3D Flow Simulation (Stage3D, Starling)
www.as-flash.com/test/starling3dflow/");
-------------------------------- REAL CODE ------------------------------------
/**
* Copyright djankey ( http://wonderfl.net/user/djankey )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/5MEu
*/
// forked from clockmaker's BitmapDataで配列に格納すると高速化するよ
// forked from clockmaker's 3D Flow Simulation with Field of Blur
// forked from clockmaker's 3D Flow Simulation
// forked from clockmaker's Interactive Liquid 10000
// forked from clockmaker's Liquid110000 By Vector
// forked from munegon's forked from: forked from: forked from: forked from: Liquid10000
// forked from Saqoosha's forked from: forked from: forked from: Liquid10000
// forked from nutsu's forked from: forked from: Liquid10000
// forked from nutsu's forked from: Liquid10000
// forked from zin0086's Liquid10000
package{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.net.navigateToURL;
import flash.net.URLRequest;
import com.bit101.components.PushButton;
public class Main extends Sprite {
public function Main(){
var linkButton:PushButton = new PushButton(this, 50, 150, "OPEN PREVIEW IN NEW WINDOW", btnClicked);
linkButton.width = 365;
}
private function btnClicked(e:MouseEvent):void
{
var targetURL:URLRequest = new URLRequest("http://www.as-flash.com/test/starling3dflow/");
navigateToURL(targetURL, "_blank");
}
}
}
// -------------------------------- REAL CODE ------------------------------------
/*
package
{
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.events.Event;
import net.hires.debug.Stats;
import starling.core.Starling;
[SWF(frameRate="60")]
public class Main extends flash.display.Sprite
{
private var myStarling:Starling;
public function Main()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(event:Event=null):void
{
// support autoOrients
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
myStarling = new Starling(Content, stage);
// set anti-aliasing
myStarling.antiAliasing = 1;
// start
myStarling.start();
// stats
addChild (new Stats());
}
}
}
import starling.display.Sprite;
import starling.display.Image;
import starling.events.Event;
import starling.textures.Texture;
import starling.textures.TextureSmoothing;
import starling.utils.deg2rad;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Shape;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.geom.Point;
class Content extends starling.display.Sprite
{
private const NUM_PARTICLE:uint = 4000;
private var forceMap:BitmapData;
private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
private var particleList:Vector.<Arrow> = new Vector.<Arrow>(NUM_PARTICLE, true);
private var seed:Number = Math.floor( Math.random() * 0xFFFF );
private var offset:Array = [new Point(), new Point()];
private var timer:Timer;
private var _W:int;
private var _H:int;
public function Content()
{
addEventListener(Event.ADDED_TO_STAGE, onAdded);
}
private function onAdded ( e:Event ):void
{
// setup sizes
_W = stage.stageWidth;
_H = stage.stageHeight;
forceMap = new BitmapData(_W/2 + 1, _H/2 + 1, false, 0x000000);
// timer
var timer:Timer = new Timer(1000)
timer.addEventListener(TimerEvent.TIMER, resetFunc);
timer.start();
// draw arrow
var dummy:Shape = new Shape();
dummy.graphics.beginFill(0xFFFFFF, 1);
dummy.graphics.lineStyle(1, 0x0, 1);
dummy.graphics.moveTo(2, 4);
dummy.graphics.lineTo(8, 4);
dummy.graphics.lineTo(8, 0);
dummy.graphics.lineTo(20, 7);
dummy.graphics.lineTo(8, 14);
dummy.graphics.lineTo(8, 10);
dummy.graphics.lineTo(2, 10);
dummy.graphics.lineTo(2, 4);
// create texture
var bd:BitmapData = new BitmapData(dummy.width, dummy.height, true, 0x00000000);
bd.draw(dummy);
var texture:Texture = Texture.fromBitmap(new Bitmap(bd, "auto", true));
var pivot_x:int = dummy.width >> 1;
var pivot_y:int = dummy.height >> 1;
var px:Number;
var py:Number;
var delta:int;
for (var i:int = 0; i < NUM_PARTICLE; i++)
{
px = Math.random() * _W;
py = Math.random() * _H;
// create a Image object with one texture
var arrow:Arrow = new Arrow(texture, px, py);
//arrow.pivotX = pivot_x;
//arrow.pivotY = pivot_y;
//arrow.smoothing = TextureSmoothing.NONE;
//arrow.color = Math.random()*0xFFFFFF;
particleList[i] = arrow;
addChild(arrow);
}
// main loop
stage.addEventListener(Event.ENTER_FRAME, onFrame);
resetFunc();
}
private function onFrame(event:Event):void
{
var col:Number;
for (var i:uint = 0; i < NUM_PARTICLE; i++) {
var arrow:Arrow = particleList[i];
var oldX:Number = arrow.x;
var oldY:Number = arrow.y;
col = forceMap.getPixel( arrow.x >> 1, arrow.y >> 1);
arrow.ax += ( (col & 0xff) - 0x80 ) * .0005;
arrow.ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005;
arrow.vx += arrow.ax;
arrow.vy += arrow.ay;
arrow.x += arrow.vx;
arrow.y += arrow.vy;
var _posX:Number = arrow.x;
var _posY:Number = arrow.y;
var rot:Number = - Math.atan2((_posX - oldX), (_posY - oldY)) * 180 / Math.PI + 90;
var angle:int = rot | 0;
// Math.absの高速化ね
angle = (angle ^ (angle >> 31)) - (angle >> 31);
arrow.rot += (angle - arrow.rot) * 0.2;
arrow.rotation = deg2rad(arrow.rot);
arrow.ax *= .96;
arrow.ay *= .96;
arrow.vx *= .92;
arrow.vy *= .92;
// あと配置座標を整数化しておきます
arrow.x = arrow.x | 0;
arrow.y = arrow.y | 0;
( _posX > _W ) ? arrow.x = 0 :
( _posX < 0 ) ? arrow.x = _W : 0;
( _posY > _H ) ? arrow.y = 0 :
( _posY < 0 ) ? arrow.y = _H : 0;
}
}
private function resetFunc(e:TimerEvent = null):void
{
forceMap.perlinNoise(_W/4 + 1, _H/4 + 1, 3, seed, false, true, 6, false, offset);
offset[0].x += 1.5;
offset[1].y += 1;
seed = Math.floor( Math.random() * 0xFFFFFF );
}
}
import starling.display.Image;
import starling.textures.Texture;
class Arrow extends starling.display.Image
{
public var rot:int = 0;
public var vx:Number = 0;
public var vy:Number = 0;
public var ax:Number = 0;
public var ay:Number = 0;
public function Arrow(texture:Texture, x:Number, y:Number)
{
super(texture);
this.x = x;
this.y = y;
}
}
*/