forked from: Paper Boat
/**
* Copyright Linkforce ( http://wonderfl.net/user/Linkforce )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/dUBk
*/
// forked from imajuk's Paper Boat
package
{
import flash.display.Shape;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.display.DisplayObject;
import flash.display.PixelSnapping;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
/**
* 流体のプラクティスです。
* ボートの推進力、風、マウスによって流体マップの速度と密度が操作されます。
* アルゴリズムは以下の論文のものをそのまま使いました。
* http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf
*
* @author imajuk
*/
public class PaperBoat extends Sprite
{
private static const SIZE : int = 465;
private var fluid : Fluid;
private var vectorView : IFluidView;
private var densityView : IFluidView;
private var wind : Wind;
private var boats : Boats;
public function PaperBoat()
{
//Wonderfl.capture_delay(20);
//=================================
// stage setting
//=================================
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.frameRate = 60;
var shape:Shape = new Shape();
shape.cacheAsBitmap = true;
shape.graphics.beginFill(0);
shape.graphics.drawRect(0, 0, SIZE, SIZE);
mask = shape;
//=================================
// the grid size of fluid
//=================================
var fluidSize : uint = 50;
//=================================
// canvas
//=================================
var canvasSize : int = fluidSize + 2;
//for visualize density field
var canvas_density:BitmapData = new BitmapData(canvasSize, canvasSize, false);
var bmp:DisplayObject = addChild(new Bitmap(canvas_density, PixelSnapping.NEVER, false));
bmp.width = bmp.height = SIZE;
//for visualize vector field
var canvas_vector:BitmapData = new BitmapData(SIZE, SIZE, true, 0);
addChild(new Bitmap(canvas_vector, PixelSnapping.NEVER, false)).blendMode = BlendMode.ADD;
//=================================
// fluid
//=================================
fluid = new Fluid(fluidSize);
//=================================
// mouse interaction
//=================================
new MouseInteraction(
/**
* callback
* @param fx x coordinates in fluid
* @param fy y coordinates in fluid
* @param vx velocity x
* @param vy velocity y
*/
function(fx : int, fy : int, vx : Number, vy : Number) : void
{
if (fx > fluidSize || fy > fluidSize) return;
// add force and density in fluid
var i : int = fluid._ix[fx][fy];
fluid.dens_prev[i] += Math.min(10, Math.sqrt(vx * vx + vy * vy));
fluid.u_prev[i] += vx * 20;
fluid.v_prev[i] += vy * 20;
},
stage,
fluidSize / SIZE
);
//=================================
// rendering objects
//=================================
densityView = new DensityView(canvas_density);
vectorView = new VectorView(canvas_vector, canvas_vector.width / canvasSize);
//=================================
// objects giving influence to fluid
//=================================
wind = new Wind(fluid);
boats = new Boats(fluid, this, SIZE, 10);
//=================================
// start main loop
//=================================
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
/**
* main loop
*/
