グラデーション球のPerlinNoise変調で雲を描画
グラデーションのかかった球をマウスカーソル位置に従って、2枚のPerlinNoiseでUVを個別に変調
画面中央にマウスカーソルを持って行くと変調なしに
カーソルキーで移動速度を調整
/**
* Copyright Nao_u ( http://wonderfl.net/user/Nao_u )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/aDKY
*/
// forked from Nao_u's Water Flow
// forked from Nao_u's 2D流体
// forked from Nao_u's 波紋+環境マップ
//
// グラデーション球のPerlinNoise変調
//
// マウスカーソル位置に従って変調
// 画面中央にマウスカーソルを持って行くと変調なしに
//
// カーソルキーで移動速度を調整
//
package {
import flash.display.Sprite;
import flash.events.*;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="30")]
public class FlashTest extends Sprite {
public function FlashTest() {
Main = this;
initialize();
stage.addEventListener(Event.ENTER_FRAME,update);
stage.addEventListener(KeyboardEvent.KEY_UP, keyCheckUp);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyCheckDown);
stage.addEventListener(MouseEvent.MOUSE_UP, MouseCheckUp);
stage.addEventListener(MouseEvent.MOUSE_DOWN, MouseCheckDown);
}
}
}
import flash.display.*;
import flash.events.*
import flash.text.TextField;
import flash.geom.*;
import flash.utils.getTimer;
import flash.ui.Keyboard;
import flash.net.*;
var Main:Sprite;
var SCREEN_W:Number = 465;
var SCREEN_H:Number = 465;
var Text:TextField
var Tex:ProcTex;
var BITMAP_W:int = 465/2;
var BITMAP_H:int = 465/2;
function initialize():void {
Tex = new ProcTex( BITMAP_W, BITMAP_H );
Tex.Bmp.x = 0;
Tex.Bmp.y = 0;
Text = new TextField();
Text.text = "----";
Text.autoSize = "left";
Text.textColor = 0xFFFFFF;
Main.addChild(Text);
}
var g_Scale0:Number = 0.0;
var g_Scale1:Number = 0.0;
var g_AddX:Number = 0.0;
var g_AddY:Number = 0.0;
var g_SpdX:Number = 1.0;
var g_SpdY:Number = 1.0;
// 更新
function update(e :Event):void{
var time:int = getTimer();
graphicClear();
Tex.draw();
var mx:int = Main.mouseX * BITMAP_W / SCREEN_W;
var my:int = Main.mouseY * BITMAP_H / SCREEN_H;
if( KeyData & KEY_UP ) g_SpdY += 0.1;
if( KeyData & KEY_DOWN ) g_SpdY -= 0.1;
if( KeyData & KEY_LEFT ) g_SpdX += 0.1;
if( KeyData & KEY_RIGHT ) g_SpdX -= 0.1;
g_Scale0 = (mx - SCREEN_W/4)*0.005;
g_Scale1 = (my - SCREEN_W/4)*0.005;
g_AddX += g_SpdX;
g_AddY += g_SpdY;
var px:int = g_Scale0 * 200;
var py:int = g_Scale1 * 200;
// var endTime:int = getTimer() - time;
Text.text = "Px=" + px + " Py=" + py;
KeyPrev = KeyData;
}
// テクスチャ生成クラス
class ProcTex{
public var BmpData:BitmapData;
public var TmpBmpData:BitmapData;
public var Bmp:Bitmap;
public var Width:int;
public var Height:int;
public var HeightBuf:Array;
public var VelXBuf:Vector.<Number>;
public var VelYBuf:Vector.<Number>;
public var HeightIdxDst:int;
public var HeightIdxSrc0:int;
public var HeightIdxSrc1:int;
