forked from: Sea of Clouds
雲海のテスト
* クリックでカメラを切り替えられます(操作はできません)
* BitmapData.draw()を毎フレーム何十回もやってるので結構重いです
* 雲の数を200~300にするといい感じに雲海になるんですが重すぎて断念
*
* (追加修正)
* ・カメラを少し調整しました
* ・初期化時の雲画像生成が重いのでプログレスバーをつけました
* ・ごく稀に穴だらけの雲が出来るバグを修正
* ・低画質で遠景画像を傾けた時のぶれを修正
* ・穴だらけのバグが直ってなかったのでさらに修正(検証→http://wonderfl.net/c/d01w)
* ・恥ずかしい間違いを修正><
/**
* Copyright coeyes ( http://wonderfl.net/user/coeyes )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/2w1q
*/
// forked from tencho's Sea of Clouds
/**
* 雲海のテスト
* クリックでカメラを切り替えられます(操作はできません)
* BitmapData.draw()を毎フレーム何十回もやってるので結構重いです
* 雲の数を200~300にするといい感じに雲海になるんですが重すぎて断念
*
* (追加修正)
* ・カメラを少し調整しました
* ・初期化時の雲画像生成が重いのでプログレスバーをつけました
* ・ごく稀に穴だらけの雲が出来るバグを修正
* ・低画質で遠景画像を傾けた時のぶれを修正
* ・穴だらけのバグが直ってなかったのでさらに修正(検証→http://wonderfl.net/c/d01w)
* ・恥ずかしい間違いを修正><
*/
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.filters.GlowFilter;
import flash.geom.ColorTransform;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.utils.getTimer;
import net.hires.debug.Stats;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.primitives.Cube;
import org.papervision3d.objects.primitives.Plane;
import org.papervision3d.Papervision3D;
import org.papervision3d.view.BasicView;
[SWF(width = "465", height = "465", frameRate = "30", backgroundColor = "#000000")]
public class Cloud extends Sprite {
private var PI:Number;
private var time:int = 0;
//雲の数
private var cloudNum:int = 100;
private var loading:LoadingScene;
private var loadCount:int = 0;
private var bv:BasicView;
private var cameraTarget:DisplayObject3D;
private var horizonTarget:DisplayObject3D;
private var plane:DisplayObject3D;
private var smokes:Vector.<Smoke>;
private var cameraRotation:Number = 0;
private var cameraAngle:Number = 100;
private var cameraRoll:Number = 0;
private var cameraDist:Number = 500;
private var canvas1:BitmapData;
private var canvas2:BitmapData;
private var farCloud:Sprite;
private var bg:BackGround;
private var sea:Sprite;
private var cameraMode:int = 0;
private var planeMaterial:ColorMaterial;
private var wingMaterial:ColorMaterial;
private var startTime:int;
//コンストラクタ
public function Cloud() {
Wonderfl.capture_delay(7);
Param.init();
PI = Math.PI / 180;
stage.frameRate = 60;
stage.quality = "low";
Papervision3D.PAPERLOGGER.unregisterLogger(Papervision3D.PAPERLOGGER.traceLogger);
bv = new BasicView(Param.display.width, Param.display.height, false, false, "Free");
planeMaterial = new ColorMaterial(Param.planeColor, 1);
wingMaterial = new ColorMaterial(Param.planeColor, 1);
wingMaterial.doubleSided = true;
cameraTarget = bv.scene.addChild(new DisplayObject3D());
horizonTarget = bv.scene.addChild(new DisplayObject3D());
horizonTarget.autoCalcScreenCoords = true;
addChild(Painter.createGradientRect(Param.display.width, Param.display.height, [Param.skyColor1], [1]));
sea = addChild(Painter.createGradientRect(Param.display.width, Param.display.height, [Param.seaColor], [1])) as Sprite;
bg = addChild(new BackGround()) as BackGround;
bg.x = Param.display.width / 2;
bg.mask = addChild(Painter.createGradientRect(Param.display.width, Param.display.height, [0x000000], [1]));
canvas1 = new BitmapData(Param.display.width, Param.display.height, true, 0x00FFFFFF);
canvas2 = new BitmapData(Param.display.width, Param.display.height, true, 0x00FFFFFF);
addChild(new Bitmap(canvas1));
addChild(bv.viewport);
