In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

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

forked from: PS2 Firework (Particles and Motion blur)

/**
 * Copyright aki12800jp ( http://wonderfl.net/user/aki12800jp )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/efE4
 */

// forked from k0rin's PS2 Firework (Particles and Motion blur)
package {
    import flash.display.*;
    import flash.events.*;
    import flash.filters.*;
    import flash.geom.*;
    import flash.text.*;
    import flash.utils.*;

    [SWF(width="465", height="465", frameRate="40")]
    public class Firework extends Sprite
    {
        // 火花
        private var position:Vector.<Number> = new Vector.<Number>();
        private var velocity:Vector.<Number> = new Vector.<Number>();
        private var diameters:Vector.<Number> = new Vector.<Number>();
        private var sparkNumber:Number = 0;
        
        private var projectedPosition:Vector.<Number> = new Vector.<Number>();
        private var uvts:Vector.<Number> = new Vector.<Number>();
        
        private var sparkBitmapDatas:Vector.<BitmapData> = new Vector.<BitmapData>();
        private var sparkBitmapDataRectangles:Vector.<Rectangle> = new Vector.<Rectangle>();
        private const SPARK_COLOR:uint = 0x664020;
        
        private const GRAVITY:Number = 0.02;
        private const AIR_RESISTANCE:Number = 0.999;
        
        // 1フレームに放出する火花の数
        private const EMIT_SPARK_NUMBER:int = 3;
        
        // 照り返し
        private var reflectionBitmapData:BitmapData;
        private const REFLECTION_COLOR:uint = 0xFF1800;
        private const REFLECTION_RADIUS:Number = 16;
        
        // フレームバッファ
        private var displayBuffer:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, false);
        private var splitBuffer:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, false);
        private const NUMBER_OF_SPLIT_FRAME:int = 10;
        
        private var perspective:PerspectiveProjection = new PerspectiveProjection();
        private var projectionMatrix:Matrix3D = new Matrix3D();
        
        private var viewRotationY:Number = 0;
        private var viewRotationX:Number = 25;
        
        private const CENTER_X:Number = stage.stageWidth / 2;
        private const CENTER_Y:Number = stage.stageHeight * 0.65;
                
        public function Firework()
        {
            addChild(new Bitmap(displayBuffer));
           
            var shape:Shape = new Shape();
            var g:Graphics = shape.graphics;
            
            // 火花のプリレンダリング
            var bitmapData:BitmapData = new BitmapData(1, 1, true, SPARK_COLOR);
            sparkBitmapDatas.push(bitmapData);
            sparkBitmapDataRectangles.push(bitmapData.rect);
            
            for (var diameter:int = 1; diameter <= 32; diameter++) {
                bitmapData = new BitmapData(diameter, diameter, true, 0);
                
                g.clear();
                g.beginFill(SPARK_COLOR);
                var radius:Number = diameter / 2;
                g.drawCircle(radius, radius, radius);
                g.endFill();
                bitmapData.draw(shape);
                
                sparkBitmapDatas.push(bitmapData);
                sparkBitmapDataRectangles.push(bitmapData.rect);
                // bitmapData.rectはアクセサで重いのでキャッシュしておく。これにより30%ほど高速化
            }
            
            // 照り返しのプリレンダリング
            reflectionBitmapData = new BitmapData(REFLECTION_RADIUS * 2, REFLECTION_RADIUS * 2, true, 0);
            g.clear();
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(REFLECTION_RADIUS * 2, REFLECTION_RADIUS * 2, 0, 0, 0);
            g.beginGradientFill(GradientType.RADIAL, [ REFLECTION_COLOR, REFLECTION_COLOR ], [ 1, 0 ], [ 0, 255 ], matrix);
            g.drawCircle(REFLECTION_RADIUS, REFLECTION_RADIUS, REFLECTION_RADIUS);
            g.endFill();
            reflectionBitmapData.draw(shape);
            
            createFireworkModel();
            
            addEventListener(Event.ENTER_FRAME, enterFrameHandler);
//            stage.addEventListener(MouseEvent.CLICK, function (e:Event):void {
//                emitSpark();
//            });
        }
        
        private function enterFrameHandler(e:Event):void
        {
            displayBuffer.fillRect(displayBuffer.rect, 0);
            
            setupProjectionMatrix();
            
            var startTime:uint = getTimer();
            renderFloor();
            var floorRenderingTime:uint = getTimer() - startTime;
            