private function enterFrameHandler(event : Event) : void
{
//start to draw density and vector field in canvas
vectorView.prepare();
densityView.prepare();
//=================================
// iterate all cells of the fluid
//=================================
const size : int = fluid.gridSize;
var i:int, cx : int, cy : int;
var dens : Number, vx:Number, vy:Number;
while (cy < size)
{
while (cx < size)
{
//sample density and velocity from fluid
vx = fluid.u[i];
vy = fluid.v[i];
dens = fluid.dens[i];
//add velocity as wind to fluid
wind.oparate(cx, cy, i);
//draw to canvas
vectorView.draw(cx, cy, vx, vy, dens);
densityView.draw(cx, cy, vx, vy, dens);
i ++;
cx ++;
}
cx = 0;
cy ++;
}
// finishing to draw
vectorView.tearDown();
densityView.tearDown();
wind.update();
boats.update();
fluid.update();
}
}
}
import fl.motion.easing.Linear;
import flash.display.BitmapData;
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.MouseEvent;
import flash.filters.BlurFilter;
import flash.filters.DropShadowFilter;
import flash.geom.Point;
import flash.geom.Rectangle;
class MouseInteraction
{
private var callBack : Function;
private var scale : Number;
/**
* previous mouse position (px, py)
*/
private var px : Number = 0;
private var py : Number = 0;
public function MouseInteraction(callBack : Function, target:Stage, scale:Number)
{
this.scale = scale;
this.callBack = callBack;
target.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
}
private function onMouseMove(e : MouseEvent) : void
{
var x : Number = e.localX * scale;
var y : Number = e.localY * scale;
callBack(x, y, x - px, y - py);
px = x;
py = y;
}
}
class Boats
{
private var timeline : Sprite;
private var ship : Vector.<Boat> = new Vector.<Boat>();
private var fluid : Fluid;
private var size : int;
private var scale : Number;
public function Boats(fluid : Fluid, timeline : Sprite, size:int, amount:int)
{
this.timeline = timeline;
this.fluid = fluid;
this.size = size;
this.scale = fluid.gridSize / size;
for (var i : int = 0; i < amount; i++)
{
var speed : Number = Linear.easeNone(i, 2.5, 4.5, amount);
var dexterity : Number = Math.random() * .03 + .01;
ship.push(timeline.addChild(new Boat(speed, dexterity)) as Boat);
}
ship.forEach(function(s : Boat, ...param) : void
{
s.x = Math.random() * size;
s.y = Math.random() * size;
});
}
public function update() : void
{
ship.forEach(function(s:Boat, ...param) : void
{
//=================================
// add force and density caused by ship's movement to fluid
//=================================
var ix : int = s.x * scale;
var iy : int = s.y * scale;
var i : int = fluid._ix[ix][iy];
fluid.u_prev[i] += s.vx * -.3;
fluid.v_prev[i] += s.vy * -.3;
fluid.dens_prev[i] += .5;
//=================================
// update ship's rotation
//=================================
var angle : Number = s.angle;
var target : Number = Math.atan2(timeline.mouseY - s.y, timeline.mouseX - s.x);
var diff : Number = MathUtil.getAngleDiff(angle, target);
s.angle += diff * s.dexterity;
//=================================
// update ship's vector
//=================================