public var BufWidth:int;
public var BufHeight:int;
public var PixelBufSize:int = 256;
public var PixelBuf:Vector.<int>;
public function ProcTex( w:int, h:int ){
Width = w;
Height = h;
BmpData = new BitmapData(Width, Height, false, 0xffffff);
Bmp = new Bitmap(BmpData);
Bmp.scaleX = 2.0;
Bmp.scaleY = 2.0;
Main.addChild(Bmp);
BufWidth = Width+2;
BufHeight = Height+2;
// ノイズバッファの生成
VelXBuf = new Vector.<Number>;
VelYBuf = new Vector.<Number>;
for( var x:int=-1; x<Width+1; x++ ){
for( var y:int=-1; y<Height+1; y++ ){
var idx:int = (x+1) + (y+1)*BufWidth;
var fretX:Number = Noise2( x+256, y+256, 40, 0.4,4,false,0 );
var fretY:Number = Noise2( x+256, y+256, 40, 0.4,4,false,50 );
fretX *= 0.3;
fretY *= 0.3;
VelXBuf.push( fretX );
VelYBuf.push( fretY );
}
}
// ノイズバッファの縦横リピート処理
var wd:int = 64;
var r:Number;
var ir:Number;
for( x=0; x<wd; x++ ){
r = x / wd;
ir = 1 - r;
for( y=0; y<Height; y++ ){
idx = (x) + (y)*BufWidth;
var idx2:int = (0x80+x) + (y)*BufWidth;
VelXBuf[idx] = VelXBuf[idx]*r + VelXBuf[idx2]*ir;
VelYBuf[idx] = VelYBuf[idx]*r + VelYBuf[idx2]*ir;
}
}
for( y=0; y<wd; y++ ){
r = y / wd;
ir = 1 - r;
for( x=0; x<Width; x++ ){
idx = (x) + (y)*BufWidth;
idx2 = (x) + (0x80+y)*BufWidth;
VelXBuf[idx] = VelXBuf[idx]*r + VelXBuf[idx2]*ir;
VelYBuf[idx] = VelYBuf[idx]*r + VelYBuf[idx2]*ir;
}
}
HeightIdxSrc0=0;
HeightIdxSrc1=1;
HeightIdxDst=2;
}
public function draw():void{
HeightIdxSrc0++;
HeightIdxSrc1++;
HeightIdxDst++;
if( HeightIdxSrc0 > 2 ) HeightIdxSrc0 = 0;
if( HeightIdxSrc1 > 2 ) HeightIdxSrc1 = 0;
if( HeightIdxDst > 2 ) HeightIdxDst = 0;
// calcWave();
createBmp( HeightIdxDst );
}
// グラデーション付き円テクスチャを取得
public function getCircleTex( x:Number, y:Number ):int{
x -= BufWidth/2;
y -= BufWidth/2;
var ret:int = (256-3*Math.sqrt(x*x+y*y));
if( ret < 0 ) ret = 0;
return ret;
}
// 画像の生成
public function createBmp( idx:int ):void{
var col:Number, colU:Number, colL:Number;
var vecX0:Number, vecY0:Number, vecX1:Number, vecY1:Number, vx:Number, vy:Number;
var ix:int, iy:int, idx0:int, idx1:int;
BmpData.lock();
for( var x:int=0; x<Width-10; x++ ){
for( var y:int=0; y<Height-10; y++ ){
var px:int = x + g_AddX;
var py:int = y + g_AddY;
px = px&0x7f;
py = py&0x7f;
idx = (px+1) + (py+1)*BufWidth;
vx = VelXBuf[idx];
vy = VelYBuf[idx];
vecX0 = vx * 1000.0 * g_Scale0;
vecY0 = vy * 1000.0 * g_Scale1;
var c:Number = getCircleTex(x/1.0-vecX0, y/1.0-vecY0);
if( c >= 255 ) c = 255;
BmpData.setPixel(x, y, c+c*256+c*65536);
}
}
BmpData.unlock();
}
}
function graphicClear():void{
Main.graphics.clear();
}
function Rand( min:Number, max:Number ):Number{
return Math.random() * (max-min) + min;
}
// PerlinNoiseを生成(通常)
