pressureWave
どこかで見覚えがある水面
ランダムで波が起きる
マウスを上下に動かすと波がぐわんぐわん起きる
ぎこちないので何とかする必要あり
IOモジュールにつなげた感圧センサにさわると、
圧力に応じて波がゆらゆらします。
基本的なセットアップについては以下のURLを参照してください
http://funnel.cc/Main/GettingStarted
// forked from paq's forked from: forked from: 水面ゆらゆら
// forked from hiphi's forked from: 水面ゆらゆら
// forked from cDa's 水面ゆらゆら
/*
どこかで見覚えがある水面
ランダムで波が起きる
マウスを上下に動かすと波がぐわんぐわん起きる
ぎこちないので何とかする必要あり
*/
/**
IOモジュールにつなげた感圧センサにさわると、
圧力に応じて波がゆらゆらします。
基本的なセットアップについては以下のURLを参照してください
http://funnel.cc/Main/GettingStarted
*/
package {
import flash.display.*;
[SWF(width="300", height="300", backgroundColor="0xFFFFFF", frameRate="30")]
public class Main extends Sprite {
public function Main():void {
var mc:Wave = new Wave();
mc.colors = 0x000000
mc.y = 0;
addChild(mc);
}
}
}
import flash.display.MovieClip;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.utils.getTimer;
import flash.geom.Point;
import funnel.Gainer;
import funnel.Scaler;
import funnel.Convolution;
import funnel.gui.GainerGUI;
class Wave extends MovieClip
{
public const STAGE_W:uint = 400;
public const STAGE_H:uint = 400;
public const NUM:uint=600; //頂点数
private const MOUSE_DIFF_RATIO:Number=1; // (0<) 大きい程マウスに反応する
private var vertexes:Array=[]; //頂点
private var mdlPt:Array=[]; //頂点の中点
//頂点の基本波からの位相差分
// 0:マウス
// 1:オート
private var diffPt:Array=[[], []];
//波が起こるインデックス
// 0:マウス
// 1:オート
private var startIndex:Array=[0,0];
private var mouseOldY:int;
private var mouseNewY:int;
private var mouseDiff:Number = 0;
private var mouseDiffGoal:Number= 0;
public var colors:uint;
public var gio:Gainer;
public var gui:GainerGUI;
public function Wave():void
{
gio = new Gainer();
gio = new Gainer(Gainer.MODE1);
gui = new GainerGUI();
gio.gui = gui;
addChild(gui);
var smoother:Convolution = new Convolution(Convolution.MOVING_AVERAGE);
var scaler:Scaler = new Scaler(0, 0.95, 0, STAGE_H, Scaler.LINEAR, true);
gio.analogInput(0).filters = [smoother, scaler];
for(var i:uint=0; i<NUM; i++){
var vertex:Vertex=new Vertex( i, this );
vertexes.push( vertex );
//中点作成
if(i>1){
mdlPt.push( new Point( (vertexes[i-1].x+vertexes[i].x)*0.5, (vertexes[i-1].y+vertexes[i].y)*0.5 ) );
}
//差分
diffPt[0].push( 0 );
diffPt[1].push( 0 );
}
mouseNewY = mouseY;
if(mouseNewY < 0){ mouseNewY = 0; }
else if(mouseNewY > STAGE_H){ mouseNewY = STAGE_H; }
mouseOldY = mouseNewY;
addEventListener(Event.ENTER_FRAME, updateMouseDiff);
addEventListener(Event.ENTER_FRAME, updateWave);
}
//--------------------------------------
// マウスY座標の差を計算
//--------------------------------------
private function updateMouseDiff(evt:Event):void
{
mouseOldY = mouseNewY;
mouseNewY = gio.analogInput(0).value;
if(mouseNewY < 0){ mouseNewY = 0; }
else if(mouseNewY > STAGE_H){ mouseNewY = STAGE_H; }
mouseDiffGoal = (mouseNewY - mouseOldY) * MOUSE_DIFF_RATIO;
}
//---------------------------------------
// 各種更新