s.vx = Math.cos(angle) * s.speed;
s.vy = Math.sin(angle) * s.speed;
//=================================
// update ship's position
//=================================
s.x += s.vx + fluid.u[i] * 50;
s.y += s.vy + fluid.v[i] * 50;
s.x = (s.x < 0) ? 0 : s.x;
s.x = (s.x >= size) ? size-1 : s.x;
s.y = (s.y < 0) ? 0 : s.y;
s.y = (s.y >= size) ?size-1 : s.y;
});
}
}
class Boat extends Shape
{
public var vx : Number = .01;
public var vy : Number = 0;
public var speed : Number;
public var dexterity : Number;
public function Boat(speed : Number, k : Number)
{
this.speed = speed;
this.dexterity = k;
graphics.clear();
graphics.beginFill(0x0000FF, .6);
graphics.drawEllipse(-5, -3, 12, 6);
graphics.beginFill(0xFFFFFF, 1);
graphics.drawEllipse(-5, -2, 10, 4);
graphics.beginFill(0x0000FF, .5);
graphics.drawEllipse(-5, -1.5, 6, 3);
graphics.beginFill(0x33CC00);
graphics.drawEllipse(-6, -1.5, 5, 3);
filters = [new DropShadowFilter(2, 30, 0, .3, 4, 4)];
}
public function get angle() : Number
{
return MathUtil.degreesToRadians(rotation);
}
public function set angle(radians : Number) : void
{
rotation = MathUtil.radiansToDegrees(radians);
}
}
interface IFluidView
{
function prepare() : void;
function draw(cx:int, cy:int, vx : Number, vy : Number, dens : Number) : void;
function tearDown() : void;
}
class DensityView implements IFluidView
{
private static const POINT : Point = new Point();
private var canvas : BitmapData;
private var blur : BlurFilter;
private var rect : Rectangle;
public function DensityView(canvas : BitmapData)
{
this.canvas = canvas;
this.blur = new BlurFilter(4, 4, 4);
this.rect = canvas.rect;
}
public function prepare() : void
{
canvas.lock();
}
public function tearDown() : void
{
canvas.applyFilter(canvas, rect, POINT, blur);
canvas.unlock();
}
public function draw(cx:int, cy:int, vx : Number, vy : Number, dens:Number) : void
{
//=================================
// convert density value to pixels (0x1111FF ~ 0xEEEEFF)
//=================================
var v : int = 0xFF - dens * 0xFF;
v = (v < 0x11) ? 0x11 : v;
v = (v > 0xEE) ? 0xEE : v;
canvas.setPixel(cx, cy, uint(v << 16 | v << 8 | 0xFF));
}
}
class VectorView implements IFluidView
{
private var canvas : BitmapData;
private var scale : Number;
private var rect : Rectangle;
public function VectorView(canvas : BitmapData, scale:Number)
{
this.canvas = canvas;
this.scale = scale;
this.rect = canvas.rect;
}
public function prepare() : void
{
canvas.lock();
canvas.fillRect(rect, 0);
}
public function tearDown() : void
{
canvas.unlock();
}
public function draw(cx:int, cy:int, vx : Number, vy : Number, dens:Number) : void
{
//=================================
// draw vector
//=================================
var l : int, len : int;
len = Math.sqrt(vx * vx + vy * vy) * 10000;
len = len > 400 ? 400 : len;
var a : int, r : int, g : int, b : int;
var sx : int = cx * scale;
var sy : int = cy * scale;
while (l < len)
{
var n : Number = l / len;
r = 0x44 * n;
g = 0x44 * n;
b = 0xCC * n;
a = 0xFF * n;
var cl : uint = uint(uint(a << 24) | r << 16 | g << 8 | b);
