メタボールとシェーディング
terumat:http://termat.sakura.ne.jp/
メタボールとシェーディングの練習
初期状態 :メタボールを乱数で生成
クリック1回目 :コンター線を表示
クリック2回目 :三角メッシュを表示(濃度が高い箇所)
クリック3回目 :三角メッシュを表示(全体:鳥瞰)
クリック4回目 :フラットシェーディング
クリック5回目 :初期状態に戻る(メタボールを新たに生成)
/**
* Copyright termat ( http://wonderfl.net/user/termat )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/7U4Y
*/
/*
terumat:http://termat.sakura.ne.jp/
メタボールとシェーディングの練習
初期状態 :メタボールを乱数で生成
クリック1回目 :コンター線を表示
クリック2回目 :三角メッシュを表示(濃度が高い箇所)
クリック3回目 :三角メッシュを表示(全体:鳥瞰)
クリック4回目 :フラットシェーディング
クリック5回目 :初期状態に戻る(メタボールを新たに生成)
*/
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
[SWF(width = "481", height = "481", backgroundColor = "0x000000", fps = "30")]
public class Practice42 extends Sprite{
private var bitmap:BitmapData;
private var balls:Vector.<Metaball>;
private var colors:Vector.<Array>;
private var canvas:MovieClip;
private var numOfBall:int = 16;
private var tri:Triangles;
public function Practice42() {
canvas = new MovieClip();
addChild(canvas);
bitmap = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0x000000);
canvas.addChild(new Bitmap(bitmap));
tri = new Triangles();
addChild(tri);
balls = new Vector.<Metaball>();
colors = createColors();
stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
for (var i:int = 0; i < numOfBall; i++) {
addMetaball(Math.random()*stage.width, Math.random()*stage.height);
}
draw();
tri.init(bitmap);
tri.draw();
}
private function createColors():Vector.<Array>{
var ret:Vector.<Array> = new Vector.<Array>();
var r:int, g:int, b:int;
for (var i:int=0;i<256;i++){
r = g = b = 0;
if (i >= 0) b = Math.min(255, 4 * i * 2);
if (i >= 2) g = Math.min(255, 4 * (i / 4));
if (i >= 4) r = Math.min(255, 4 * (i / 8));
ret[i]=[r,g,b];
}
return ret;
}
private function draw():void {
bitmap.fillRect(bitmap.rect, 0x000000);
for each(var p:Metaball in balls) {
p.draw(bitmap);
}
}
private function addMetaball(x:int, y:int):void {
var r:int = 64 + Math.random() * 128;
var m:Metaball = new Metaball(colors,r);
m.x = x; m.y = y;
m.init();
balls.push(m);
}
private function onDown(e:MouseEvent):void {
var p:int = tri.draw();
if (p == 0) {
while (balls.length > 0) balls.pop();
for (var i:int = 0; i < numOfBall; i++) {
addMetaball(Math.random()*stage.width, Math.random()*stage.height);
}
draw();
tri.init(bitmap);
}
}
}
}
import flash.display.BitmapData;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.geom.Point;
class Metaball {
public var x:int, y:int;
public var colors:Vector.<Array> ;
private var pixels:Vector.<Pixel>;
public var RADIUS:int;
private var NUM_PIXELS:int;
public function Metaball(c:Vector.<Array>, r:int) {
RADIUS = r;
NUM_PIXELS=(2 * RADIUS) * (2 * RADIUS);
pixels = new Vector.<Pixel>();
for (var i:int = 0; i < NUM_PIXELS; i++) pixels[i] = new Pixel();
colors=c;
}
public function init():void {
var n:int;
var c:int = 0;
for (var i:int = -RADIUS; i < RADIUS; i++) {
for (var j:int = -RADIUS; j < RADIUS; j++) {
var z:Number = RADIUS * RADIUS - i * i - j * j;
if (z < 0) {
n = 0;
}else{
z = Math.sqrt(z);
var t:Number = z / RADIUS;
n = (255 * (t * t * t * t));
n = Math.max(0, Math.min(n, 255));
}
pixels[c].dx = i;
pixels[c].dy = j;
pixels[c].n = n;
c++;
}
}
}
public function draw(bitmap:BitmapData):void {
for (var i:int = 0; i < NUM_PIXELS; i++) {
var sx:int = x + pixels[i].dx;
if (sx < 0 || sx > bitmap.width-1)continue;
var sy:int = y + pixels[i].dy;
if (sy < 0 || sy > bitmap.height-1)continue;
var p:Array = getRgb(bitmap.getPixel(sx, sy));
for (var j:int = 0; j < 3; j++) {
