2D流体
2D流体
ドラッグで流す
スペースキーでリセット
シフトキーでパーティクルのみリセット
/**
* 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/gVm6
*/
// forked from Nao_u's 波紋+環境マップ
//
// 2D流体
//
// ドラッグで流す
// スペースキーでリセット
// シフトキーでパーティクルのみリセット
//
package {
import flash.display.Sprite;
import flash.events.*;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="60")]
public class FlashTest extends Sprite {
public function FlashTest() {
Main = this;
startLoad();
//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;
var TexData: BitmapData;
var loaderA:Loader;
var loaderB:Loader;
var bLoad:Boolean = false;
function startLoad():void{
loaderA = new Loader();
loaderA.load( new URLRequest("http://img.f.hatena.ne.jp/images/fotolife/N/Nao_u/20090913/20091231171735.jpg") );
loaderA.contentLoaderInfo.addEventListener( Event.COMPLETE, loadComplete );
}
function loadComplete(e:Event):void {
loaderB = new Loader();
loaderB.contentLoaderInfo.addEventListener(Event.INIT, initialize);
loaderB.loadBytes(loaderA.contentLoaderInfo.bytes);
}
function initialize(e:Event):void {
var loader:Loader = loaderB;
TexData = new BitmapData(loader.width, loader.height, false);
TexData.draw(loader);
Tex = new ProcTex( BITMAP_W, BITMAP_H );
Tex.Bmp.x = 0;
Tex.Bmp.y = 0;
Text = new TextField();
Text.text = "----";
Text.autoSize = "left";
Main.addChild(Text);
bLoad = true;
var num:int = 4096;
for( var i:int=0; i<num; i++ ){
AgentAry.push( new Agent( new Point( Rand(30,435), Rand(30,435) ) ) );
AgentAry[i].update();
}
}
// 更新
var mxPrev:int;
var myPrev:int;
var Pow:Number = 1.0;
function update(e :Event):void{
var time:int = getTimer();
graphicClear();
Tex.draw();
for( var i:int=0; i<AgentAry.length; i++ ){
AgentAry[i].update();
}
var mx:int = Main.mouseX * BITMAP_W / SCREEN_W;
var my:int = Main.mouseY * BITMAP_H / SCREEN_H;
Pow += Math.abs(mx - mxPrev) + Math.abs(my - myPrev);
if( Pow > 1.0 ) Pow = 1.0;
var vx:Number = (mx - mxPrev)*0.01;
var vy:Number = (my - myPrev)*0.01;
if( MouseData & MOUSE_LEFT ) Tex.addPower( mx, my, vx, vy, Pow );
Pow *= 0.5;
mxPrev = mx;
myPrev = my;
if( (KeyData & KEY_SPACE && !(KeyPrev & KEY_SPACE) ) ){
Tex.resetFlow();
}
if( (KeyData & KEY_SPACE && !(KeyPrev & KEY_SPACE) ) ||
(KeyData & KEY_SHIFT && !(KeyPrev & KEY_SHIFT) ) ){
for( i=0; i<AgentAry.length; i++ ){
AgentAry[i].Pos.x = Rand(30,435);
AgentAry[i].Pos.y = Rand(30,435);
AgentAry[i].setColor();
}
}
var endTime:int = getTimer() - time;
Text.text = " 生成時間:" + endTime + "[ms]";
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 PressBuf: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);
// 波高バッファの生成
VelXBuf = new Vector.<Number>;
VelYBuf = new Vector.<Number>;
PressBuf = new Vector.<Number>;
BufWidth = Width+2;
BufHeight = Height+2;
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;
VelXBuf.push( 0.0 );
VelYBuf.push( 0.0 );
PressBuf.push( 0.0 );
}
}
// 環境マップテクスチャバッファの生成
PixelBuf = new Vector.<int>;
for( x=0; x<PixelBufSize; x++ ){
for( y=0; y<PixelBufSize; y++ ){
var col:int = TexData.getPixel(x, y);
PixelBuf.push(col);
}
}
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 );
}
// 水面に力を加える
public function addPower( px:int, py:int, vx:Number, vy:Number, pow:Number ):void{
var r:int = 6;
//var buf:Vector.<Number> = HeightBuf[HeightIdxDst];
for( var lx:int=-r; lx<=r; lx++ ){
for( var ly:int=-r; ly<=r; ly++ ){
const d:Number = Math.sqrt(lx*lx+ly*ly);
if (d < r) {
var p:Number = Math.cos(Math.PI/2 * d/r);
var x:int = px + lx;
var y:int = py + ly;
if( x < 0 || x >= Width || y < 0 || y >= Height ) break;
var idx:int = (x+1) + (y+1)*BufWidth;
// buf[idx] += pow * p;
// 上下左右の圧力差から、速度を更新
VelXBuf[idx] += vx;
VelYBuf[idx] += vy;
}
}
}
}
// 水面画像の生成
public function createBmp( idx:int ):void{
var buf:Vector.<Number> = HeightBuf[HeightIdxDst];
var col:Number, colU:Number, colL:Number, vecX:Number, vecY:Number;
var idx:int, ix:int, iy:int;
BmpData.lock();
for( var x:int=0; x<Width; x++ ){
for( var y:int=0; y<Height; y++ ){
