おっぱいの方程式 - The equation of a Breast -
TLに流れてきたおっぱいの方程式( http://twitter.com/?photo_id=1#!/shimoMathSiGMA/status/133126982220263425/photo/1 )から
色が好みじゃない人はごめんなさい
/**
* Copyright 9balls ( http://wonderfl.net/user/9balls )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/9ZSR
*/
package {
import com.adobe.utils.AGALMiniAssembler;
import com.bit101.components.NumericStepper;
import flash.display.Sprite;
import flash.display.Stage3D;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.display3D.Context3D;
import flash.display3D.Context3DProgramType;
import flash.display3D.Context3DRenderMode;
import flash.display3D.Context3DTriangleFace;
import flash.display3D.Context3DVertexBufferFormat;
import flash.display3D.IndexBuffer3D;
import flash.display3D.Program3D;
import flash.display3D.VertexBuffer3D;
import flash.events.Event;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.utils.ByteArray;
import net.hires.debug.Stats;
/**
* ...
* @author
*/
public class Main extends Sprite {
private const C23:Number = 2 / 3;
private const E11:Number = Math.exp(11);
private const C18:Number = 1 / 8;
private const C13:Number = 1 / 3;
private const C12:Number = 1 / 2;
//
private const NUM_PARTICLES:uint = 16383;
private const MAX_BUFFERS:uint = 20;
private const P_SIZE:Number = 0.5 * 0.01;
private const WIDTH:uint = 466;
private const HEIGHT:uint = 466;
private const RAD:Number = Math.PI / 180;
//
private var stage3D:Stage3D;
private var context3D:Context3D;
//
private var camera:SimpleCamera3D;
private var particleProgram:Program3D;
private var vBufferXYZs:Vector.<VertexBuffer3D>;
private var vBufferRGBs:Vector.<VertexBuffer3D>;
private var vBufferOffset:VertexBuffer3D;
private var iBuffer:IndexBuffer3D;
//
private var numBuffers:uint = 1;
//
private var tfP:TextField;
public function Main():void {
Wonderfl.disable_capture();
stage.frameRate = 60;
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
addChild(new Stats());
//
//set ui
var tfB:TextField = new TextField();
tfB.autoSize = TextFieldAutoSize.LEFT;
tfB.textColor = 0xffffff;
tfB.text = "Buffer : ";
tfB.x = 100;
addChild(tfB);
var stepper:NumericStepper = new NumericStepper(this, 150, 0, onStepper);
stepper.minimum = 1;
stepper.maximum = MAX_BUFFERS;
stepper.width = 60;
tfP = new TextField();
tfP.autoSize = TextFieldAutoSize.LEFT;
tfP.textColor = 0xffffff;
tfP.text = "Particle : " + NUM_PARTICLES;
tfP.x = 250;
addChild(tfP);
//
stage3D = stage.stage3Ds[0];
stage3D.addEventListener(Event.CONTEXT3D_CREATE, onContextCreate);
stage3D.requestContext3D(Context3DRenderMode.AUTO);
}
private function onStepper(e:Event):void {
numBuffers = (e.currentTarget as NumericStepper).value;
tfP.text = "Particle : " + NUM_PARTICLES * numBuffers;
}
private function onContextCreate(e:Event):void {
context3D = stage3D.context3D;
//context3D.enableErrorChecking = true;
context3D.configureBackBuffer(WIDTH, HEIGHT, 0, true);
context3D.setCulling(Context3DTriangleFace.BACK);
//
camera = new SimpleCamera3D(45 * RAD, 1, 0.1, 3000);
new RoundCameraController(camera, stage);
createBuffer();
createShader();
context3D.setProgram(particleProgram);
context3D.setVertexBufferAt(2, vBufferOffset, 0, Context3DVertexBufferFormat.FLOAT_2);
//
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(e:Event):void {
context3D.clear();
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, camera.cameraMtx, true);
for (var i:int = 0; i < numBuffers; i++){
context3D.setVertexBufferAt(0, vBufferXYZs[i], 0, Context3DVertexBufferFormat.FLOAT_3);
context3D.setVertexBufferAt(1, vBufferRGBs[i], 0, Context3DVertexBufferFormat.FLOAT_3);
context3D.drawTriangles(iBuffer);
}
context3D.present();
}
private function createShader():void {
var agalAssembler:AGALMiniAssembler = new AGALMiniAssembler();
////Particle
var code:String = "";
code += "m44 vt0, va0, vc0\n";
code += "mul vt1, vt0.w, va2\n";
