forked from: 重力マウス(10万パーティクル int高速化)
リンクリストにしてみたけどそんなに速くない??
_bmd.fillRect()を_bmd.setPixel()に変更。
sin(),cos(),atan2(),sqrt()を排除。
Add final class / mouseEnalbled = false by clockmaker
CJ Cat: Used vector instead of linked list.
clockmaker: while文の処理を4回コピペしてイテレーションの回数を減らす 100万で30fps (FP10.1 Release))
if文をループの外に展開
vectorをintに
精度を上げて、ループ
/**
* Copyright h_sakurai ( http://wonderfl.net/user/h_sakurai )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/hkKz
*/
// forked from h_sakurai's 重力マウス(100万パーティクル int高速化)
// forked from clockmaker's 重力マウス(100万パーティクル)
// forked from cjcat2266's 重力マウス(プチ軽量化:25万パーティクル)
// forked from clockmaker's 重力マウス(プチ軽量化:10万パーティクル)
// forked from coppieee's 重力マウス(さらに軽量化してみた)
// forked from paq's forked from: 重力マウス(ちょっぴり軽量化してみた)
// forked from fumix's 重力マウス(リンクリストにしてみた)
// forked from undo's 重力マウス
// リンクリストにしてみたけどそんなに速くない??
//_bmd.fillRect()を_bmd.setPixel()に変更。
//sin(),cos(),atan2(),sqrt()を排除。
// Add final class / mouseEnalbled = false by clockmaker
// CJ Cat: Used vector instead of linked list.
// clockmaker: while文の処理を4回コピペしてイテレーションの回数を減らす 100万で30fps (FP10.1 Release))
// if文をループの外に展開
// vectorをintに
// 精度を上げて、ループ
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.ByteArray;
import net.hires.debug.Stats;
[SWF(frameRate='48', width='465', height='465', backgroundColor='0x0')]
public class Main extends Sprite {
private var _bmp:Bitmap;
private var _bmd:BitmapData;
private var _bmdRect:Rectangle;
private var _colorTransform:ColorTransform = new ColorTransform(0.9, 0.97, 0.9, 1.0);
private const _maxNum:int = 100000;
private var _cnt:int = 0;
private var _rnd:uint = 431431;
private const _particleX:Vector.<int> = new Vector.<int>(_maxNum, true);
private const _particleY:Vector.<int> = new Vector.<int>(_maxNum, true);
private const _particleVx:Vector.<int> = new Vector.<int>(_maxNum, true);
private const _particleVy:Vector.<int> = new Vector.<int>(_maxNum, true);
public function Main() {
if(stage) init(null);
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(evt:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
this.stage.align = StageAlign.TOP_LEFT;
this.stage.scaleMode = StageScaleMode.NO_SCALE;
this.stage.quality = "low";
this.mouseEnabled = false;
this.mouseChildren = false;
_bmd = new BitmapData(465, 465, false, 0x000000);
_bmp = new Bitmap(_bmd);
addChild(_bmp);
this._bmdRect = _bmd.rect;
var i0:int;
i0 = 0;
while (i0 < _maxNum) {
_particleX[i0] = (Math.random() * 465-_x) << 23;
_particleY[i0] = (Math.random() * 465-_x) << 23;
_particleVx[i0] = 0;
_particleVy[i0] = 0;
++i0;
}
addChild(new Stats());
addEventListener(Event.ENTER_FRAME, onEnter);
}
private const _x:uint=256;
private function onEnter(evt:Event):void {
var gravPoint_x:int = (mouseX-_x)<< 22;
var gravPoint_y:int = (mouseY-_x)<< 22;
var calc:int = _cnt % 4;
var _bmd:BitmapData = this._bmd;
_bmd.lock();
var _particleX:Vector.<int> = this._particleX;
var _particleY:Vector.<int> = this._particleY;
var _particleVx:Vector.<int> = this._particleVx;
var _particleVy:Vector.<int> = this._particleVy;