addChild(new Bitmap(canvas2));
addChild(new Stats());
//雲生成
smokes = new Vector.<Smoke>();
for (var i:int = 0; i < cloudNum; i++) {
var smoke:Smoke = new Smoke(bv.scene);
smokes.push(smoke);
smoke.setPosition(Math.random() * 3500 - 1750, Math.random() * -300 + 10000, Math.random() * 4000 - 2000);
}
plane = bv.scene.addChild(createAirPlain());
plane.rotationY = -90;
plane.y = 10000;
plane.scale = 0.5;
plane.autoCalcScreenCoords = true;
bv.viewport.filters = [new GlowFilter(Param.outlineColor, 1, 3, 3, 6, 1)];
//
loading = addChild(new LoadingScene()) as LoadingScene;
addEventListener(Event.ENTER_FRAME, onLoading);
}
private function onClick(e:MouseEvent):void {
cameraMode = (cameraMode + 1) % 5;
}
//画像生成中
private function onLoading(...arg):void {
for (var i:int = 0; i < 3; i++) {
if(loadCount >= smokes.length){
removeEventListener(Event.ENTER_FRAME, onLoading);
start()
break;
}
var smoke:Smoke = smokes[loadCount];
smoke.changeImage();
loadCount++;
loading.setPercentage(loadCount / smokes.length);
}
}
//レンダリング開始
private function start():void {
stage.addEventListener(MouseEvent.CLICK, onClick);
startTime = getTimer();
removeChild(loading);
addEventListener(Event.ENTER_FRAME, onEnter);
onEnter();
}
//毎フレーム処理
private function onEnter(...arg):void {
time = getTimer() - startTime + 7000;
plane.rotationZ = Math.sin(PI * time / 150) * 30;
var area:int = 2000;
//雲を動かす
for each(var sm:Smoke in smokes) {
sm.do3d.z = ((sm.startPosition.z + time * 0.42) + area) % (area * 2) - area;
var loop:int = int(((sm.startPosition.z + time * 0.42) + area) / (area * 2));
if (sm.loop != loop) {
sm.loop = loop;
sm.do3d.x = Math.random() * 3500 - 1750;
sm.do3d.y = Math.random() * -300 + 10000;
}
}
//カメラ移動
switch(cameraMode) {
case 0:
cameraDist = Math.sin(PI * time / 80) * 200 + 600;
cameraRotation = time / 1000 * 60 * 0.2;
cameraRoll = Math.sin(PI * time / 50) * 20;
cameraAngle = Math.sin(PI * time / 100) * 100 + 50;
cameraTarget.position = new Number3D(0, 10000, 0);
break;
case 1:
cameraDist = 280;
cameraRotation = Math.sin(PI * time / 110) * 20 + 90;
cameraRoll = -plane.rotationZ;
cameraAngle = Math.sin(PI * time / 90) * 50 + 30;
cameraTarget.position = new Number3D(0, 10000, -10000);
break;
case 2:
cameraDist = 500;
cameraRotation = Math.sin(PI * time / 110) * 10;
cameraRoll = 0;
cameraAngle = Math.sin(PI * -time / 70) * 200;
cameraTarget.position = new Number3D(0, 10000, 0);
break;
case 3:
cameraDist = 800;
cameraRotation = -time / 200;
cameraRoll = 0;
cameraAngle = -400;
cameraTarget.position = new Number3D(0, 10000, 0);
break;
case 4:
cameraDist = 50;
cameraRotation = 90;
cameraRoll = -plane.rotationZ/2;
cameraAngle = 30 + plane.rotationZ;
cameraTarget.position = new Number3D(1000, 10000, -700);
break;
}
bv.camera.position = new Number3D(Math.cos(PI*cameraRotation)*cameraDist, cameraAngle+10000, Math.sin(PI*cameraRotation)*cameraDist);
bv.camera.lookAt(cameraTarget);
bv.camera.roll(cameraRoll);
var crot:Number = Math.atan2(cameraTarget.z - bv.camera.z, cameraTarget.x - bv.camera.x);
//地平線用ダミーモデルをカメラの前方に配置
horizonTarget.position = new Number3D(Math.cos(crot) * 500000, 0, Math.sin(crot) * 500000);
//PV3Dレンダリング
bv.renderer.renderScene(bv.scene, bv.camera, bv.viewport);
//背景画像を地平線の高さに移動
bg.y = int(horizonTarget.screen.y + Param.center.y);
bg.rotation = cameraRoll;
bg.setPositionPer(crot / PI / 360);
