColorTransform(0.97, 0.9, 0.9, 1.0);
private const _maxNum:int = 1000000 * 4;
private var _cnt:int = 0;
private const _particleData:Vector.<Number> = new Vector.<Number>(_maxNum * 4, true);
public function Main() {
if(stage) init(null);
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(evt:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
this.stage.align = StageAlign.TOP_LEFT;
this.stage.scaleMode = StageScaleMode.NO_SCALE;
this.stage.quality = "low";
this.mouseEnabled = false;
this.mouseChildren = false;
_bmd = new BitmapData(465, 465, false, 0x000000);
_bmp = new Bitmap(_bmd);
addChild(_bmp);
this._bmdRect = _bmd.rect;
var i0:int, i1:int, i2:int, i3:int;
i0 = 0;
while (i0 < _maxNum ) {
i1 = i0;
i2 = ++i1;
i3 = ++i2;
i3++;
_particleData[i0] = Math.random() * 465 >> 0;
_particleData[i1] = Math.random() * 465 >> 0;
_particleData[i2] = 0;
_particleData[i3] = 0;
i0 = ++i3;
}
addChild(new Stats());
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(evt:Event):void {
var gravPoint_x:Number = mouseX;
var gravPoint_y:Number = mouseY;
var calc:Boolean = _cnt % 10 == 0;
this._bmd.lock();
var diff_x:Number, diff_y:Number, acc:Number, acc_x:Number, acc_y:Number;
var i0:int, i1:int, i2:int, i3:int, j0:int, j1:int, j2:int, j3:int, k0:int, k1:int, k2:int, k3:int, l0:int, l1:int, l2:int, l3:int;
i0 = 0;
while (i0 < _maxNum)
{
i1 = i0;
i2 = ++i1;
i3 = ++i2;
j0 = ++i3;
j1 = ++j0;
j2 = ++j1;
j3 = ++j2;
k0 = ++j3;
k1 = ++k0;
k2 = ++k1;
k3 = ++k2;
l0 = ++k3;
l1 = ++l0;
l2 = ++l1;
l3 = ++l2;
l3++;
if(calc){
diff_x = gravPoint_x - _particleData[i0];
diff_y = gravPoint_y - _particleData[i1];
acc = 400 / (diff_x * diff_x + diff_y * diff_y);
acc_x = acc * diff_x;
acc_y = acc * diff_y;
_particleData[i2] += acc * diff_x;
_particleData[i3] += acc * diff_y;
diff_x = gravPoint_x - _particleData[j0];;
diff_y = gravPoint_y - _particleData[j1];
acc = 400 / (diff_x * diff_x + diff_y * diff_y);
acc_x = acc * diff_x;
acc_y = acc * diff_y;
_particleData[j2] += acc * diff_x;
_particleData[j3] += acc * diff_y;
diff_x = gravPoint_x - _particleData[k0];;
diff_y = gravPoint_y - _particleData[k1];
acc = 400 / (diff_x * diff_x + diff_y * diff_y);
acc_x = acc * diff_x;
acc_y = acc * diff_y;
_particleData[k2] += acc * diff_x;
_particleData[k3] += acc * diff_y;
diff_x = gravPoint_x - _particleData[l0];;
diff_y = gravPoint_y - _particleData[l1];
acc = 400 / (diff_x * diff_x + diff_y * diff_y);
acc_x = acc * diff_x;
acc_y = acc * diff_y;
_particleData[l2] += acc * diff_x;
_particleData[l3] += acc * diff_y;
}
// 1 step
_particleData[i0] += _particleData[i2];
_particleData[i1] += _particleData[i3];
_particleData[i2] *= 0.96;
_particleData[i3] *= 0.96;
this._bmd.setPixel(_particleData[i0] >> 0, _particleData[i1] >> 0, 0xffffff);
// 2 step
_particleData[j0] += _particleData[j2];
_particleData[j1] += _particleData[j3];
_particleData[j2] *= 0.96;
_particleData[j3] *= 0.96;
this._bmd.setPixel(_particleData[j0] >> 0, _particleData[j1] >> 0, 0xffffff);
// 3 step
_particleData[k0] += _particleData[k2];
_particleData[k1] += _particleData[k3];
_particleData[k2] *= 0.96;
_particleData[k3] *= 0.96;
this._bmd.setPixel(_particleData[k0] >> 0, _particleData[k1] >> 0, 0xffffff);
// 4 step
_particleData[l0] += _particleData[l2];
_particleData[l1] += _particleData[l3];
_particleData[l2] *= 0.96;
_particleData[l3] *= 0.96;
this._bmd.setPixel(_particleData[l0] >> 0, _particleData[l1] >> 0, 0xffffff);
i0 = ++l3;
}
this._bmd.colorTransform(this._bmdRect, this._colorTransform);
this._bmd.unlock();
_cnt++;
}
}
}