PerlinNoiseのリアルタイムアニメーション
PerlinNoise生成
高速化テスト中。
とりあえず関数を展開。
修正:CatmullRom補間 を cos補間 に変更、約2倍高速化
// forked from Nao_u's PerlinNoise生成
//
// PerlinNoise生成
// 高速化テスト中。
// とりあえず関数を展開。
//
// 修正:CatmullRom補間 を cos補間 に変更、約2倍高速化
//
package {
import flash.display.Sprite;
import flash.events.*;
[SWF(width="465", height="465", backgroundColor="0xFFFFFF", frameRate="15")]
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/4;
var BITMAP_H:int = SCREEN_H/4;
function initialize():void{
BmpData = new BitmapData(BITMAP_W, BITMAP_H, false, 0xffffff);
View = new Bitmap(BmpData);
View.x = 64.0;
View.y = 64.0;
View.scaleX = 3.0;
View.scaleY = 3.0;
Main.addChild(View);
Text = new TextField();
Text.text = "PerlinNoise生成中...";
Text.autoSize = "left";
Main.addChild(Text);
makeRndTbl();
}
var Cnt:int;
function update(e :Event):void{
Cnt++;
var px:Number = Cnt * 1.40 + 1.1 * Math.cos(Cnt*0.003);
var py:Number = Cnt * 0.45 + 0.25 * Math.cos(Cnt*0.1);
//if( (Cnt & 0x01) == 0 )
{
var time:int = getTimer();
var mul:Number = 180;
BmpData.lock();
for( var x:int=0; x<BITMAP_W; x++ ){
for( var y:int=0; y<BITMAP_H; y++ ){
var col:int = PerlinNoiseCos( x, y, px, py, 16.0, 0.35, 3 ) * mul;
col = col + 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]";
}
}
// PerlinNoiseを生成(cos補間を使用)
function PerlinNoiseCos( rx:Number, ry:Number, sx:Number, sy: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 x:Number = rx/frequency + sx/(frequency*0.1+5);
var y:Number = ry/frequency + sy/(frequency*0.01+4);
var ix:int = x;
var iy:int = y;
var tx:Number = (x - ix);
var ty:Number = (y - iy);
var ix_0 :int = (ix )&0xff;
var ix_1 :int = (ix+1)&0xff;
var iy_0 :int = ((iy )&0xff)*RNDTBL_SIZE;
var iy_1 :int = ((iy+1)&0xff)*RNDTBL_SIZE;
var a:Number, b:Number, t:Number;
var ft:Number, f:Number;
a = RndTbl[ ix_0 + iy_0];
b = RndTbl[ ix_1 + iy_0];
t = tx;
ft = t * Math.PI;
f = (1.0 - Math.cos( ft )) * 0.5;
var x0:Number = a * (1.0 - f) + b * f;
a = RndTbl[ ix_0 + iy_1];
b = RndTbl[ ix_1 + iy_1];
t = tx;
ft = t * Math.PI;
f = (1.0 - Math.cos( ft )) * 0.5;
var y0:Number = a * (1.0 - f) + b * f;
a = x0;
b = y0;
t = ty;
ft = t * Math.PI;
f = (1.0 - Math.cos( ft )) * 0.5;
total += (a * (1.0 - f) + b * f) * amplitude;
amplitude *= presistence;
frequency *= 0.5;
}
return total;
}
// 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;
x = (x>>10) ^ x;
var ret:int = (( (x * (x * x * 15731 + 789221) + 1376312589) ) / 1000000);
return (ret & 0x1ff) / 256 - 1.0;
}
// 256*256のランダムテーブルを生成
var RNDTBL_SIZE:int = 256;
var RndTbl:Vector.<Number> = new Vector.<Number>;
function makeRndTbl():void{
for( var y:int=0; y<RNDTBL_SIZE; y++ ){
for( var x:int=0; x<RNDTBL_SIZE; x++ ){
RndTbl[x + y*RNDTBL_SIZE] = rnd(x,y);
}
}
}