            startTime = getTimer();
            for (var i:int = 0; i < NUMBER_OF_SPLIT_FRAME; i++) {
                const FACTOR:Number = 0.06;
                viewRotationY += (getTimer() * 0.01 + (-(CENTER_X - mouseX) * 0.4) - viewRotationY) * FACTOR;
                viewRotationX += ((27 + (CENTER_Y - mouseY) * 0.15) - viewRotationX) * FACTOR;
                
                setupProjectionMatrix();
                
                for (var j:int = 0; j < EMIT_SPARK_NUMBER; j++) {
                    emitSpark();
                }
                updateSparks();
                renderSparks();
            }
            var sparksRenderingTime:uint = getTimer() - startTime;
            
            stats.text = 
                "Number of Sparks : " + sparkNumber + "\n" + 
                "Floor Rendering Time : " + floorRenderingTime + " ms\n" + 
                "Sparks Rendering Time : " + sparksRenderingTime + " ms \n";
        }
        
        private function setupProjectionMatrix():void
        {
            perspective.fieldOfView = 60;
            
            projectionMatrix.identity();
            projectionMatrix.appendRotation(viewRotationY, Vector3D.Y_AXIS);
            projectionMatrix.appendRotation(viewRotationX, Vector3D.X_AXIS);
            projectionMatrix.appendTranslation(0, 0, perspective.focalLength);
            projectionMatrix.append(perspective.toMatrix3D());
            
            correctMatrix3DMultiplyBug(projectionMatrix);
        }
        
        private function correctMatrix3DMultiplyBug(matrix:Matrix3D):void
        {
            // see http://bugs.adobe.com/jira/browse/FP-670
            var m1:Matrix3D = new Matrix3D(Vector.<Number>([ 0, 0, 0, 0,  0, 0, 0, 0,  0, 0, 0, 0,  0, 0, 1, 0 ]));
            var m2:Matrix3D = new Matrix3D(Vector.<Number>([ 0, 0, 0, 0,  0, 0, 0, 0,  0, 0, 0, 1,  0, 0, 0, 0 ]));
            m1.append(m2);
            if (m1.rawData[15] == 20) {
                // バグ持ち!
                var rawData:Vector.<Number> = matrix.rawData;
                rawData[15] /= 20;
                matrix.rawData = rawData;
            }
        }
        
        private function createSpark(x:Number, y:Number, z:Number, vx:Number, vy:Number, vz:Number, diameter:Number):void
        {
            position.push(x, y, z);
            velocity.push(vx, vy, vz);
            diameters.push(diameter);
            sparkNumber++;
        }
        
        private function emitSpark():void
        {
            var azimuth:Number = Math.random() * 2 * Math.PI;
            var vy:Number = -(Math.random() * 0.06 + 0.94);
            var vx:Number = Math.sqrt(1 - vy * vy) * Math.cos(azimuth);
            var vz:Number = Math.sqrt(1 - vy * vy) * Math.sin(azimuth);
            
            var speed:Number = Math.random() * 2.3 + 0.7;
            vx *= speed;
            vy *= speed;
            vz *= speed;
            
            var diameter:Number = 3 + Math.random() * 3;
            createSpark(0, -FIREWORK_HEIGHT, 0, vx, vy, vz, diameter);
        }
        
        private function updateSparks():void
        {
            for (var i:int = 0; i < sparkNumber; ) {
                var xIndex:int = i * 3;
                var yIndex:int = xIndex + 1;
                var zIndex:int = xIndex + 2;
                
                velocity[yIndex] += GRAVITY;
                
                velocity[xIndex] *= AIR_RESISTANCE;
                velocity[yIndex] *= AIR_RESISTANCE;
                velocity[zIndex] *= AIR_RESISTANCE;
                
                if (position[yIndex] + velocity[yIndex] > 0) {
                    velocity[yIndex] = -velocity[yIndex] * 0.2;
                    
                    position[xIndex] += velocity[xIndex];
                    position[yIndex] += velocity[yIndex];
                    position[zIndex] += velocity[zIndex];
                    
                    // 小さい火花に分割
                    const DIAMETER_MIN:Number = 2;
                    if (diameters[i] > DIAMETER_MIN) {
                        var diameterLimit:Number = diameters[i];
                        
                        while (1) {
                            var diameter:Number = Math.random() * (4 - DIAMETER_MIN) + DIAMETER_MIN;
                            diameterLimit -= diameter;
                            if (diameterLimit < 0) {
                                break;
                            }
                            var azimuth:Number = Math.random() * 2 * Math.PI;
                            var r:Number = Math.random() * 2;
                            
