ff [2]: 3D水面 / Water 3D + MP3
Water 3D
Click&Load some dubstep mp3 :)
@author saharan
/**
* Copyright makc3d ( http://wonderfl.net/user/makc3d )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/hk3t
*/
// forked from makc3d's ff: 3D水面 / Water 3D + MP3
// forked from saharan's 3D水面 / Water 3D
package {
import flash.media.SoundChannel;
import flash.system.LoaderContext;
import flash.display.*;
import flash.events.*;
import flash.net.*;
[SWF(frameRate = "30", width="465", height="465")]
/**
* Water 3D
*
* Click&Load some dubstep mp3 :)
*
* @author saharan
*/
public class Water3D extends Sprite {
private const NUM_DETAILS:int = 48;
private const INV_NUM_DETAILS:Number = 1 / NUM_DETAILS;
private const MESH_SIZE:Number = 100;
private var bmd:BitmapData;
private var loader:Loader;
private var vertices:Vector.<Vertex>;
private var transformedVertices:Vector.<Number>;
private var indices:Vector.<int>;
private var uvt:Vector.<Number>;
private var width2:Number;
private var height2:Number;
private var heights:Vector.<Vector.<Number>>;
private var velocity:Vector.<Vector.<Number>>;
private var mp3loader:ClientMP3Loader;
private var song:SoundChannel;
public function Water3D():void {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.quality = StageQuality.LOW;
width2 = 465 / 2;
height2 = 465 / 2;
loader = new Loader();
loader.load(new URLRequest("http://assets.wonderfl.net/images/related_images/b/b2/b217/b2177f87d979a28b9bcbb6e0b89370e77ce22337"), new LoaderContext(true));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
function(e:Event = null):void {
bmd = Bitmap(loader.content).bitmapData;
addEventListener(Event.ENTER_FRAME, frame);
});
mp3loader = new ClientMP3Loader;
mp3loader.addEventListener(Event.COMPLETE,
function(e:Event = null):void {
if (song) song.stop ();
song = mp3loader.sound.play (0, int.MAX_VALUE);
});
stage.addEventListener(MouseEvent.CLICK,
function(e:Event = null):void {
mp3loader.load ();
});
vertices = new Vector.<Vertex>(NUM_DETAILS * NUM_DETAILS, true);
transformedVertices = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
indices = new Vector.<int>();
uvt = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
var i:int;
var j:int;
for (i = 2; i < NUM_DETAILS - 2; i++) {
for (j = 2; j < NUM_DETAILS - 2; j++) {
vertices[i * NUM_DETAILS + j] = new Vertex(
(j - (NUM_DETAILS - 1) * 0.5) / NUM_DETAILS * MESH_SIZE, 0,
(i - (NUM_DETAILS - 1) * 0.5) / NUM_DETAILS * MESH_SIZE);
if (i != 2 && j != 2) {
indices.push(getIndex(i - 1, j - 1), getIndex(i, j - 1), getIndex(i, j));
indices.push(getIndex(i - 1, j - 1), getIndex(i, j), getIndex(i - 1, j));
}
}
}
heights = new Vector.<Vector.<Number>>(NUM_DETAILS, true);
velocity = new Vector.<Vector.<Number>>(NUM_DETAILS, true);
for (i = 0; i < NUM_DETAILS; i++) {
heights[i] = new Vector.<Number>(NUM_DETAILS, true);
velocity[i] = new Vector.<Number>(NUM_DETAILS, true);
for (j = 0; j < NUM_DETAILS; j++) {
heights[i][j] = 0;
velocity[i][j] = 0;
}
}
}
private function frame(e:Event = null):void {
drag();
move();
setMesh();
transformVertices();
draw();
}
private function setMesh():void {
for (var i:int = 2; i < NUM_DETAILS - 2; i++) {
for (var j:int = 2; j < NUM_DETAILS - 2; j++) {
const index:int = getIndex(i, j);
vertices[index].y = heights[i][j] * 0.15;
// ---Sphere map---
var nx:Number;
var ny:Number;
// nz is 1
nx = (heights[i][j] - heights[i - 1][j]) * 0.15;