function Noise2( x:Number, y:Number, frequency:Number, presistence:Number, octave:int, bAbs:Boolean, base:Number ):Number{
var total:Number = 0;
var amplitude:Number = presistence;
for( var i:int=0; i<octave; i++ ){
total += makeNoise( base+x, base+y, frequency, amplitude, bAbs );
amplitude *= presistence;
frequency *= 0.5;
}
return total;
}
// 周波数に対応したノイズを生成
function makeNoise( x:Number, y:Number, frequency:Number, amplitude:Number, bAbs:Boolean ):Number{
if( bAbs ) return Math.abs(rndSmooth(x/frequency,y/frequency) * amplitude);
else return (rndSmooth(x/frequency,y/frequency) * amplitude);
}
// 入力値( x, y ) に対応した、滑らかな擬似乱数を生成 (補間の結果-1.0を下回ったり、1.0を超えることがある)
function rndSmooth( x:Number, y:Number ):Number{
var tx:Number = (x - Math.floor(x));
var txInv:Number = 1.0 - tx;
var ty:Number = (y - Math.floor(y));
var tyInv:Number = 1.0 - ty;
var ix:int = x;
var iy:int = y;
// cos補間
var x0:Number = interpolate( rnd(ix, iy), rnd(ix+1, iy), tx );
var x1:Number = interpolate( rnd(ix, iy+1), rnd(ix+1, iy+1), tx );
return interpolate( x0, x1, ty );
}
// a から b をcosでなめらかに補間
function interpolate( a:Number, b:Number, t:Number ):Number{
var ft:Number = t * Math.PI;
var f:Number = (1.0 - Math.cos( ft )) * 0.5;
return a * (1.0 - f) + b * f;
}
// 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; // 465=2次元での横幅に対応
x = (x>>10) ^ x;
var ret:int = (( (x * (x * x * 15731 + 789221) + 1376312589) ) / 1000000);
return ((((ret & 0xff) + ((ret & 0xff00)>>8)+ ((ret & 0xff0000)>>16))&0x1ff) / 256) - 1.0;
}
// マウス関連
var MOUSE_LEFT:int = 0x01;
var MOUSE_LEFT_TRG:int = 0x02;
var MouseData:int;
function MouseCheckDown(event:MouseEvent):void{
MouseData |= MOUSE_LEFT;
MouseData |= MOUSE_LEFT_TRG;
}
function MouseCheckUp(event:MouseEvent):void{
MouseData &= ~MOUSE_LEFT;
}
function MouseUpdate():void{
MouseData &= ~MOUSE_LEFT_TRG;
}
// キーボード関連
var KEY_UP:int = 0x01;
var KEY_DOWN:int = 0x02;
var KEY_LEFT:int = 0x04;
var KEY_RIGHT:int = 0x08;
var KEY_SPACE:int = 0x10;
var KeyData:int;
var KeyPrev:int;
function keyCheckDown(event:KeyboardEvent):void {
switch (event.keyCode){
case Keyboard.UP: KeyData |= KEY_UP; break;
case Keyboard.DOWN: KeyData |= KEY_DOWN; break;
case Keyboard.LEFT: KeyData |= KEY_LEFT; break;
case Keyboard.RIGHT: KeyData |= KEY_RIGHT; break;
case Keyboard.SPACE: KeyData |= KEY_SPACE; break;
}
}
function keyCheckUp(event:KeyboardEvent):void {
switch (event.keyCode){
case Keyboard.UP: KeyData &= ~KEY_UP; break;
case Keyboard.DOWN: KeyData &= ~KEY_DOWN; break;
case Keyboard.LEFT: KeyData &= ~KEY_LEFT; break;
case Keyboard.RIGHT: KeyData &= ~KEY_RIGHT; break;
case Keyboard.SPACE: KeyData &= ~KEY_SPACE; break;
}
}