                            createSpark(position[xIndex], position[yIndex], position[zIndex], 
                                (velocity[xIndex] + Math.cos(azimuth) * r) * 0.5, 
                                velocity[yIndex], 
                                (velocity[zIndex] + Math.sin(azimuth) * r) * 0.5, 
                                diameter);
                        }
                    }
                    
                    // spliceは重い!
//                    position.splice(xIndex, 3);
//                    velocity.splice(xIndex, 3); 
//                    diameters.splice(i, 1);

                    position[xIndex] = position[sparkNumber * 3 - 3];
                    position[yIndex] = position[sparkNumber * 3 - 2];
                    position[zIndex] = position[sparkNumber * 3 - 1];

                    velocity[xIndex] = velocity[sparkNumber * 3 - 3];
                    velocity[yIndex] = velocity[sparkNumber * 3 - 2];
                    velocity[zIndex] = velocity[sparkNumber * 3 - 1];
                    
                    diameters[i] = diameters[sparkNumber - 1];
                    
                    position.pop();
                    position.pop();
                    position.pop();

                    velocity.pop();
                    velocity.pop();
                    velocity.pop();
                    
                    diameters.pop();
                    
                    sparkNumber--;
                    continue;
                }
                position[xIndex] += velocity[xIndex];
                position[yIndex] += velocity[yIndex];
                position[zIndex] += velocity[zIndex];
                
                i++;
            }
        }
        
        private function renderSparks():void
        {
            splitBuffer.fillRect(splitBuffer.rect, 0x000000);
            
            Utils3D.projectVectors(projectionMatrix, position, projectedPosition, uvts);
            
            // ループ外に追い出したら30%以上高速化
            var p:Point = new Point();
            var focalLength:Number = perspective.focalLength;
            
            for (var i:int = 0; i < sparkNumber; i++) {
                // パーティクルの大きさ = 1/z * focalLength * pixel
                var diameter:int = uvts[i * 3 + 2] * focalLength * diameters[i] + 0.5;
                // (i * 2) => (i << 1)で10%ほど高速化
                p.x = CENTER_X + projectedPosition[(i << 1)    ] - diameter / 2;
                p.y = CENTER_Y + projectedPosition[(i << 1) + 1] - diameter / 2;
                splitBuffer.copyPixels(sparkBitmapDatas[diameter], sparkBitmapDataRectangles[diameter], p);
            }
            
            displayBuffer.draw(splitBuffer, null, null, BlendMode.ADD);
        }
        
        private const FLOOR_SIZE:Number = 300;
        private const FLOOR_HALFSIZE:Number = FLOOR_SIZE / 2;
        private const FLOOR_VERTICES:Vector.<Number> = Vector.<Number>([
             FLOOR_HALFSIZE, 0,  FLOOR_HALFSIZE, 
            -FLOOR_HALFSIZE, 0,  FLOOR_HALFSIZE, 
            -FLOOR_HALFSIZE, 0, -FLOOR_HALFSIZE, 
             FLOOR_HALFSIZE, 0, -FLOOR_HALFSIZE, 
             
             FLOOR_HALFSIZE, 0,               0, 
            -FLOOR_HALFSIZE, 0,               0, 
                          0, 0,  FLOOR_HALFSIZE, 
                          0, 0, -FLOOR_HALFSIZE, 
        ]);
        private const FLOOR_VERTEX_NUMBER:int = FLOOR_VERTICES.length / 3;
        
        private var floorProjectedVertices:Vector.<Number> = new Vector.<Number>();
        private var floorIndices:Vector.<int> = Vector.<int>([
            0, 1, 2,  2, 3, 0
        ]);
        private var floorUvts:Vector.<Number> = Vector.<Number>([
            1, 0, 0,  0, 0, 0,  0, 1, 0,  1, 1, 0,  
            0, 0, 0,  0, 0, 0,  0, 0, 0,  0, 0, 0
        ]);
        
        private const TEXTURE_SIZE:int = 150;
        private var floorTexture:BitmapData = new BitmapData(TEXTURE_SIZE, TEXTURE_SIZE, false);
        
        private const WIREFRAME_COLOR:uint = 0x555566;
        
        private var sprite:Sprite = new Sprite();
        
        private function renderFloor():void
        {
            // 照り返しを描画する閾値
            const THRESHOLD_Y:Number = 50;
            
            var matrix:Matrix = new Matrix();
            var colorTransform:ColorTransform = new ColorTransform();
            
            floorTexture.fillRect(floorTexture.rect, 0x180C00);
            
            for (var i:int = 0; i < sparkNumber; i++) {
                var yIndex:int = i * 3 + 1;
                