code += "add vt0, vt0, vt1\n";
code += "mov op, vt0\n";
code += "mov v0, va1\n";
var vertexShader:ByteArray = agalAssembler.assemble(Context3DProgramType.VERTEX, code);
var fragmentShader:ByteArray = agalAssembler.assemble(Context3DProgramType.FRAGMENT, "mov oc v0\n");
particleProgram = context3D.createProgram();
particleProgram.upload(vertexShader, fragmentShader);
context3D.setProgram(particleProgram);
}
private function createBuffer():void {
////Particle
var numVertices:uint = NUM_PARTICLES * 4;
var numIndices:uint = NUM_PARTICLES * 6;
//hs,rgb
vBufferXYZs = new Vector.<VertexBuffer3D>(MAX_BUFFERS);
vBufferRGBs = new Vector.<VertexBuffer3D>(MAX_BUFFERS);
var index:uint;
var index2:uint;
var pos:Vector.<Number> = new Vector.<Number>(NUM_PARTICLES * 4 * 3);
var cVec:Vector.<Number> = new Vector.<Number>(numVertices * 3);
var r:Number;
var g:Number;
var b:Number;
var posX:Number;
var posY:Number;
var posZ:Number;
var x23abs:Number;
var y23:Number;
var x23y23:Number;
for (var j:int = 0; j < MAX_BUFFERS; j++){
vBufferXYZs[j] = context3D.createVertexBuffer(numVertices, 3);
vBufferRGBs[j] = context3D.createVertexBuffer(numVertices, 3);
index = 0;
index2 = 0;
for (var i:int = 0; i < NUM_PARTICLES; i++){
posX = (Math.random() - 0.5) * 6;
posY = (Math.random() - 0.5) * 4;
x23abs = Math.abs(posX * C23);
y23 = posY * C23;
x23y23 = (x23abs - 1) * (x23abs - 1) + y23 * y23;
posZ = C18 * (6 * Math.exp(-x23y23 - C13 * Math.pow(y23 + C12, 3)) + C23 * Math.exp(-E11 * x23y23 * x23y23) + y23 - Math.pow(x23abs, 4));
pos[index++] = posX;
pos[index++] = posY;
pos[index++] = posZ;
pos[index++] = posX;
pos[index++] = posY;
pos[index++] = posZ;
pos[index++] = posX;
pos[index++] = posY;
pos[index++] = posZ;
pos[index++] = posX;
pos[index++] = posY;
pos[index++] = posZ;
//
if (posZ < 0.65){
r = 0xff / 255.0;
g = 0xcc / 255.0;
b = 0x99 / 255.0;
} else {
r = 0xee / 255.0;
g = 0x8e / 255.0;
b = 0xa0 / 255.0;
}
cVec[index2++] = r;
cVec[index2++] = g;
cVec[index2++] = b;
cVec[index2++] = r;
cVec[index2++] = g;
cVec[index2++] = b;
cVec[index2++] = r;
cVec[index2++] = g;
cVec[index2++] = b;
cVec[index2++] = r;
cVec[index2++] = g;
cVec[index2++] = b;
}
vBufferXYZs[j].uploadFromVector(pos, 0, numVertices);
vBufferRGBs[j].uploadFromVector(cVec, 0, numVertices);
}
//offset
vBufferOffset = context3D.createVertexBuffer(numVertices, 2);
var offsetVec:Vector.<Number> = new Vector.<Number>(numVertices * 2);
index = 0;
for (i = 0; i < NUM_PARTICLES; i++){
offsetVec[index++] = -P_SIZE;
offsetVec[index++] = -P_SIZE;
offsetVec[index++] = -P_SIZE;
offsetVec[index++] = P_SIZE;
offsetVec[index++] = P_SIZE;
offsetVec[index++] = -P_SIZE;
offsetVec[index++] = P_SIZE;
offsetVec[index++] = P_SIZE;
}
vBufferOffset.uploadFromVector(offsetVec, 0, numVertices);
context3D.setVertexBufferAt(2, vBufferOffset, 0, Context3DVertexBufferFormat.FLOAT_2);
//index buffer
iBuffer = context3D.createIndexBuffer(numIndices);
var iVec:Vector.<uint> = new Vector.<uint>(numIndices);
index = 0;
var p:uint;
for (i = 0; i < NUM_PARTICLES; i++){
p = i << 2;
iVec[index++] = p;
iVec[index++] = p + 1;
iVec[index++] = p + 2;
iVec[index++] = p + 2;
iVec[index++] = p + 1;
iVec[index++] = p + 3;
}
iBuffer.uploadFromVector(iVec, 0, numIndices);
}
}
}
import com.adobe.utils.PerspectiveMatrix3D;
import flash.display.InteractiveObject;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
import flash.ui.Keyboard;
//////////////////////////////////////////////////
// SimpleCamera3D
//////////////////////////////////////////////////
class SimpleCamera3D extends Object {
private const RAD:Number = Math.random() / 180;
private const DIRECTION:Vector3D = new Vector3D(0, 0, 1);
//
private var _cameraUP:Vector3D = new Vector3D(0, 1, 0);
private var _direction:Vector3D = DIRECTION.clone();
//
private var _projectionMtx:PerspectiveMatrix3D = new PerspectiveMatrix3D();
private var _cameraMtx:Matrix3D = new Matrix3D();