canvas.setPixel32(sx + vx * l, sy + vy * l, cl);
l += 10;
}
}
}
class Wind
{
private const MAX : Number = .01;
private var time : Number = 0;
private var direction : Number = .75;
private var fluid : Fluid;
private var size : uint;
private var windVelocity : Number;
private var windDirection : Number;
public function Wind(fluid : Fluid)
{
this.fluid = fluid;
this.size = fluid.gridSize;
update();
}
/**
* add velocity to fluid as wind simulation
*/
public function oparate(cx : int, cy : int, i : int) : void
{
var v : Number = Math.sin(Math.PI * (cy / size)) * windVelocity;
fluid.u_prev[i] += Math.cos(windDirection) * v;
fluid.v_prev[i] += Math.sin(windDirection) * v;
}
public function update() : void
{
time += .02;
direction += .0001;
direction = (direction > 1) ? 0 : direction;
windVelocity = Math.cos(time) * MAX;
windDirection = Math.PI * direction;
}
}
class Fluid
{
public var u : Vector.<Number>;
public var v : Vector.<Number>;
public var u_prev : Vector.<Number>;
public var v_prev : Vector.<Number>;
public var dens : Vector.<Number>;
public var dens_prev : Vector.<Number>;
private var N : uint;
public var gridSize : uint;
private var size : uint;
public var _ix : Vector.<Vector.<Number>>;
private var visc : Number = .0008;
//拡散率
private var diff : Number = 1;
//単位時間
private var dt : Number = .15;
//精度
public var accuracy : int = 10;
public function Fluid(N : uint)
{
this.N = N;
this.gridSize = N + 2;
this.size = (gridSize) * (gridSize);
// 速度
u = new Vector.<Number>(size, true);
v = new Vector.<Number>(size, true);
u_prev = new Vector.<Number>(size, true);
v_prev = new Vector.<Number>(size, true);
// 密度
dens = new Vector.<Number>(size, true);
dens_prev = new Vector.<Number>(size, true);
for (var i : int = 0; i < size; i++)
{
u[i] = 0;
u_prev[i] = 0;
v[i] = 0;
v_prev[i] = 0;
dens[i] = 0;
dens_prev[i] = 0;
}
_ix = new Vector.<Vector.<Number>>(size, true);
for (var k : int = 0; k < gridSize; k++)
{
for (var j : int = 0; j < gridSize; j++)
{
var l : Vector.<Number> = _ix[k];
if (l == null)
{
l = new Vector.<Number>(gridSize, true);
_ix[k] = l;
}
l [j] = (k) + (gridSize) * (j);
}
}
}
private function add_source(x:Vector.<Number>, s:Vector.<Number>) : void
{
var i : int, sz : int;
var dt2:Number;
sz = size;
dt2 = dt;
for ( i = 0 ; i < sz ; i++ )
x[i] += dt2 * s[i];
}
private function add_source_UV() : void
{
var i : int, sz : int;
var dt2 : Number;
var u2 : Vector.<Number>, v2 : Vector.<Number>, u_prev2 : Vector.<Number>, v_prev2 : Vector.<Number>;
sz = size;
dt2 = dt;
u2 = u;
v2 = v;
u_prev2 = u_prev;
v_prev2 = v_prev;
for ( i = 0 ; i < sz ; i++ )
{
u2[i] += dt2 * u_prev2[i];
v2[i] += dt2 * v_prev2[i];
}
}
private function diffuse(b:int, x:Vector.<Number>, x0:Vector.<Number>, diff:Number) : void
{
var idx : int, n : int, n2 : int, i:int, j:int, k:int;
var a : Number, c : Number;
a = dt * diff * N * N;
c = 1 / (1 + 4 * a);
n = N;
n2 = n + 2;
for ( k = 0 ; k < accuracy ; k++ ){
idx = _ix[1][1];
for ( j = 1 ; j <= n ; j++ ){
for ( i = 1 ; i <= n ; i++ ){
x[idx] = (x0[idx] + a * (x[int(idx - 1)] + x[int(idx + 1)] + x[int(idx - n2)] + x[int(idx + n2)])) * c;