                if (position[yIndex] > -THRESHOLD_Y) {
                    var xIndex:int = i * 3;
                    var zIndex:int = i * 3 + 2;
                    
                    matrix.identity();
                    var scale:Number = (0.2 - (position[yIndex] / THRESHOLD_Y) * 0.8) * diameters[i];
                    matrix.scale(scale, scale);
                    matrix.translate(FLOOR_HALFSIZE + position[xIndex] - REFLECTION_RADIUS * scale, FLOOR_HALFSIZE - position[zIndex] - REFLECTION_RADIUS * scale);
                    matrix.scale(TEXTURE_SIZE / FLOOR_SIZE, TEXTURE_SIZE / FLOOR_SIZE);
                    
                    colorTransform.alphaMultiplier = 1 + position[yIndex] / THRESHOLD_Y;
                    floorTexture.draw(reflectionBitmapData, matrix, colorTransform, BlendMode.ADD);
                }
            }
            
            Utils3D.projectVectors(projectionMatrix, FLOOR_VERTICES, floorProjectedVertices, floorUvts);
            for (i = 0; i < FLOOR_VERTEX_NUMBER; i++) {
                floorProjectedVertices[(i << 1)    ] += CENTER_X;
                floorProjectedVertices[(i << 1) + 1] += CENTER_Y;
            }
            
            Utils3D.projectVectors(projectionMatrix, fireworkVertices, fireworkProjectedVertices, fireworkUvts);
            for (i = 0; i < fireworkProjectedVertices.length / 2; i++) {
                fireworkProjectedVertices[(i << 1)    ] += CENTER_X;
                fireworkProjectedVertices[(i << 1) + 1] += CENTER_Y;
            }
            
            var g:Graphics = sprite.graphics;
            g.clear();
            g.beginBitmapFill(floorTexture);
            g.drawTriangles(floorProjectedVertices, floorIndices, floorUvts);
            g.endFill();
            displayBuffer.draw(sprite);
            
            g.clear();
            g.lineStyle(1, WIREFRAME_COLOR);
            g.moveTo(floorProjectedVertices[0], floorProjectedVertices[1]);
            g.lineTo(floorProjectedVertices[2], floorProjectedVertices[3]);
            g.lineTo(floorProjectedVertices[4], floorProjectedVertices[5]);
            g.lineTo(floorProjectedVertices[6], floorProjectedVertices[7]);
            g.lineTo(floorProjectedVertices[0], floorProjectedVertices[1]);
            
            g.moveTo(floorProjectedVertices[8], floorProjectedVertices[9]);
            g.lineTo(floorProjectedVertices[10], floorProjectedVertices[11]);
            g.moveTo(floorProjectedVertices[12], floorProjectedVertices[13]);
            g.lineTo(floorProjectedVertices[14], floorProjectedVertices[15]);
            displayBuffer.draw(sprite, null, null, BlendMode.ADD);
            
            g.clear();
            g.beginFill(FIREWORK_COLOR);
            g.drawTriangles(fireworkProjectedVertices, fireworkIndices);
            g.endFill();
            displayBuffer.draw(sprite);
        }
        
        private const FIREWORK_RADIUS:Number = 8;
        private const FIREWORK_HEIGHT:Number = 40;
        private const FIREWORK_COLOR:uint = 0xAACCFF;
        
        private var fireworkVertices:Vector.<Number> = new Vector.<Number>();
        private var fireworkIndices:Vector.<int> = new Vector.<int>();
        private var fireworkProjectedVertices:Vector.<Number> = new Vector.<Number>();
        private var fireworkUvts:Vector.<Number> = new Vector.<Number>();
        
        private function createFireworkModel():void
        {
            const SEGMENT:int = 8;
            for (var i:int = 0; i < SEGMENT; i++) {
                var x:Number = Math.cos(2 * Math.PI * i / SEGMENT) * FIREWORK_RADIUS;
                var z:Number = Math.sin(2 * Math.PI * i / SEGMENT) * FIREWORK_RADIUS;
                fireworkVertices.push(x, -FIREWORK_HEIGHT, z);
                fireworkVertices.push(x, 0, z);
                
                var i0:int = (i * 2    ) % (SEGMENT * 2);
                var i1:int = (i * 2 + 1) % (SEGMENT * 2);
                var i2:int = (i * 2 + 2) % (SEGMENT * 2);
                var i3:int = (i * 2 + 3) % (SEGMENT * 2);
                fireworkIndices.push(i2, i0, i1);
                fireworkIndices.push(i1, i3, i2);
            }
        }
    }
}