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Dead Code Preservation :: Archived AS3 works from wonderfl.net

perlinNoise遊び2 HSVを使う

resetをクリックでリセット。
HSVに変換して遊ぶ
(H:色相, S:彩度, V:明度)
Hが角度
S*V*465*0.5が距離
チェックボックスで
perlinNoise()のfractalNoiseをtrueにするかどうか
距離の算出でS,Vをかけるかどうか
を設定できます
/**
 * Copyright cpu_t ( http://wonderfl.net/user/cpu_t )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/83Vh
 */

// forked from cpu_t's perlinNoise遊び
// resetをクリックでリセット。
// 
// HSVに変換して遊ぶ
// (H:色相, S:彩度, V:明度)
// Hが角度
// S*V*465*0.5が距離
// 
// チェックボックスで
// perlinNoise()のfractalNoiseをtrueにするかどうか
// 距離の算出でS,Vをかけるかどうか
// を設定できます
// 
package {
	import flash.display.Bitmap;
	import flash.display.BitmapData;
    import flash.display.Sprite;
	import flash.events.MouseEvent;
	import flash.text.TextField;
	[SWF(width = 465, height = 465)];
    public class FlashTest extends Sprite
	{
        public function FlashTest()
		{
			cbFractalNoise = new CCheckBox(stage, 10, 10, "fractalNoise");
			cbFractalNoise.selected = false;
			cbUseS = new CCheckBox(stage, 10, 40, "S");
			cbUseS.selected = true;
			cbUseV = new CCheckBox(stage, 60, 40, "V");
			cbUseV.selected = true;
			
            vectormap = new BitmapData(465, 465);
			
			bmpdata = new BitmapData(465, 465, false, 0);
			addChild(new Bitmap(bmpdata));
			
			var btnReset:Sprite = new Sprite();
			addChild(btnReset);
			btnReset.x = 10;
			btnReset.y = 80;
			var tf:TextField = new TextField();
			tf.text = "reset";
			tf.autoSize = "left";
			tf.background = true;
			tf.backgroundColor = 0xE0E0E0;
			tf.selectable = false;
			btnReset.addChild(tf);
			btnReset.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void
			{
				reset();
			});
			
			reset();
        }
		
		private var vectormap:BitmapData;
		private var bmpdata:BitmapData;
		private var cbFractalNoise:CCheckBox;
		private var cbUseS:CCheckBox;
		private var cbUseV:CCheckBox;
		
		private function reset():void
		{
			vectormap.perlinNoise(465 * .5, 465 * .5, 3, Math.random() * 0xFFFFFFFF, false, cbFractalNoise.selected);
			
			bmpdata.lock();
			// bmpdataをクリア
			bmpdata.fillRect(bmpdata.rect, 0);
			
			// vectormapの全ピクセルに対してループ
			for (var y:int = 0; y < vectormap.height; y++)
			{
				for (var x:int = 0; x < vectormap.width; x++)
				{
					// HSVを算出
					var px:uint = vectormap.getPixel(x, y);
					var HSV:Object = toHSV(px);
					
					var d:Number = 465 * .5;
					// SVがチェックされていたらdにかける
					if (cbUseS.selected) d *= HSV.S;
					if (cbUseV.selected) d *= HSV.V;
					// Hを角度、dを距離として、中央の座標に加算
					var tx:int = 465 * .5 + Math.cos(HSV.H * Math.PI / 180) * d;
					var ty:int = 465 * .5 + Math.sin(HSV.H * Math.PI / 180) * d;
					
					// bmpdataの範囲外になってしまったらcontinue
					if (ty<0 || ty>=bmpdata.height ||
						tx<0 || tx>=bmpdata.width) continue;
					
					// rgb要素を取得
					var r:int = px >> 16 & 0xFF;
					var g:int = px >> 8 & 0xFF;
					var b:int = px & 0xFF;
					// 色を足す
					var col:uint = bmpdata.getPixel(tx, ty);
					r = (int)(r * .2) + (col >> 16 & 0xFF);
					g = (int)(g * .2) + (col >> 8 & 0xFF);
					b = (int)(b * .2) + (col & 0xFF);
					if (r > 0xFF) r = 0xFF;
					if (g > 0xFF) g = 0xFF;
					if (b > 0xFF) b = 0xFF;
					col = (r << 16) + (g << 8) + b;
					if (col > 0xFFFFFF) col = 0xFFFFFF;
					bmpdata.setPixel(tx, ty, col);
				}
			}
			
			bmpdata.unlock();
		}
		
		// 0xRRGGBBからHSVを計算してHSVを持つオブジェクトを返す
		private function toHSV(color:uint):Object
		{
			var obj:Object = { H:Number, S:Number, V:Number };
			var r:Number = (color >> 16 & 0xFF) / 0xFF;
			var g:Number = (color >> 8 & 0xFF) / 0xFF;
			var b:Number = (color & 0xFF) / 0xFF;
			var max:Number;
			var min:Number = (r <= g && r <= b) ? r : (g <= b ? g : b);
			// H算出
			if (r == g && r == b)
			{
				max = r;
				obj.H = 0;
			}
			else if (r >= g && r >= b)
			{
				max = r;
				obj.H = 60 * (g - b) / (max - min);
			}
			else if (g >= b)
			{
				max = g;
				obj.H = 60 * (b - r) / (max - min) + 120;
			}
			else
			{
				max = b;
				obj.H = 60 * (r - g) / (max - min) + 240;
			}
			if (obj.H < 0) obj.H += 360;
			// S算出
			if (max == 0)
			{
				obj.S = 0;
			}
			else
			{
				obj.S = (max - min) / max;
			}
			// V算出
			obj.V = max;
			
			return obj;
		}
    }
}

import flash.display.DisplayObjectContainer;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.text.TextField;
class CCheckBox extends Sprite
{
	private var _selected:Boolean = false;
	private var back:Sprite;
	private var tf:TextField;
	private var check:Sprite;
	public function CCheckBox(parent:DisplayObjectContainer, x:int = 0, y:int = 0, label:String = "")
	{
		parent.addChild(this);
		this.x = x;
		this.y = y;
		addChild(back = new Sprite());
		var g:Graphics = back.graphics;
		g.beginFill(0x808080);
		g.drawRect(0, 0, 20, 20);
		g.endFill();
		back.addChild(check = new Sprite());
		g = check.graphics;
		g.beginFill(0xFFFFFF);
		g.drawRect(4, 4, 12, 12);
		g.endFill();
		check.visible = _selected;
		addChild(tf = new TextField());
		tf.x = 20;
		tf.autoSize = "left";
		tf.background = true;
		tf.backgroundColor = 0xFFFFFF;
		tf.text = label;
		tf.selectable = false;
		this.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void
		{
			_selected = !_selected;
			check.visible = _selected;
		});
	}
	
	public function get selected():Boolean { return _selected; }
	public function set selected(value:Boolean):void {
		_selected = value;
		check.visible = _selected;
	}
}