ny = (heights[i][j] - heights[i][j - 1]) * 0.15;
var len:Number = 1 / Math.sqrt(nx * nx + ny * ny + 1);
nx *= len;
ny *= len;
uvt[index * 2] = nx * 0.5 + 0.5 + ((i - NUM_DETAILS * 0.5) * INV_NUM_DETAILS * 0.25);
uvt[index * 2 + 1] = ny * 0.5 + 0.5 + ((NUM_DETAILS * 0.5 - j) * INV_NUM_DETAILS * 0.25);
}
}
}
public function move():void {
//---Water simulation---
var i:int;
var j:int;
var mx:Number = mouseX / 465 * NUM_DETAILS;
var my:Number = (1 - mouseY / 465) * NUM_DETAILS;
for (i = 1; i < NUM_DETAILS - 1; i++) {
for (j = 1; j < NUM_DETAILS - 1; j++) {
heights[i][j] += velocity[i][j];
}
}
for (i = 1; i < NUM_DETAILS - 1; i++) {
for (j = 1; j < NUM_DETAILS - 1; j++) {
velocity[i][j] = (velocity[i][j] +
(heights[i - 1][j] + heights[i][j - 1] + heights[i + 1][j] +
heights[i][j + 1] - heights[i][j] * 4) * 0.5) * 0.9;
}
}
}
public var arg:Number = 0;
public function drag():void {
var i:int;
var j:int;
if (song) {
// computeSpectrum is useless...
var s3:Number = Math.sin (3 * arg);
var s4:Number = Math.sin (4 * arg);
var i0:int = 2 + (NUM_DETAILS * 0.5 - 2) * (1 + s3);
var j0:int = 2 + (NUM_DETAILS * 0.5 - 2) * (1 + s4);
for (i = i0 - 2; i < i0 + 2; i++)
for (j = j0 - 2; j < j0 + 2; j++) {
var v:Number = (song.leftPeak + song.rightPeak) * 0.5;
var d2:Number = (j - j0) * (j - j0) + (i - i0) * (i - i0);
velocity [i] [j] -= 6 * Math.pow (v, 3) / (1 + d2);
}
}
arg += 0.03; if (arg > 6.28) arg -= 6.28;
}
private function draw():void {
graphics.clear();
graphics.beginFill(0x282828);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
graphics.beginBitmapFill(bmd);
graphics.drawTriangles(transformedVertices, indices, uvt, TriangleCulling.POSITIVE);
graphics.endFill();
}
private function getIndex(x:int, y:int):int {
return y * NUM_DETAILS + x;
}
private function transformVertices():void {
var angle:Number = 70 * Math.PI / 180;
var sin:Number = Math.sin(angle);
var cos:Number = Math.cos(angle);
for (var i:int = 0; i < vertices.length; i++) {
var v:Vertex = vertices[i];
if(v != null) {
var x:Number = v.x;
var y:Number = cos * v.y - sin * v.z;
var z:Number = sin * v.y + cos * v.z;
z = 1 / (z + 60);
x *= z;
y *= z;
x = x * 232.5 + 232.5;
y = y * 232.5 + 182.5;
transformedVertices[i * 2] = x;
transformedVertices[i * 2 + 1] = y;
}
}
}
}
}
class Vertex {
public var x:Number;
public var y:Number;
public var z:Number;
public function Vertex(x:Number, y:Number,z:Number) {
this.x = x;
this.y = y;
this.z = z;
}
}
import com.codeazur.as3swf.SWF;
import com.codeazur.as3swf.SWFData;
import com.codeazur.as3swf.data.SWFScene;
import com.codeazur.as3swf.data.SWFSymbol;
import com.codeazur.as3swf.data.consts.SoundCompression;
import com.codeazur.as3swf.data.consts.SoundRate;
import com.codeazur.as3swf.data.consts.SoundSize;
import com.codeazur.as3swf.data.consts.SoundType;
import com.codeazur.as3swf.tags.TagDefineSceneAndFrameLabelData;
import com.codeazur.as3swf.tags.TagDefineSound;
import com.codeazur.as3swf.tags.TagDoABC;
import com.codeazur.as3swf.tags.TagEnd;
import com.codeazur.as3swf.tags.TagFileAttributes;
import com.codeazur.as3swf.tags.TagSetBackgroundColor;
import com.codeazur.as3swf.tags.TagShowFrame;
import com.codeazur.as3swf.tags.TagSymbolClass;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.media.Sound;
import flash.net.FileFilter;
import flash.net.FileReference;
import flash.utils.ByteArray;
/**
* This loads MP3 from HDD.