idx = (x+1) + (y+1)*BufWidth;
col = buf[idx];
colU = buf[idx-BufWidth];
colL = buf[idx-1];
//vecX = ((colL - col)*0.55 + 1.0) *128;
//vecY = ((colU - col)*0.55 + 1.0) *128;
vecX = VelXBuf[idx] * 1000.01;
vecY = VelYBuf[idx] * 1000.01;
ix = vecX + 128; iy = vecY + 128;
if( ix < 0 ) ix=0;
if( iy < 0 ) iy=0;
if( ix > 255 ) ix=255;
if( iy > 255 ) iy=255;
//BmpData.setPixel(x, y, PixelBuf[ix+iy*PixelBufSize]);
var prs:int = PressBuf[idx]*2000 + 128;
if( prs < 0 ) prs = 0;
if( prs > 255 ) prs = 255;
//BmpData.setPixel(x, y, prs);
BmpData.setPixel(x, y, iy+ix*256 + prs*65536);
}
}
BmpData.unlock();
}
// 流れを計算
public function calcWave():void{
var idx:int, idxU:int, idxD:int, idxL:int, idxR:int;
var x:int, y:int;
// 圧力を計算
var px:Number, py:Number;
for( x=0; x<Width-2; x++ ){
for( y=0; y<Height-2; y++ ){
idx = (x+1) + (y+1)*BufWidth;
idxU = idx-BufWidth;
idxD = idx+BufWidth;
idxL = idx-1;
idxR = idx+1;
px = (VelXBuf[idxL] - VelXBuf[idxR]);
py = (VelYBuf[idxU] - VelYBuf[idxD]);
PressBuf[idx] = (px + py) * 0.99;
}
}
// 速度を更新
for( x=0; x<Width-2; x++ ){
for( y=0; y<Height-2; y++ ){
idx = (x+1) + (y+1)*BufWidth;
idxU = idx-BufWidth;
idxD = idx+BufWidth;
idxL = idx-1;
idxR = idx+1;
// 上下左右の圧力差から、速度を更新
VelXBuf[idx] += (PressBuf[idxL] - PressBuf[idxR]) * 0.25;
VelYBuf[idx] += (PressBuf[idxU] - PressBuf[idxD]) * 0.25;
}
}
// 粘性を計算
var tmp:Number = 0;
var mul:Number = 0.2;
for( x=0; x<Width-2; x++ ){
for( y=0; y<Height-2; y++ ){
idx = (x+1) + (y+1)*BufWidth;
idxU = idx-BufWidth;
idxD = idx+BufWidth;
idxL = idx-1;
idxR = idx+1;
tmp = VelXBuf[idx];
VelXBuf[idx] +=
(
(VelXBuf[idxL] - tmp) +
(VelXBuf[idxR] - tmp) +
(VelXBuf[idxU] - tmp) +
(VelXBuf[idxD] - tmp)
) * mul;
tmp = VelYBuf[idx];
VelYBuf[idx] +=
(
(VelYBuf[idxL] - tmp) +
(VelYBuf[idxR] - tmp) +
(VelYBuf[idxU] - tmp) +
(VelYBuf[idxD] - tmp)
) * mul;
}
}
}
public function resetFlow():void{
for( var x:int=0; x<Width-2; x++ ){
for( var y:int=0; y<Height-2; y++ ){
var idx:int = (x+1) + (y+1)*BufWidth;
PressBuf[idx] = 0;
VelXBuf[idx] = 0;
VelYBuf[idx] = 0;
}
}
}
}
var AgentAry:Vector.<Agent> = new Vector.<Agent>;
class Agent{
public var Sp:Sprite;
public var Pos:Point = new Point;
public var Color:int;
public function Agent( p:Point ){
Sp=new Sprite();
Pos = p;
Sp.x = Pos.x;
Sp.y = Pos.y;
setColor( );
Main.stage.addChild(Sp);
}
public function setColor( ):void{
var ix:int = Pos.x;
var iy:int = Pos.y;
Color = (ix*256 / 456)*256 +
((iy*256 / 456)<<16)+ 128;
}
public function update( ):void{
var x:int = (Pos.x+1)/2;
var y:int = (Pos.y+1)/2;
if( x<0 ) x=0;
if( y<0 ) y=0;
if( x>BITMAP_W ) x=BITMAP_W-1;
if( y>BITMAP_H ) y=BITMAP_H-1;
var idx:int = (x) + (y)*Tex.BufWidth;
Pos.x += Tex.VelXBuf[idx]*50;
Pos.y += Tex.VelYBuf[idx]*50;
Sp.x = Pos.x;
Sp.y = Pos.y;
if( Pos.x < 9 ) { Pos.x = 8; }
if( Pos.y < 9 ) { Pos.y = 8; }
if( Pos.x > SCREEN_W-9 ) { Pos.x = SCREEN_W-10; }
if( Pos.y > SCREEN_H-9 ) { Pos.y = SCREEN_H-10; }
// drawCircle( Pos.x, Pos.y, 5, Color );
// drawCircle( Pos.x, Pos.y, 2, Color );
drawRect( Pos.x, Pos.y, 3, 3, Color );
}
}
function graphicClear():void{
Main.graphics.clear();
}
function drawCircle( x:Number, y:Number, size:Number, col:int ):void{
//Main.graphics.lineStyle(0,0x000000);
Main.graphics.beginFill( col, 1 );
Main.graphics.drawCircle( x, y, size );
Main.graphics.endFill();
}
function drawRect(sx:Number, sy:Number, ex:Number, ey:Number, col:int ):void{
// Main.graphics.lineStyle( 0, col );
Main.graphics.beginFill( col );
Main.graphics.drawRect( sx, sy, ex, ey );
Main.graphics.endFill();
}
function Rand( min:Number, max:Number ):Number{
return Math.random() * (max-min) + min;
}
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;
}
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 KEY_SHIFT:int = 0x20;
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;
case Keyboard.SHIFT: KeyData |= KEY_SHIFT; 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;
case Keyboard.SHIFT: KeyData &= ~KEY_SHIFT; break;
}
}