idx++;
}
idx += 2;
}
set_bnd(b, x);
}
}
private function diffuseUV() : void
{
var i : int, j : int, k : int;
var a : Number = dt * visc * N * N;
var b : Number = 1 / (1 + 4 * a);
var idx : int;
var n : int = N;
var n2 : int = n + 2;
var n3 : Number = _ix[1][1];
var u2 : Vector.<Number> = u;
var v2 : Vector.<Number> = v;
var u_prev2 : Vector.<Number> = u_prev;
var v_prev2 : Vector.<Number> = v_prev;
for ( k=0 ; k<accuracy ; k++ ) {
idx = n3;
for ( j=1 ; j<=n ; j++ ) {
for ( i=1 ; i<=n ; i++ ) {
u2[idx] = (u_prev2[idx] + a*(u2[int(idx-1)]+u2[int(idx+1)]+ u2[int(idx-n2)]+u2[int(idx+n2)]))*b;
v2[idx] = (v_prev2[idx] + a*(v2[int(idx-1)]+v2[int(idx+1)]+ v2[int(idx-n2)]+v2[int(idx+n2)]))*b;
idx ++;
}
idx += 2;
}
set_bnd(1, u2);
set_bnd(2, v2);
}
}
private function advect(b:int, d:Vector.<Number>, d0:Vector.<Number>, u:Vector.<Number>, v:Vector.<Number>):void
{
var i:int, j:int, i0 : int, i1 : int, j0 : int, j1 : int, idx:int, n:int, n2:int;
var s0 : Number, s1 : Number, t0 : Number, t1 : Number, dt0 : Number, x : Number, y : Number;
dt0 = dt * N;
n = N;
n2 = n + 2;
idx = _ix[1][1];
for ( j = 1 ; j <= n ; j++ ){
for ( i = 1 ; i <= n ; i++ ){
x = i-dt0*u[idx]; y = j-dt0*v[idx];
if (x<0.5) x=0.5; if (x>n+0.5) x=n+0.5; i0=int(x); i1=i0+1;
if (y<0.5) y=0.5; if (y>n+0.5) y=n+0.5; j0=int(y); j1=j0+1;
s1 = x-i0; s0 = 1-s1; t1 = y-j0; t0 = 1-t1;
d[idx] = s0*(t0*d0[_ix[i0][j0]]+t1*d0[_ix[i0][j1]])+s1*(t0*d0[_ix[i1][j0]]+t1*d0[_ix[i1][j1]]);
idx++;
}
idx += 2;
}
set_bnd ( b, d );
}
private function advectUV() : void
{
var i:int, j:int, i0 : int, i1 : int, j0 : int, j1 : int, idx:int, n:int, n2:int;
var s0 : Number, s1 : Number, t0 : Number, t1 : Number, dt0 : Number, x : Number, y : Number;
var u2:Vector.<Number>, v2:Vector.<Number>, u_prev2:Vector.<Number>, v_prev2:Vector.<Number>;
dt0 = dt * N;
idx = _ix[1][1];
n = N;
n2 = n + 2;
u2 = u;
v2 = v;
u_prev2 = u_prev;
v_prev2 = v_prev;
for ( j=1 ; j<=n ; j++ ) {
for ( i=1 ; i<=n ; i++ ) {
x = i-dt0*u_prev2[idx]; y = j-dt0*v_prev2[idx];
if (x<0.5) x=0.5; if (x>n+0.5) x=n+0.5; i0=int(x); i1=i0+1;
if (y<0.5) y=0.5; if (y>n+0.5) y=n+0.5; j0=int(y); j1=j0+1;
s1 = x-i0; s0 = 1-s1; t1 = y-j0; t0 = 1-t1;
u2[idx] = s0*(t0*u_prev2[int(_ix[i0][j0])]+t1*u_prev2[int(_ix[i0][j1])])+s1*(t0*u_prev2[int(_ix[i1][j0])]+t1*u_prev2[int(_ix[i1][j1])]);
v2[idx] = s0*(t0*v_prev2[int(_ix[i0][j0])]+t1*v_prev2[int(_ix[i0][j1])])+s1*(t0*v_prev2[int(_ix[i1][j0])]+t1*v_prev2[int(_ix[i1][j1])]);
idx++;
}
idx += 2;
}
set_bnd ( 1, u2 );
set_bnd ( 2, v2 );
}
private function swapUV() : void
{
var temp : Vector.<Number>;
temp = u;
u = u_prev;
u_prev = temp;
temp = v;
v = v_prev;
v_prev = temp;
}
private function project (u:Vector.<Number>, v:Vector.<Number>, p:Vector.<Number>, div:Vector.<Number> ):void
{
var i : int, j : int, k : int, idx : int, n : int, n2 : int;
var h : Number, h2 : Number;
var u2 : Vector.<Number>, v2 : Vector.<Number>;
idx = _ix[1][1];
n = N;
n2 = n + 2;
u2 = u;
v2 = v;
h = 1.0/n;
for ( j=1 ; j<=n ; j++ ) {
for ( i=1 ; i<=n ; i++ ) {