*
* @see http://wiki.github.com/claus/as3swf/play-mp3-directly-from-bytearray
* @see http://github.com/claus/as3swf/raw/master/bin/as3swf.swc
*/
class ClientMP3Loader extends EventDispatcher {
/**
* Use this object after Event.COMPLETE.
*/
public var sound:Sound;
/**
* Call this to load MP3 from HDD.
*/
public function load ():void {
file = new FileReference;
file.addEventListener (Event.CANCEL, onUserCancelled);
file.addEventListener (Event.SELECT, onFileSelected);
file.addEventListener (Event.COMPLETE, onFileLoaded);
file.browse ([ new FileFilter ("MP3 files", "*.mp3") ]);
}
private var file:FileReference;
private function onUserCancelled (e:Event):void { dispatchEvent (new Event (Event.CANCEL)); }
private function onFileSelected (e:Event):void { file.load (); }
private function onFileLoaded (e:Event):void {
// Wrap the MP3 with a SWF
var swf:ByteArray = createSWFFromMP3 (file.data);
// Load the SWF with Loader::loadBytes()
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.INIT, initHandler);
loader.loadBytes(swf);
}
private function initHandler(e:Event):void {
// Get the sound class definition
var SoundClass:Class = LoaderInfo(e.currentTarget).applicationDomain.getDefinition("MP3Wrapper_soundClass") as Class;
// Instantiate the sound class
sound = new SoundClass() as Sound;
// Report Event.COMPLETE
dispatchEvent (new Event (Event.COMPLETE));
}
private function createSWFFromMP3(mp3:ByteArray):ByteArray
{
// Create an empty SWF
// Defaults to v10, 550x400px, 50fps, one frame (works fine for us)
var swf:SWF = new SWF();
// Add FileAttributes tag
// Defaults: as3 true, all other flags false (works fine for us)
swf.tags.push(new TagFileAttributes());
// Add SetBackgroundColor tag
// Default: white background (works fine for us)
swf.tags.push(new TagSetBackgroundColor());
// Add DefineSceneAndFrameLabelData tag
// (with the only entry being "Scene 1" at offset 0)
var defineSceneAndFrameLabelData:TagDefineSceneAndFrameLabelData = new TagDefineSceneAndFrameLabelData();
defineSceneAndFrameLabelData.scenes.push(new SWFScene(0, "Scene 1"));
swf.tags.push(defineSceneAndFrameLabelData);
// Add DefineSound tag
// The ID is 1, all other parameters are automatically
// determined from the mp3 itself.
swf.tags.push(TagDefineSound.createWithMP3(1, mp3));
// Add DoABC tag
// Contains the AS3 byte code for the document class and the
// class definition for the embedded sound
swf.tags.push(TagDoABC.create(abc));
// Add SymbolClass tag
// Specifies the document class and binds the sound class
// definition to the embedded sound
var symbolClass:TagSymbolClass = new TagSymbolClass();
symbolClass.symbols.push(SWFSymbol.create(1, "MP3Wrapper_soundClass"));
symbolClass.symbols.push(SWFSymbol.create(0, "MP3Wrapper"));
swf.tags.push(symbolClass);
// Add ShowFrame tag
swf.tags.push(new TagShowFrame());
// Add End tag
swf.tags.push(new TagEnd());
// Publish the SWF
var swfData:SWFData = new SWFData();
swf.publish(swfData);
return swfData;
}
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private static function abcDataToByteArray():ByteArray {
var ba:ByteArray = new ByteArray();
for (var i:uint = 0; i < abcData.length; i++) {
ba.writeByte(abcData[i]);
}
return ba;
}
private static var abc:ByteArray = abcDataToByteArray();
}