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forked from: 250000 particle flow shimulation

なんかいっぱい動かすテスト
洗濯機みたいになってます。
@author jc at bk-zen.com
// forked from fladdict's 250000 particle flow shimulation
// forked from fladdict's 20万個ぱーてぃくる 途中で飽きたけど 25万個は狙えるはず
// forked from beinteractive's forked from: 10万個ぱーてぃくる - 軽く高速化
// forked from bkzen's 10万個ぱーてぃくる
package  
{
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import net.hires.debug.Stats;
	
	/**
	 * なんかいっぱい動かすテスト
	 * 洗濯機みたいになってます。
	 * @author jc at bk-zen.com
	 */
	[SWF(backgroundColor = "0x000000", frameRate = "30")]
	public class Test3 extends Sprite
	{
		private var main: TestMain;
		
		public function Test3() 
		{
			if (stage) init();
			else addEventListener(Event.ADDED_TO_STAGE, init);
		}
		
		private function init(e:Event = null):void 
		{
			removeEventListener(Event.ADDED_TO_STAGE, init);
			//
			main = new TestMain(stage.stageWidth, stage.stageHeight);
			addChild(main.view);
			addChild(new Stats());
			stage.scaleMode = StageScaleMode.NO_SCALE;
			stage.align = StageAlign.TOP_LEFT;
			stage.addEventListener(Event.RESIZE, onResize);
			stage.addEventListener(MouseEvent.CLICK, onClick);
			addEventListener(Event.ENTER_FRAME, onEnter);
			
		}
		
		private function onClick(e:MouseEvent):void 
		{
			main.change();
		}
		
		private function onEnter(e:Event):void 
		{
			main.draw(mouseX, mouseY);
		}
		// りサイズ (未実装)
		private function onResize(e:Event):void 
		{
			main.resize(stage.stageWidth, stage.stageHeight);
		}
	}
}

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.utils.ByteArray;
import flash.display.Shader;
import flash.display.ShaderJob;
class TestMain
{
        protected const W: int = 300;
	protected const H: int = 300;
        protected const N: int = W*H;
                
	private var w: int;
	private var h: int;
	private var mw: int;
	private var mh: int;
	public var view: Bitmap;
	private var bmpData: BitmapData;
	private var forceMap: BitmapData;
        private var forceCache: Array;
	private var randomSeed: int;
//	private var particles: Particle;
        private var _pxv : Vector.<Number>;
        private var _pc : Vector.<uint>;
	private var num: int;
	private var color: uint = 0xF0F0FF;
	private var count: int = 0;
	private var colorTr: ColorTransform;

        private var cnt:int = 0;

        //forcemap を getPixel で計算すると重いので、色はキャッシュする。
        private var forceVector:Vector.<int>;
        private var fxVector:Vector.<int>;
        private var fyVector:Vector.<int>;
        
        private var _shader : Shader;
	
	public function TestMain(w: int, h: int)
	{
		this.w = w;
		mw = w >> 1;
		this.h = h;
		mh = h >> 1;
		bmpData = new BitmapData(w, h, false, 0x00000000);
		forceMap = new BitmapData(w, h, false);
		
                
		view = new Bitmap(bmpData);
		var i: int;
                _pxv = new Vector.<Number>();
                _pc = new Vector.<uint>();
                for(i = 0;i < N;i++){
                    _pxv.push(
                        Math.random() * w, Math.random() * h,
                        0.0, 0.0);
                    _pc.push(
                        Math.random() * 0xffffff);
                }
		colorTr = new ColorTransform(1, 1, 1, 1, -90, -90, -90);

                change();
                
                _shader = new MegaParticleShader();
                _res = new Vector.<Number>();
                
                _shader.data.xv.width = W;
                _shader.data.xv.height = H;
                _shader.data.mu.value = [0.99];
                _shader.data.w.value = [465.0];
                _shader.data.h.value = [465.0];
                _shader.data.force.input = forceMap;
	}

        private var _res : Vector.<Number>;

	// 描画、マウスの判定を後で追加予定
	public function draw(mouseX: Number, mouseY: Number): void
	{
                cnt++;
                if(cnt>100){
                   change();
                   cnt = 0;
                }
		var col: uint;
                var forceIndex:int;
		bmpData.lock();
		bmpData.colorTransform(bmpData.rect, colorTr);
                _shader.data.xv.input = _pxv;

                var sj : ShaderJob = new ShaderJob(_shader, _res, W, H);
                sj.start(true);
                _pxv = _res;
                for(var i : int = (_pxv.length>>2)-1;i >= 0;--i){
                    bmpData.setPixel(_pxv[i<<2], _pxv[(i<<2)+1], _pc[i]);
                }
                /*
		while ((p = p.next) != null)
		{
                        forceIndex = (p.y>>2) * mw + (p.x>>2);