p[j] += colors[pixels[i].n][j];
if (p[j] > 255)p[j] = 255;
}
bitmap.setPixel(sx, sy, get16(p[0], p[1], p[2]));
}
}
private function get16(rr:int,gg:int,bb:int):uint {
return (rr << 16) + (gg << 8) + bb;
}
private function getRgb(c:uint):Array {
return [(c & 0xff0000) >> 16, (c & 0xff00) >> 8, (c & 0xff)];
}
}
class Pixel {
public var dx:int;
public var dy:int;
public var n:int;
}
class Triangles extends MovieClip{
private var node:Vector.<Array>;
private var bitmap:BitmapData;
private var step:int = 5;
private var elem:Vector.<Array>;
public var limit:int = 80;
private var mode:int = 0;
private const THETA:Number=-90,PHI:Number=5;
private const XZERO:Number=-480,YZERO:Number=-520;
private const SIZE:Number=480;
private const SINT:Number=Math.sin(THETA/180*Math.PI);
private const SINP:Number=Math.sin(PHI/180*Math.PI);
private const COST:Number=Math.cos(THETA/180*Math.PI);
private const COSP:Number=Math.cos(PHI/180*Math.PI);
public function init(b:BitmapData):void {
bitmap = b;
node = new Vector.<Array>();
for (var i:int = 0; i <= bitmap.width; i = i + step) {
for (var j:int = 0; j <= bitmap.height; j = j + step) {
var c:uint = bitmap.getPixel(i, j);
var gv:int = (c & 0xff0000) >> 16;
node.push([i, j, gv]);
}
}
createElem();
}
private function createElem():void {
var mx:int = bitmap.width / step+1;
var my:int = bitmap.height / step+1;
elem = new Vector.<Array>();
for (var i:int = 0; i < mx; i++) {
for (var j:int = 0; j < my; j++) {
if (i < mx - 1 && j < my - 1) {
elem.push([i * my + j, (i + 1) * my + j + 1, (i + 1) * my + j]);
elem.push([i * my + j, i * my + j + 1, (i + 1) * my + j + 1]);
}
}
}
}
public function draw():int {
if (mode % 5 == 0) {
graphics.clear();
}else if (mode % 5 == 1) {
drawContour()
}else if (mode % 5 == 2) {
drawTriangles();
}else if (mode % 5 == 3) {
drawTriangles2()
}else if (mode % 5 == 4) {
shade()
}
return mode++%5;
}
private function drawTriangles():void {
graphics.clear();
var vertex:Vector.<Number> = new Vector.<Number>();
for (var i:int = 0; i < elem.length; i++) {
var p:Array = elem[i];
if ((node[p[0]][2] < limit) || (node[p[1]][2] < limit) || (node[p[2]][2] < limit)) continue;
for (var j:int = 0; j < p.length; j++) {
vertex.push(node[p[j]][0]); vertex.push(node[p[j]][1]);
}
}
graphics.lineStyle(1, 0xff6666);
graphics.drawTriangles(vertex);
}
private function drawTriangles2():void {
graphics.clear();
graphics.lineStyle(1, 0xff6666);
for (var i:int = 0; i < elem.length; i++) {
var p:Array = elem[i];
var p0:Point = trand2D(node[p[0]][0], node[p[0]][1], node[p[0]][2]);
var p1:Point = trand2D(node[p[1]][0], node[p[1]][1], node[p[1]][2]);
var p2:Point = trand2D(node[p[2]][0], node[p[2]][1], node[p[2]][2]);
graphics.moveTo(p0.x, p0.y);
graphics.lineTo(p1.x, p1.y);
graphics.lineTo(p2.x, p2.y);
graphics.lineTo(p0.x, p0.y);
}
}
private function trand2D(xx:Number, yy:Number, zz:Number):Point {
var p:Point = new Point();
p.x = XZERO + ( -SINT * (xx + SIZE) + COST * (yy + SIZE) + 0.5);
p.y = YZERO + ( -COST * COSP * (xx + SIZE) - SINT * COSP * (yy + SIZE) + SINP * (zz + SIZE) + 0.5);
return p;
}
private function drawContour():void {
graphics.clear();
graphics.lineStyle(1, 0xff6666);
var tp:int = (Math.floor(limit/ 10.0) * 10.0) as int;
for (var i:int = tp; i < 255; i = i + 20) {
createContour(i);
}
}
private function createContour(val:int):void {
for (var i:int = 0; i < elem.length; i++) {
var d:Array = new Array(node[elem[i][0]], node[elem[i][1]], node[elem[i][2]]);
var p:Array = sort(new Array(0, 1, 2), d);