//---------------------------------------
private function updateWave(evt:Event):void
{
graphics.clear();
//それぞれの波の減衰
mouseDiff -= (mouseDiff - mouseDiffGoal)*0.3;
//-------------------------------------
//波の基点
//-------------------------------------
//マウス波
var mX:int = stage.stageWidth/2;
startIndex[0] = 1+Math.floor( (NUM-2) * mX / STAGE_W );
diffPt[0][startIndex[0]] -= ( diffPt[0][startIndex[0]] - mouseDiff )*0.99;
var i:int;
//-------------------------------------
//差分更新
//-------------------------------------
//マウス波
//左側
var d:uint;
for(i=startIndex[0]-1; i >=0; i--){
d = startIndex[0] - i;
if(d>15){ d=15; }
diffPt[0][i] -= ( diffPt[0][i] - diffPt[0][i+1] )*(1-0.01*d);
}
//右側
for(i=startIndex[0]+1; i < NUM; i++){
d = i - startIndex[0];
if(d>15){ d=15; }
diffPt[0][i] -= ( diffPt[0][i] - diffPt[0][i-1] )*(1-0.01*d);
}
//オート波
//左側
for(i=startIndex[1]-1; i >=0; i--){
d = startIndex[1] - i;
if(d>15){ d=15; }
diffPt[1][i] -= ( diffPt[1][i] - diffPt[1][i+1] )*(1-0.01*d);
}
//右側
for(i=startIndex[1]+1; i < NUM; i++){
d = i - startIndex[1];
if(d>15){ d=15; }
diffPt[1][i] -= ( diffPt[1][i] - diffPt[1][i-1] )*(1-0.01*d);
}
//-------------------------------------
//各頂点更新
//-------------------------------------
for(i=0; i < NUM; i++){ vertexes[i].uodatePos( diffPt[0][i]+diffPt[1][i] ); }
//-------------------------------------
//中点更新
//-------------------------------------
for(i=0; i < NUM-2; i++){ mdlPt[i].y = (vertexes[i+1].y + vertexes[i+2].y)*0.5; }
drawWave();
}
//---------------------------------------
// 描画
//---------------------------------------
private function drawWave():void
{
graphics.beginFill(colors, 1);
graphics.moveTo(STAGE_W, STAGE_H);
graphics.lineTo(0, STAGE_H);
graphics.lineTo( vertexes[0].x, vertexes[0].y);
graphics.curveTo( vertexes[1].x, vertexes[1].y, mdlPt[0].x, mdlPt[0].y);
for(var i:uint=2; i<NUM-2; i++){
graphics.curveTo( vertexes[i].x, vertexes[i].y, mdlPt[i-1].x, mdlPt[i-1].y);
}
graphics.curveTo( vertexes[NUM-2].x, vertexes[NUM-2].y, vertexes[NUM-1].x, vertexes[NUM-1].y);
graphics.endFill();
}
}
class Vertex
{
static const BASE_Y:uint = 150;
static const BASE_R:uint = 10;
static const PI:Number = Math.PI;
static const FRICTION:Number = 0.1;
static const DECELERATION:Number = 0.95;
static const SPEED_OF_BASE_WAVE:uint = 2;
private var theta:uint=0;
private var goalY:Number=0;
private var amp:Number=0;
public var x:Number;
public var y:Number;
public function Vertex(prmID:uint, parent:Object):void
{
theta = 360 * prmID/( parent.NUM-1) ;
x = prmID * parent.STAGE_W / (parent.NUM-1);
y = BASE_Y + BASE_R * Math.sin( theta * PI /180 );
}
public function uodatePos(diffVal:Number):void
{
theta += SPEED_OF_BASE_WAVE;
if( theta>=360 ){ theta -= 360; }
goalY = BASE_Y + BASE_R * Math.sin( theta * PI /180 );
goalY += diffVal;
amp += goalY - y;
y += amp * FRICTION;
amp *= DECELERATION;
}
}