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flash on 2009-4-18

プロシージャルテクスチャ生成実験
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by Nao_u 20 Dec 2009
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// 
// プロシージャルテクスチャ生成実験
//
package {     
    import flash.display.Sprite;     
    import flash.events.*;     
    [SWF(width="465", height="465", backgroundColor="0xFFFFFF", frameRate="30")]      
        
    public class FlashTest extends Sprite {     
        public function FlashTest() {     
            Main = this;     
            initialize();     
            stage.addEventListener(Event.ENTER_FRAME,update);      
        }     
    }     
}             
    
import flash.display.Bitmap; 
import flash.display.BitmapData; 
import flash.display.Sprite;      
import flash.events.*
import flash.text.TextField;     
import flash.geom.*;
import flash.utils.getTimer;
var Main:Sprite;     
var SCREEN_W:Number = 465;
var SCREEN_H:Number = 465;
var Text:TextField    
var View: Bitmap; 
var BmpData: BitmapData; 

var BITMAP_W:int = SCREEN_W/2;
var BITMAP_H:int = SCREEN_H/2;

function initialize():void{     
    BmpData = new BitmapData(BITMAP_W, BITMAP_H, false, 0xffffff); 
    View = new Bitmap(BmpData); 
    View.scaleX = 2.0;
    View.scaleY = 2.0;
    Main.addChild(View);      

    Text = new TextField();     
    Text.text = "生成中...";   
    Text.autoSize = "left";
    Main.addChild(Text);      

}

var Cnt:int;
function update(e :Event):void{     
    Cnt++;
    if( Cnt == 2 ){
        var time:int = getTimer(); 
        var cont:Number = 64;
        var mul:Number = 128 + cont;
        BmpData.lock(); 
        for( var x:int=0; x<BITMAP_W; x++ ){ 
            for( var y:int=0; y<BITMAP_H; y++ ){ 
                var col:int = PerlinNoise( x, y, 32.0, 0.4, 4 ) * mul;
                col = col + 32;// + 128;
                col = col + (col<<8) + (col<<16);
                BmpData.setPixel(x, y, col); 
            }
        } 
        BmpData.unlock(); 

        var endTime:int = getTimer() - time;
        Text.text = "生成時間:" + endTime + "[ms]";   
    }
}  

// Noiseを生成
function PerlinNoise3( x:Number, y:Number, frequency:Number, presistence:Number, octave:int ):Number{
    var total:Number = 0;
    var amplitude:Number = presistence;
    
    for( var i:int=0; i<octave; i++ ){
    //    var sx:Number = 0.5 + x / BITMAP_W * 3.14 *4;
    //    var sy:Number = y / BITMAP_H * 3.14 *3;
    //    sx = sx + Math.sin(sy) ;
    //    sy = sy + Math.sin(sx) ;
    //    total += 1.5*makeNoise( 100+x+5.5*Math.sin(sy), 100+y+17.5*Math.sin(sx), frequency, amplitude  );
        var sx:Number = x;
        var sy:Number = y;
        x += 48*makeNoise( sx, sy, frequency*1.0, amplitude  );
        y += 48*makeNoise( sx, sy, frequency*1.0, amplitude  );
        total += 1.9*makeNoise( x, y, frequency, amplitude  );

        amplitude *= presistence;
        frequency *= 0.50;

    }
    return total;
}


// Noiseを生成
function PerlinNoise2( x:Number, y:Number, frequency:Number, presistence:Number, octave:int ):Number{
    var total:Number = 0;
    var amplitude:Number = presistence;
    
    for( var i:int=0; i<octave; i++ ){
        var sx:Number = 0.5 + x / BITMAP_W * 3.14 *4;
        var sy:Number = y / BITMAP_H * 3.14 *3;
        sx = sx + Math.sin(sy) ;
    //    sy = sy + Math.sin(sx) ;
        total += 1.5*makeNoise( 100+x+5.5*Math.sin(sy), 100+y+17.5*Math.sin(sx), frequency, amplitude  );
        amplitude *= presistence;
        frequency *= 0.5;
    }
    return total;
}

// PerlinNoiseを生成
function PerlinNoise( x:Number, y:Number, frequency:Number, presistence:Number, octave:int ):Number{
    var total:Number = 0;
    var amplitude:Number = presistence;
    
    for( var i:int=0; i<octave; i++ ){
        total += makeNoise( x, y, frequency, amplitude );
        amplitude *= presistence;
        frequency *= 0.5;
    }

//    if( total < -1.0 ) total = -1.0;
//    if( total >  1.0 ) total =  1.0;
    return total;
}

// 周波数に対応したノイズを生成
function makeNoise( x:Number, y:Number, frequency:Number, amplitude:Number ):Number{
    return Math.abs (rndSmooth(x/frequency,y/frequency) * amplitude);
}

// 入力値( x, y ) に対応した、滑らかな擬似乱数を生成 (補間の結果-1.0を下回ったり、1.0を超えることがある)
function rndSmooth( x:Number, y:Number ):Number{
    var tx:Number = (x - Math.floor(x));
    var txInv:Number = 1.0 - tx;
    var ty:Number = (y - Math.floor(y));
    var tyInv:Number = 1.0 - ty;
    var ix:int = x;
    var iy:int = y;

    // cos補間
    var x0:Number = interpolate( rnd(ix, iy),   rnd(ix+1, iy),   tx );
    var x1:Number = interpolate( rnd(ix, iy+1), rnd(ix+1, iy+1), tx );
    return interpolate( x0, x1, ty );
}

// a から b をcosでなめらかに補間
function interpolate( a:Number, b:Number, t:Number ):Number{
    var ft:Number = t * Math.PI;
    var f:Number = (1.0 - Math.cos( ft )) * 0.5;
    return a * (1.0 - f) + b * f;
}

// 入力値( x, y ) に対応した、-1.0 ~ 1.0 の擬似乱数を生成
function rnd( x:int, y:int ):Number{
    x += y * 465 + 789221;    // 465=2次元での横幅に対応
    x = (x>>10) ^ x;
    var ret:int = (( (x * (x * x * 15731 + 789221) + 1376312589) ) / 1000000);
    
    return ((((ret & 0xff) + ((ret & 0xff00)>>8)+ ((ret & 0xff0000)>>16))&0x1ff) / 256) - 1.0;
}