div[idx] = -0.5 * h * (u2[int(idx + 1)] - u2[int(idx - 1)] + v2[int(idx + n2)] - v2[int(idx - n2)]);
p[idx] = 0;
idx ++;
}
idx += 2;
}
set_bnd ( 0, div ); set_bnd ( 0, p );
for ( k=0 ; k<accuracy ; k++ ) {
idx= _ix[1][1];
for ( j=1 ; j<=n ; j++ ) {
for ( i=1 ; i<=n ; i++ ) {
p[idx] = (div[idx]+p[int(idx-1)]+p[int(idx+1)]+ p[int(idx-n2)]+p[int(idx+n2)])*.25;
idx ++;
}
idx += 2;
}
set_bnd ( 0, p );
}
h2 = .5 * (1 / h);
idx = _ix[1][1];
for ( j=1 ; j<=n ; j++ ) {
for ( i=1 ; i<=n ; i++ ) {
u2[idx] -= 0.5*(p[int(idx+1)]-p[int(idx-1)])*h2;
v2[idx] -= 0.5*(p[int(idx+n2)]-p[int(idx-n2)])*h2;
idx++;
}
idx += 2;
}
set_bnd ( 1, u2 ); set_bnd ( 2, v2 );
}
private function set_bnd (b:int, x:Vector.<Number> ):void
{
for ( var i:int=1; i<=N; i++ ){
x[_ix[0][i]] = b==1 ? x[_ix[1][i]]*-1 : x[_ix[1][i]];
x[_ix[N+1][i]] = b==1 ? x[_ix[N][i]]*-1 : x[_ix[N][i]];
x[_ix[i][0 ]] = b==2 ? x[_ix[i][1]]*-1 : x[_ix[i][1]];
x[_ix[i][N+1]] = b==2 ? x[_ix[i][N]]*-1 : x[_ix[i][N]];
}
x[_ix[0 ][0 ]] = 0.5*(x[_ix[1][0 ]]+x[_ix[0 ][1]]);
x[_ix[0 ][N+1]] = 0.5*(x[_ix[1][N+1]]+x[_ix[0 ][N]]);
x[_ix[N+1][0 ]] = 0.5*(x[_ix[N][0 ]]+x[_ix[N+1][1]]);
x[_ix[N+1][N+1]] = 0.5*(x[_ix[N][N+1]]+x[_ix[N+1][N]]);
}
public function update() : void
{
//=================================
// velocity
//=================================
add_source_UV();
swapUV();
diffuseUV();
project(u, v, u_prev, v_prev);
swapUV();
advectUV();
project(u, v, u_prev, v_prev);
//=================================
// density
//=================================
add_source(dens, dens_prev );
diffuse(0, dens, dens_prev, diff );
advect(0, dens, dens_prev, u, v);
clear();
}
public function clear() : void
{
for (var i : int = 0; i < size; i++)
{
dens_prev[i] = dens[i] * .995;
u_prev[i] = 0;
v_prev[i] = 0;
}
}
}
class MathUtil
{
//--------------------------------------------------------------------------
//
// Class properties
//
//--------------------------------------------------------------------------
/**
* @private
*/
private static const PI:Number = Math.PI;
/**
* 渡された任意のラジアンを角度に変換します.
*
* @param radians 角度に変換したいラジアンを渡します.
* @return ラジアンから角度に変換された値を返します.
*/
public static function radiansToDegrees(radians:Number):Number
{
return radians / PI * 180;
}
/**
* 渡された任意の角度をラジアンに変換します.
*
* @param degrees ラジアンに変換したい角度を渡します.
* @return 角度からラジアンに変換された値を返します.
*/
public static function degreesToRadians(degrees:Number):Number
{
return degrees * PI / 180;
}
/**
* 2つのラジアン度の差を返します.
*
* @param angle1 ラジアン度
* @param angle2 ラジアン度
* @return 2つのラジアン度の差
*/
public static function getAngleDiff(angle1 : Number, angle2 : Number) : Number
{
var vx1:Number, vy1:Number, vx2:Number, vy2:Number;
vx1 = Math.cos(angle1);
vy1 = Math.sin(angle1);
vx2 = Math.cos(angle2);
vy2 = Math.sin(angle2);
return Math.atan2(crossProduct(vx1, vy1, vx2, vy2), dotProduct(vx1, vy1, vx2, vy2));
}
/**
* ベクトルの内積を返します
*/
public static function dotProduct(vx1:Number, vy1:Number, vx2:Number, vy2:Number):Number
{
return vx1 * vx2 + vy1 * vy2;
}
/**
* ベクトルの外積を返します
*/
public static function crossProduct(vx1:Number, vy1:Number, vx2:Number, vy2:Number) : Number
{
return vx1 * vy2 - vx2 * vy1;
}
}