forked from: 布 : 改善
本格的な布のシミュレーションではありません。
以前のバージョンは8方向に対して繋げていたが、
上下左右の4方向で十分だった。
joint関数は凄く簡単になった。
ドラッグでマウスに一番近いポイントを移動させる。
ctrlキー押しながらドラッグで固定。
ダブルクリックで固定を解除。
// forked from miniapp's 布 : 改善
// forked from miniapp's 布
/**
* 本格的な布のシミュレーションではありません。
*
* 以前のバージョンは8方向に対して繋げていたが、
* 上下左右の4方向で十分だった。
* joint関数は凄く簡単になった。
*
* ドラッグでマウスに一番近いポイントを移動させる。
* ctrlキー押しながらドラッグで固定。
* ダブルクリックで固定を解除。
*
*/
package {
import flash.display.Sprite;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
[SWF(backgroundColor="0xFFFFFF", width="465", height="465", frameRate="60")]
public class Cloth extends Sprite {
public static const STAGE_WIDTH:uint = 465;
public static const STAGE_HEIGHT:uint = 465;
public function Cloth() {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private var _lineColor:uint = 0x000000;
private var _cols:uint = 32;//横の数
private var _rows:uint = 32;//縦の数
private var _diffX:uint = 5;
private var _diffY:uint = 5;
private var _isCtrlPress:Boolean = false;
private var _isMouseDown:Boolean = false;
private var _draggedPoint:Point;
private var _isFirst:Boolean = false;
private var _numJoints:uint;
private var _joints:Vector.<Joint> = new Vector.<Joint>();
private var _points:Vector.<Point> = new Vector.<Point>();
private var _pointsXs:Vector.<Vector.<Point>> = new Vector.<Vector.<Point>>(_rows, true);
private var _pointsYs:Vector.<Vector.<Point>> = new Vector.<Vector.<Point>>(_cols, true);
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
//stage.quality = StageQuality.MEDIUM;
stage.doubleClickEnabled = true;
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDwonHandler);
stage.addEventListener(MouseEvent.DOUBLE_CLICK, doubleClickHandler);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDonwHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
putPoint();
joint();
//上端2つを固定します。
//左端
var point1:Point = _pointsXs[0][0];
point1.x = 100;
point1.y = 10;
point1.isPinned = true;
//右端
var point2:Point = _pointsXs[0][_rows - 1];
point2.x = STAGE_WIDTH - 100;
point2.y = 10;
point2.isPinned = true;
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
/**
* ポイントを配置します。
*/
private function putPoint():void {
//縦方向に並べたポイントを入れる配列を先に用意する
for (var i:uint = 0; i < _cols; i++) {
var pointsY:Vector.<Point> = new Vector.<Point>(_rows, true);
_pointsYs[i] = pointsY;
}
var clothWidth:Number = (_cols - 1) * _diffX;
var clothHeight:Number = (_rows - 1) * _diffY;
var startX:Number = (STAGE_WIDTH - clothWidth) / 2;
var startY:Number = (STAGE_HEIGHT - clothHeight) / 2;
//ポイントを格子状に配置
for (i = 0; i < _rows; i++) {
var pointsX:Vector.<Point> = new Vector.<Point>(_cols, true);
_pointsXs[i] = pointsX;
for (var j:uint = 0; j < _cols; j++) {
var point:Point = new Point();
_points.push(point);
point.name = String(i) + "-" + String(j);//デバッグ用
point.x = startX + _diffX * j;
point.y = startY + _diffY * i;
//横に並ぶポイントを入れる
pointsX[j] = point;
//縦方向に並ぶポイントを入れる
pointsY = _pointsYs[j];
pointsY[i] = point;
}
}
_points.fixed = true;
}
private function joint():void {
for (var i:uint; i < _rows; i++) {
for (var j:uint = 0; j < _cols; j++) {
var point:Point = _pointsXs[i][j];
if (j > 0) {