sea.visible = horizonTarget.screen.y + Param.center.y < Param.display.height;
//雲画像処理
canvas1.fillRect(Param.display, 0x00FFFFFF);
canvas2.fillRect(Param.display, 0x00FFFFFF);
smokes.sort(function(a:Smoke, b:Smoke):Number { return int(a.scale > b.scale) - int(a.scale < b.scale); } );
for each(var smoke:Smoke in smokes) {
smoke.refresh();
if (smoke.do3d.screen.z > 10 && smoke.alpha) {
var target:BitmapData = (plane.screen.z < smoke.do3d.screen.z)? canvas1 : canvas2;
var ct:ColorTransform = new ColorTransform(1, 1, 1, smoke.alpha, 0, 0, 0, 0);
var mat:Matrix = new Matrix();
mat.scale(smoke.scale, smoke.scale);
mat.rotate(PI * bv.camera.localRotationZ);
var offsetX:Number = smoke.scale * smoke.imageSize.width / 2;
var offsetY:Number = smoke.scale * smoke.imageSize.height / 2;
var xp:Number = smoke.do3d.screen.x + Param.center.x - (Math.cos(PI * cameraRoll) * offsetX - Math.sin(PI * cameraRoll) * offsetY);
var yp:Number = smoke.do3d.screen.y + Param.center.y - (Math.sin(PI * cameraRoll) * offsetX + Math.cos(PI * cameraRoll) * offsetY);
mat.translate(xp, yp);
target.draw(smoke.image, mat, ct);
}
}
}
//航空機モデルを生成
private function createAirPlain():DisplayObject3D {
var i:int;
var plane:DisplayObject3D = new DisplayObject3D();
var d:DisplayObject3D = plane.addChild(new DisplayObject3D());
var body:Plane = new Plane(planeMaterial, 446, 46, 3, 2);//23
for (i = 0; i <= 2; i++) body.geometry.vertices[i].y = [-12, -6, 0][i];
for (i = 3; i <= 5; i++) body.geometry.vertices[i].x = -178;
for (i = 6; i <= 8; i++) body.geometry.vertices[i].x = 77;
for (i = 9; i <= 11; i++) body.geometry.vertices[i].y = [7, 15, 23][i-9];
for (i = 4; i <= 7; i += 3) body.geometry.vertices[i].z = -22;
var wing:Plane = new Plane(wingMaterial, 190, 96, 2, 1);
for (i = 0; i <= 5; i++) wing.geometry.vertices[i].x = [0, 64, 190][int(i / 2)];
for (i = 0; i <= 5; i++) wing.geometry.vertices[i].y = [0, 96, 53, 117, 165, 190][i];
for (i = 2; i <= 5; i++) wing.geometry.vertices[i].z = [ -5, -12][int((i - 2) / 2)];
wing.position = new Number3D( -86, -10, -10);
wing.rotationZ = -90;
wing.rotationY = 90;
var wing2:Plane = new Plane(wingMaterial, 66, 72, 1, 1);
for (i = 0; i <= 3; i++) {
wing2.geometry.vertices[i].x = [0, 0, 72, 72][i];
wing2.geometry.vertices[i].y = [0, 66, 72, 100][i];
}
wing2.rotationZ = -90;
wing2.rotationY = 90;
wing2.position = new Number3D(148,10,0);
var wing3:Plane = new Plane(wingMaterial, 82, 64, 1, 1);
for (i = 0; i <= 3; i++) {
wing3.geometry.vertices[i].x = [0, 82, 82, 110][i];
wing3.geometry.vertices[i].y = [0, 0, 64, 64][i];
}
wing3.position = new Number3D(130, 21, 0);
d.addChild(body);
d.addChild(wing);
d.addChild(wing2);
var engine1:Cube = d.addChild(new Cube(new MaterialsList( { all:planeMaterial } ), 48, 16, 16, 1, 1, 1)) as Cube;
var engine2:Cube = d.addChild(new Cube(new MaterialsList( { all:planeMaterial } ), 48, 16, 16, 1, 1, 1)) as Cube;
engine1.position = new Number3D(-20, -15, 64);
engine2.position = new Number3D(40, -15, 137);
engine1.rotationX = engine2.rotationX = 45;
plane.addChild(wing3);
var frip:DisplayObject3D = plane.addChild(d.clone());
frip.scaleZ *= -1;
for each(var model:DisplayObject3D in frip.children) model.geometry.flipFaces();
return plane;
}
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import flash.filters.BevelFilter;
import flash.filters.BlurFilter;
import flash.filters.ColorMatrixFilter;