if (val >= p[0][2]) {
if (val > p[2][2]) {
continue;
}else {
var a:Array;
var b:Array;
if(val>=p[1][2]){
a = getPoint(p[0], p[2], val);
b = getPoint(p[1], p[2], val);
if (a == null || b == null) continue;
graphics.moveTo(a[0], a[1]);
graphics.lineTo(b[0], b[1]);
}else{
a = getPoint(p[0], p[2], val);
b = getPoint(p[0], p[1], val);
if (a == null || b == null) continue;
graphics.moveTo(a[0], a[1]);
graphics.lineTo(b[0], b[1]);
}
}
}
}
}
private function sort(it:Array,d:Array):Array{
for (var i:int = 1; i < it.length; i++) {
if (d[it[i]][2] < d[it[i - 1]][2]) {
var t:int=it[i-1];
it[i-1]=it[i];
it[i]=t;
return sort(it,d);
}
}
return new Array(d[it[0]],d[it[1]],d[it[2]]);
}
private function getPoint(small:Array,large:Array,val:Number):Array{
if (small[2] == large[2]) return null;
var rr:Number=(val-small[2])/(large[2]-small[2]);
var x:Number=small[0];
var z:Number=small[1];
var xx:Number=(large[0]-x)*rr+x;
var zz:Number=(large[1]-z)*rr+z;
var l10:Number=Math.sqrt(Math.pow(xx-x, 2.0)+Math.pow(zz-z, 2.0));
var l11:Number=Math.sqrt(Math.pow(xx-large.x, 2.0)+Math.pow(zz-large.z, 2.0));
var ret:Array;
if (l10 == 0.0) {
ret = small;
}else if (l10 == 1.0) {
ret = large;
}else{
ret = [xx, zz, val];
}
return ret;
}
private var eye:Array = [0.1, 0.1, 1.0];
private var light:Array = [0.1, 0.1, 1.0, 1.0, 1.0, 1.0];
private var amb:Array = [0.6, 0.6, 0.6];
private var spec:Array = [1.0, 1.0, 1.0];
private var diff:Array = [0.4, 0.4, 0.4];
private var pow:Number = 3.0;
public function shade():void {
graphics.clear();
normalize(light);
normalize(eye);
for (var i:int = 0; i < elem.length; i++) {
var v0:Array = [node[elem[i][1]][0]-node[elem[i][0]][0],node[elem[i][1]][1]-node[elem[i][0]][1],node[elem[i][1]][2]-node[elem[i][0]][2]];
var v1:Array = [node[elem[i][2]][0]-node[elem[i][0]][0],node[elem[i][2]][1]-node[elem[i][0]][1],node[elem[i][2]][2]-node[elem[i][0]][2]];
var normal:Array = cross(v1, v0);
normalize(normal);
var dotP:Number = dot(normal, light);
var r0:Number = 2.0 * dotP * normal[0] - light[3];
var r1:Number = 2.0 * dotP * normal[1] - light[4];
var r2:Number = 2.0 * dotP * normal[2] - light[5];
var re:Array = [r0, r1, r2];
var dotE:Number = dot(re, eye);
var r:int = Math.min(255,255.0 * (amb[0] + diff[0] * (Math.max(0, dot(normal, light))) + spec[0] * Math.max(0, Math.pow(dotE, pow))));
var g:int = Math.min(255,255.0 * (amb[1] + diff[1] * (Math.max(0, dot(normal, light))) + spec[1] * Math.max(0, Math.pow(dotE, pow))));
var b:int = Math.min(255,255.0 * (amb[2] + diff[2] * (Math.max(0, dot(normal, light))) + spec[2] * Math.max(0, Math.pow(dotE, pow))));
var col:uint = (r << 16) + (g << 8) + b;
var vertex:Vector.<Number> = new Vector.<Number>();
vertex.push(node[elem[i][0]][0]); vertex.push(node[elem[i][0]][1]);
vertex.push(node[elem[i][1]][0]); vertex.push(node[elem[i][1]][1]);
vertex.push(node[elem[i][2]][0]); vertex.push(node[elem[i][2]][1]);
graphics.beginFill(col);
graphics.drawTriangles(vertex);
graphics.endFill();
}
}
private function normalize(vec:Array):void {
var t:Number = vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2];
if (t != 0 && t != 1) t = (1.0 / Math.sqrt(t));
vec[0] = vec[0] * t;
vec[1] = vec[1] * t;
vec[2] = vec[2] * t;
}
private function dot(a:Array,b:Array):Number{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
private function cross(a:Array,b:Array):Array{
var x:Number = a[1] * b[2] - a[2] * b[1];
var y:Number = a[2] * b[0] - a[0] * b[2];
var z:Number = a[0] * b[1] - a[1] * b[0];
return [x, y, z];
}
}