var leftPoint:Point = _pointsXs[i][j - 1 ];
_joints.push(new Joint(leftPoint, point));
_joints.push(new Joint(point, leftPoint));
}
if (i > 0) {
var upPoint:Point = _pointsXs[i - 1][j];
_joints.push(new Joint(upPoint, point));
_joints.push(new Joint(point, upPoint));
}
}
}
_numJoints = _joints.length;
_joints.fixed = true;
}
/**
* 一番カーソルに近いポイントを捜す。
*/
private function searchPoint():Point {
var lastMinDist:Number = Infinity;
var target:Point;
for each(var point:Point in _points) {
var dx:Number = point.x - mouseX;
var dy:Number = point.y - mouseY;
var dist:Number = Math.sqrt(dx * dx + dy * dy);
if (dist < lastMinDist) {
lastMinDist = dist;
target = point;
}
}
return target;
}
/**
* ポイント同士を繋ぐ線を書く
*/
private function drawLine():void {
graphics.clear();
graphics.lineStyle(1, _lineColor);
//横のラインを引く
for each(var pointsX:Vector.<Point> in _pointsXs){
//横列のポイントが入った配列にアクセス。
var firstPoint:Point = pointsX[0];
graphics.moveTo(firstPoint.x, firstPoint.y);
for (var i:uint = 1; i < _cols; i++) {
var point:Point = pointsX[i];
graphics.lineTo(point.x, point.y);
}
}
for each(var pointsY:Vector.<Point> in _pointsYs) {
firstPoint = pointsY[0];
graphics.moveTo(firstPoint.x, firstPoint.y);
for (i = 1; i < _rows; i++) {
point = pointsY[i];
graphics.lineTo(point.x, point.y);
}
}
}
private function enterFrameHandler(e:Event):void {
if (_isMouseDown) {
_draggedPoint.x = mouseX;
_draggedPoint.y = mouseY;
}
for each(var joint:Joint in _joints) {
joint.update();
}
drawLine();
}
private function keyDonwHandler(e:KeyboardEvent = null):void{
if(e.ctrlKey) _isCtrlPress = true;
}
private function keyUpHandler(e:KeyboardEvent = null):void{
_isCtrlPress = false;
}
private function doubleClickHandler(e:MouseEvent = null):void{
searchPoint().isPinned = false;
}
private function mouseDwonHandler(e:MouseEvent):void {
_isMouseDown = true;
_draggedPoint = searchPoint();
_draggedPoint.isDragging = true;
}
private function mouseUpHandler(e:MouseEvent):void {
_isMouseDown = false;
if (_isCtrlPress)
_draggedPoint.isPinned = true;
_draggedPoint.isDragging = false;
_draggedPoint = undefined;
}
}
}
class Joint {
public static var SPRING:Number = 0.06;
public static var FRICTION:Number = 0.96;
public static var GRAVITY:Number = 0.008;
public function Joint(point:Point, target:Point) {
var initDx:Number = target.x - point.x;
var initDy:Number = target.y - point.y;
var length:Number = Math.sqrt(initDx * initDx + initDy * initDy);
var angle:Number = Math.atan2(initDy, initDx);
var tx:Number = length * Math.cos(angle);
var ty:Number = length * Math.sin(angle);
//バネ運動させる関数
update = function():void {
if (point.isDragging || point.isPinned)
return;
var dx:Number = target.x - tx - point.x;
var dy:Number = target.y - ty - point.y;
point.vx += dx * Joint.SPRING;
point.vy += dy * Joint.SPRING;
point.vy += GRAVITY;
point.x += (point.vx *= FRICTION);
point.y += (point.vy *= FRICTION);
}
}
public var update:Function;
}
class Point {
public var name:String;
public var x:Number;
public var y:Number;
public var vx:Number = 0;
public var vy:Number = 0;
public var isPinned:Boolean = false;
public var isDragging:Boolean = false;
}