import flash.filters.GlowFilter;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.scenes.Scene3D;
//各種パラメータ
class Param {
static public var center:Point;
static public var display:Rectangle;
//航空機の色
static public var planeColor:uint = 0xFFFFFF;
//航空機のアウトライン
static public var outlineColor:uint = 0x40699E;
//雲の色
static public var cloudColor:uint = 0xFFD7DDE5;
//雲のハイライト色
static public var lightColor:uint = 0xFFFFFF;
//雲の影の色
static public var shadowColor:uint = 0x294A59;
//空の色(上)
static public var skyColor1:uint = 0x1F437F;
//空の色(下)
static public var skyColor2:uint = 0x6290C1;
//地平線付近の色
static public var horizonColor:uint = 0xA0BCD1;
//地上の色
static public var seaColor:uint = 0x7D8C98;
public function Param() { }
static public function init():void {
display = new Rectangle(0, 0, 465, 465);
center = new Point(display.width / 2, display.height / 2);
}
}
class Painter {
public function Painter() { }
static private var errorSeed:Array = [346, 514, 1155, 1519, 1690, 1977, 2327, 2337, 2399, 2860, 2999, 3099, 4777, 4952, 5673, 6265, 7185, 7259, 7371, 7383, 7717, 7847, 8032, 8350, 8676, 8963, 8997, 9080, 9403, 9615, 9685];
//雲画像生成
static public function createCloud(width:int, height:int, type:Boolean = true):BitmapData {
var gradiation:Sprite = new Sprite();
var drawMatrix:Matrix = new Matrix();
drawMatrix.createGradientBox(width, height);
gradiation.graphics.beginGradientFill("radial", [0x000000, 0x000000], [0, 1], [0, 255], drawMatrix);
gradiation.graphics.drawRect(0, 0, width, height);
gradiation.graphics.endFill();
var alphaBmp:BitmapData = new BitmapData(width, height);
var seed:int = int(Math.random() * 10000);
//perlinNoise画像の1つのチャンネルにブロック状の穴が発生するランダムシード値があるので危ない値は避ける
if (errorSeed.indexOf(seed) != -1) seed++;
alphaBmp.perlinNoise(width / 3, height / 2.5, 5, seed, false, true, 1|2|4, false);
var zoom:Number = (type)? 1.8 : 1.1;
var ct:Number = (type)? 1.6 : 0.2;
var ctMatrix:Array = [ct + 1, 0, 0, 0, -(128 * ct), 0, ct + 1, 0, 0, -(128 * ct), 0, 0, ct + 1, 0, -(128 * ct), 0, 0, 0, 1, 0];
alphaBmp.draw(gradiation, new Matrix(zoom, 0, 0, zoom, -(zoom - 1) / 2 * width, -(zoom - 1) / 2 * height));
alphaBmp.applyFilter(alphaBmp, alphaBmp.rect, new Point(), new ColorMatrixFilter(ctMatrix));
var image:BitmapData = new BitmapData(width, height, true, Param.cloudColor);
image.copyChannel(alphaBmp, alphaBmp.rect, new Point(), 4, 8);
image.applyFilter(image, image.rect, new Point(), new GlowFilter(Param.lightColor, 1, 4, 4, 1, 3, true));
var bsize:Number = Math.min(width, height) / 30;
image.applyFilter(image, image.rect, new Point(), new BevelFilter(bsize, 45, Param.lightColor, 1, Param.shadowColor, 1, bsize/5, bsize/5, 1, 3));
alphaBmp.dispose();
return image;
}
//グラデーションスプライト生成
static public function createGradientRect(w:Number, h:Number, colors:Array, alphas:Array, ratios:Array = null, r:Number = 0):Sprite {
var rts:Array = new Array();
if(ratios == null){
for (var n:int = 0; n < colors.length; n++) rts.push(int(255 * n / (colors.length - 1)));
} else {
for (var m:int = 0; m < ratios.length; m++) rts[m] = Math.round(ratios[m] * 255);
}
var sp:Sprite = new Sprite();
var mat:Matrix = new Matrix();
mat.createGradientBox(w, h, Math.PI / 180 * r, 0, 0);
if (colors.length == 1 && alphas.length == 1) sp.graphics.beginFill(colors[0], alphas[0]);
else sp.graphics.beginGradientFill("linear", colors, alphas, rts, mat);