                        //2万個以上はパーティクルの座標が重なった場合の対策をしないと、
                        //まったく同じ動きをするので意味がないので p.rndに乱数を持たせて、力に揺らぎを与える。                     
			p.vx = p.vx * 0.99 + fxVector[forceIndex] * p.rnd;
                        p.vy = p.vy * 0.99 + fyVector[forceIndex] * p.rnd;
                        p.x += p.vx;
			p.y += p.vy;

			if (p.x < 0) p.x += w;
			else if (p.x >= w) p.x -= w;
			if (p.y < 0) p.y += h;
			else if (p.y >= h) p.y -= h;
			bmpData.setPixel(int(p.x), int(p.y), p.col);
		}
*/
		bmpData.unlock();
	}
	
	public function change(): void
	{
                /**
                この処理は重いので、本当は次のforcemapの生成をバックグラウンドで少しづつ行って、完成したら切り替えるようにする。
                */
		forceMap.perlinNoise(128, 128, 8, Math.random() * 0xFFFF, false, true, 7, false);

/*
                if(!forceVector){
                    fxVector = new Vector.<int>(mw*mh,true);
                    fyVector = new Vector.<int>(mw*mh,true);
                }
                //force mapをキャッシュする
                for(var yy:int=0; yy<mh; yy++){
                    for(var xx:int=0; xx<mw; xx++){
                        var col:int = forceMap.getPixel(xx,yy);
                        var pos:int = yy*mw+xx;
                        fxVector[pos] = (col>>16&0xff)-128;
                        fyVector[pos] = (col>>8&0xff)-128;
                    }
                }
                */
	}
	
	public function resize(w: Number, h: Number): void
	{
		this.w = w;
		this.h = h;
		if (bmpData) 
		{
			bmpData.dispose();
		}
		bmpData = new BitmapData(w, h, false, 0x00000000);
		view.bitmapData = bmpData;
	}
}

class Particle
{
	public var x: Number = 0;
	public var y: Number = 0;
	public var vx: Number = 0;
	public var vy: Number = 0;
        public var rnd: Number = 0;
        public var col:int= Math.random()*256*256*256;
	public var next: Particle;
	
	public function Particle()
	{
		
	}
}

import flash.display.Shader;
import flash.utils.ByteArray;
class MegaParticleShader extends Shader
{

	private var vec:Vector.<int> = Vector.<int>( [ 117,144,187,78,2,65,24,133,207,220,12,197,38,110,111,54,177,214,70,136,218,88,184,9,182,70,43,91,153,176,131,146,0,75,246,130,54,38,243,30,54,32,104,205,35,192,219,88,74,120,1,255,217,93,131,18,220,98,79,230,156,243,127,115,121,103,0,102,30,174,205,131,190,213,73,214,109,247,204,216,27,232,190,73,135,186,109,254,248,24,123,35,51,136,226,4,24,215,70,38,73,187,241,0,140,220,200,164,237,164,59,204,220,26,19,198,1,239,254,38,207,154,113,156,68,152,66,62,143,48,101,178,19,39,4,156,112,201,176,31,165,25,21,105,111,222,207,241,198,34,211,209,121,47,187,211,189,220,224,242,101,56,43,50,246,180,29,53,63,173,27,227,168,61,238,138,234,2,43,192,71,32,177,22,56,64,192,161,37,230,8,4,150,146,252,6,135,31,90,64,10,212,57,190,32,132,27,241,113,162,176,18,152,179,96,15,107,229,230,138,188,85,228,116,87,52,20,108,147,222,137,52,116,26,40,212,247,40,231,164,170,226,94,92,189,126,144,191,84,180,159,32,117,124,215,35,46,88,213,115,231,113,57,19,46,111,21,115,132,195,145,128,229,88,32,96,214,130,206,119,74,30,35,165,30,253,23,56,67,249,29,211,229,132,219,159,217,112,211,11,193,171,222,121,213,251,209,95,252,240,31,62,249,216,240,57,44,89,187,248,69,111,155,79,247,179,162,212,176,152,83,56,228,165,250,132,34,78,249,158,223 ] );
	private var byteArr:ByteArray;
	public function MegaParticleShader():void
	{
		var len:int = vec.length;
		if(!byteArr)
		{
			byteArr = new ByteArray();
			for(var i:int=0; i<len; i++)
			{
				byteArr.writeByte( vec[i] );
			}
			byteArr.inflate();
			this.byteCode = byteArr;
		}
	}
}