var diff_x:int, diff_y:int, acc:Number, acc_x:Number, acc_y:Number;
var i0:int,l3:int, j0:int, k0:int, l0:int;
i0 = 0;
var p:int=0;
for(;p<4;p++) {
var m:int = _maxNum / 4 * (p+1);
if(calc==p){
while (i0 < m) {
j0 = ++i0;
k0 = ++j0;
l0 = ++k0;
diff_x = gravPoint_x - (_particleX[i0]>>1);
diff_y = gravPoint_y - (_particleY[i0]>>1);
acc = (1717986918400.0*2000.0) / (diff_x * diff_x + diff_y * diff_y);
acc_x = acc * diff_x;
acc_y = acc * diff_y;
_particleVx[i0] += acc_x;
_particleVy[i0] += acc_y;
diff_x = gravPoint_x - (_particleX[j0]>>1);;
diff_y = gravPoint_y - (_particleY[j0]>>1);
acc = (1717986918400.0*2000.0) / (diff_x * diff_x + diff_y * diff_y);
acc_x = acc * diff_x;
acc_y = acc * diff_y;
_particleVx[j0] += acc_x;
_particleVy[j0] += acc_y;
diff_x = gravPoint_x - (_particleX[k0]>>1);;
diff_y = gravPoint_y - (_particleY[k0]>>1);
acc = (1717986918400.0*2000.0)/ (diff_x * diff_x + diff_y * diff_y);
acc_x = acc * diff_x;
acc_y = acc * diff_y;
_particleVx[k0] += acc_x;
_particleVy[k0] += acc_y;
diff_x = gravPoint_x - _particleX[l0];;
diff_y = gravPoint_y - _particleY[l0];
acc = (1717986918400.0*2000.0) / (diff_x * diff_x + diff_y * diff_y);
acc_x = acc * diff_x;
acc_y = acc * diff_y;
_particleX[l0] += acc_x;
_particleY[l0] += acc_y;
// 1 step
_particleX[i0] += _particleVx[i0];
_particleY[i0] += _particleVy[i0];
_bmd.setPixel(_x+(_particleX[i0] >> 23), _x+(_particleY[i0] >> 23), 0xffffff);
// 2 step
_particleX[j0] += _particleVx[j0];
_particleY[j0] += _particleVy[j0];
_bmd.setPixel(_x+(_particleX[j0] >> 23), _x+(_particleY[j0] >> 23), 0xffffff);
// 3 step
_particleX[k0] += _particleVx[k0];
_particleY[k0] += _particleVy[k0];
_bmd.setPixel(_x+(_particleX[k0] >> 23), _x+(_particleY[k0] >> 23), 0xffffff);
// 4 step
_particleX[l0] += _particleVx[l0];
_particleY[l0] += _particleVy[l0];
_bmd.setPixel(_x+(_particleX[l0] >> 23), _x+(_particleY[l0] >> 23), 0xffffff);
i0 = ++l0;
}
} else {
while (i0 < m) {
j0 = ++i0;
k0 = ++j0;
l0 = ++k0;
// 1 step
_particleX[i0] += _particleVx[i0];
_particleY[i0] += _particleVy[i0];
_particleVx[i0] -= _particleVx[i0]>>5;
_particleVy[i0] -= _particleVy[i0]>>5;
_bmd.setPixel(_x+(_particleX[i0] >> 23), _x+(_particleY[i0] >> 23), 0xffffff);
// 2 step
_particleX[j0] += _particleVx[j0];
_particleY[j0] += _particleVy[j0];
_particleVx[j0] -= _particleVx[j0]>>5;
_particleVy[j0] -= _particleVy[j0]>>5;
_bmd.setPixel(_x+(_particleX[j0] >> 23), _x+(_particleY[j0] >> 23), 0xffffff);
// 3 step
_particleX[k0] += _particleVx[k0];
_particleY[k0] += _particleVy[k0];
_particleVx[k0] -= _particleVx[k0]>>5;
_particleVy[k0] -= _particleVy[k0]>>5;
_bmd.setPixel(_x+(_particleX[k0] >> 23), _x+(_particleY[k0] >> 23), 0xffffff);
// 4 step
_particleX[l0] += _particleVx[l0];
_particleY[l0] += _particleVy[l0];
_particleVx[l0] -= _particleVx[l0]>>5;
_particleVy[l0] -= _particleVy[l0]>>5;
_bmd.setPixel(_x+(_particleX[l0] >> 23), _x+(_particleY[l0] >> 23), 0xffffff);
i0 = ++l0;
}
}
}
_bmd.colorTransform(this._bmdRect, this._colorTransform);
_bmd.unlock();
_cnt++;
}
}
}