sp.graphics.drawRect(0, 0, w, h);
sp.graphics.endFill();
return sp;
}
}
//遠景画像
class BackGround extends Sprite {
private var farWidth:int = 2000;
private var farHeight:int = 20;
private var viewWidth:int = 600;
private var viewImage:BitmapData;
private var farImage:BitmapData;
public function BackGround() {
var sky:Sprite = addChild(Painter.createGradientRect(Param.display.width*2, Param.display.height, [Param.skyColor1, Param.skyColor2, Param.horizonColor], [1, 1, 1], [0, 0.9, 1], 90)) as Sprite;
sky.x = -Param.display.width;
sky.y = -Param.display.height;
var ground:Sprite = addChild(Painter.createGradientRect(Param.display.width*2, Param.display.height, [Param.horizonColor, Param.seaColor], [1, 1], null, 90)) as Sprite;
ground.y = -1;
ground.x = -Param.display.width;
//遠景画像作成
farImage = new BitmapData(farWidth + viewWidth, farHeight, true, 0x00FFFFFF);
for (var n:int = 0; n < 40; n++) {
var cloud:BitmapData = Painter.createCloud(80, 20, true);
farImage.copyPixels(cloud, cloud.rect, new Point(Math.random() * 1960, farHeight - 20), null, null, true);
}
farImage.applyFilter(farImage, farImage.rect, new Point(), new BlurFilter(2, 2, 1));
farImage.copyPixels(farImage, new Rectangle(0, 0, viewWidth, farHeight), new Point(farWidth, 0));
viewImage = new BitmapData(viewWidth, farHeight, true, 0x88FFFFFF);
var img:Bitmap = addChild(new Bitmap(viewImage)) as Bitmap;
img.x = -viewWidth / 2;
img.y = -farHeight;
}
public function setPositionPer(per:Number):void {
per = ((per % 1) +1) % 1;
var px:int = int(farWidth * (1 - per));
viewImage.copyPixels(farImage, new Rectangle(px, 0, viewWidth, farHeight), new Point(0, 0));
}
}
//画像生成中画面
class LoadingScene extends Sprite {
private var lineWidth:Number = 200;
private var loadedLine:Sprite;
public function LoadingScene() {
var bg:Sprite = addChild(Painter.createGradientRect(Param.display.width, Param.display.height, [0x000000], [1])) as Sprite;
var baseLine:Sprite = addChild(Painter.createGradientRect(lineWidth, 2, [0x444444], [1])) as Sprite;
loadedLine = addChild(Painter.createGradientRect(lineWidth, 2, [0x7DA3C8], [1])) as Sprite;
baseLine.x = loadedLine.x = int((Param.display.width - lineWidth) / 2);
baseLine.y = loadedLine.y = int((Param.display.height - baseLine.height) / 2);
setPercentage(0);
trace("HERE");
}
public function setPercentage(per:Number):void {
loadedLine.width = lineWidth * per;
}
}
//雲
class Smoke {
public var do3d:DisplayObject3D;
public var image:BitmapData;
public var imageSize:Rectangle;
public var alpha:Number;
public var scale:Number;
public var loop:int;
public var startPosition:Number3D;
public function Smoke(scene:Scene3D) {
do3d = scene.addChild(new DisplayObject3D());
do3d.autoCalcScreenCoords = true;
do3d.position = new Number3D();
imageSize = new Rectangle(0, 0, 400, 200);
}
public function changeImage():void {
image = Painter.createCloud(imageSize.width, imageSize.height, Math.random() > 0.3);
}
//雲の初期位置を設定
public function setPosition(x:Number, y:Number, z:Number):void {
startPosition = new Number3D(x, y, z);
do3d.position = startPosition.clone();
}
//スケールと透明度を更新
public function refresh():void {
scale = 700 / do3d.screen.z;
var per1:Number = Math.max(0, Math.min(1, do3d.screen.z / 100));
var per2:Number = Math.max(0, Math.min(1, 1 - (do3d.screen.z - 1500) / 800));
alpha = per1 * per2 * 2;
}
}