private var _rotationMtx:Matrix3D = new Matrix3D();
//
public var x:Number = 0;
public var y:Number = 0;
public var z:Number = 0;
public function SimpleCamera3D(fov:Number, aspect:Number, zNear:Number, zFar:Number):void {
_projectionMtx.perspectiveFieldOfViewLH(fov, aspect, zNear, zFar);
}
public function get cameraMtx():Matrix3D {
var forwardX:Number = _direction.x;
var forwardY:Number = _direction.y;
var forwardZ:Number = _direction.z;
var rightX:Number = _cameraUP.y * forwardZ - _cameraUP.z * forwardY;
var rightY:Number = _cameraUP.z * forwardX - _cameraUP.x * forwardZ;
var rightZ:Number = _cameraUP.x * forwardY - _cameraUP.y * forwardX;
var distance:Number = Math.sqrt(rightX * rightX + rightY * rightY + rightZ * rightZ);
rightX /= distance;
rightY /= distance;
rightZ /= distance;
var upX:Number = forwardY * rightZ - forwardZ * rightY;
var upY:Number = forwardZ * rightX - forwardX * rightZ;
var upZ:Number = forwardX * rightY - forwardY * rightX;
var right:Number = rightX * x + rightY * y + rightZ * z;
var up:Number = upX * x + upY * y + upZ * z;
var forward:Number = forwardX * x + forwardY * y + forwardZ * z;
_cameraMtx.rawData = Vector.<Number>([rightX, upX, forwardX, 0, rightY, upY, forwardY, 0, rightZ, upZ, forwardZ, 0, -right, -up, -forward, 1]);
_cameraMtx.append(_projectionMtx);
return _cameraMtx;
}
public function lookAt(point:Vector3D):void {
_direction.x = point.x - x;
_direction.y = point.y - y;
_direction.z = point.z - z;
_direction.normalize();
}
}
//////////////////////////////////////////////////
// RoundCameraController
//////////////////////////////////////////////////
class RoundCameraController extends Object {
private var _camera:SimpleCamera3D;
private var _stage:InteractiveObject;
private var _target:Vector3D;
public var radiusOffset:Number = 0.1;
//
private const RAD:Number = Math.PI / 180;
//
public var isMouseDown:Boolean;
private var _radius:Number = 4;
private var _theta:Number = 0;
private var _oldX:Number = 0;
private var _phi:Number = 90;
private var _oldY:Number = 0;
public function RoundCameraController(camera:SimpleCamera3D, stage:InteractiveObject){
_camera = camera;
_stage = stage;
_target = new Vector3D();
enable();
_upDateCamera();
}
public function enable():void {
_stage.stage.addEventListener(KeyboardEvent.KEY_DOWN, _keyHandler);
_stage.stage.addEventListener(MouseEvent.MOUSE_UP, _upHandler);
_stage.addEventListener(MouseEvent.MOUSE_DOWN, _downHandler);
_stage.addEventListener(MouseEvent.MOUSE_MOVE, _moveHandler);
_stage.addEventListener(MouseEvent.MOUSE_WHEEL, _wheelHandler);
}
//
private function _keyHandler(e:KeyboardEvent):void {
switch (e.keyCode){
case Keyboard.UP:
_radius -= radiusOffset;
if (_radius < 0.1){
_radius = 0.1;
}
_upDateCamera();
break;
case Keyboard.DOWN:
_radius += radiusOffset;
_upDateCamera();
break;
default:
break;
}
}
private function _upHandler(e:MouseEvent):void {
isMouseDown = false;
}
private function _downHandler(e:MouseEvent):void {
isMouseDown = true;
_oldX = _stage.mouseX;
_oldY = _stage.mouseY;
}
private function _wheelHandler(e:MouseEvent):void {
if (e.delta > 0){
_radius -= radiusOffset;
if (_radius < 0.1){
_radius = 0.1;
}
} else {
_radius += radiusOffset;
}
_upDateCamera();
}
private function _moveHandler(e:MouseEvent):void {
if (isMouseDown){
_theta += (e.stageX - _oldX) >> 2;
_oldX = e.stageX;
_phi -= (e.stageY - _oldY) >> 2;
_oldY = e.stageY;
//
if (_theta < 0){
_theta += 360;
} else if (_theta > 360){
_theta -= 360;
}
if (_phi < 20){
_phi = 20;
} else if (_phi > 160){
_phi = 160;
}
_upDateCamera();
}
}
private function _upDateCamera():void {
var t:Number = _theta * RAD;
var p:Number = _phi * RAD;
var rsin:Number = _radius * Math.sin(p);
_camera.x = rsin * Math.sin(t) + _target.x;
_camera.z = rsin * Math.cos(t) + _target.z;
_camera.y = _radius * Math.cos(p) + _target.y;
_camera.lookAt(_target)
}
}