傾斜プラクティス ver.6 boids化した
傾斜プラクティス ver.6 boids化した
黄色と水色のドットが戦うプログラム
点同士が衝突すると運動エネルギーの少ないほうが消滅します
/**
* Copyright lagash ( http://wonderfl.net/user/lagash )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/hm0p
*/
// 傾斜プラクティス ver.6 boids化した
// 黄色と水色のドットが戦うプログラム
// 点同士が衝突すると運動エネルギーの少ないほうが消滅します
//-----操作
// mouse drag 地形スクロール
// click 地形隆起/沈降
// [space] 上記隆起/沈降トグル
// [enter] 地形リセット
// [r] パーティクルリセット
//--------------------------------------------
// 下のグラフは戦況を表しています
// 折れ線:各色のドットが消滅した数
// 横棒:各色ドットの残存数。
// ----------------------------------
package {
import adobe.utils.CustomActions;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.Shape;
import flash.display.Bitmap;
import flash.display.Stage;
import flash.display.BitmapData;
import flash.display.DisplayObjectContainer;
import flash.display.LineScaleMode;
import flash.display.BlendMode;
import flash.events.MouseEvent;
import flash.filters.ColorMatrixFilter;
import flash.filters.DisplacementMapFilter;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.geom.ColorTransform;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.net.URLRequest;
import flash.text.TextField;
import flash.utils.ByteArray;
import flash.filters.BlurFilter;
import flash.system.LoaderContext;
import flash.geom.Vector3D;
import net.hires.debug.Stats;
public class Partest extends Sprite {
var main_bmp:Bitmap;
var groups_bmp:Bitmap;
var clearDisplay_bmd:BitmapData;
var bgbmp:Bitmap;
var bgbmp_source:Bitmap;
var rotateBmp:Bitmap;
var groupsContainer:Sprite;
var shape1:Shape;
var curves:Object;
var rotationColor:Number;
var baseMatrix: Matrix = new Matrix();
var baseRect:Rectangle;
var basePoint:Point;
var baseColorTransform:ColorTransform;
var baseColorTransform2:ColorTransform;
var ColorMatrixFilter1:ColorMatrixFilter;
var ColorMatrixFilter2:ColorMatrixFilter;
var keishaMap:BitmapData;
const maxParticles = 600;
var slopeData_bmd:BitmapData;
static public var landformData_bmd: BitmapData;
//private var COLOR: uint = 0xFFFFFF;
private var seed: int;
private var mw: int;
private var mh: int;
private var arr: Array;
private var point: Point;
private var point2: Point;
static public var stageWidth;
static public var stageHeight;
var centerX:uint;
var centerY:uint;
var onDrag:Boolean=false;
var onDragX:int=0;
var onDragY:int = 0;
var onDragStartX:int = 0;
var onDragStartY:int = 0;
var toggleBW:Boolean = true;
private var wholeParticles:Vector.<Particle>=new Vector.<Particle>();
private var sidesVec=wholeParticles;
private var groups:Vector.<GroupObject> = new Vector.<GroupObject>();
private var textDisp:TextField;
private var bottomBar:Shape;
private var dyingLate:Bitmap;
private var yDlShape:Shape;
private var cDlShape:Shape;
private var stats:Stats;
/* 三角関数高速化
static public const _TABLE_SIZE:int = 0x10000;
static public const _PI:Number = Math.PI;
static public const _TWO_PI:Number = 2 * _PI;
static public const _TWO_PI_SCALE:Number = _TABLE_SIZE / _TWO_PI;
static public const _HALF_PI:Number = _PI / 2;
static public const _table:Vector.<Number> = new function ():Vector.<Number>{
var table:Vector.<Number> = new Vector.<Number>(_TABLE_SIZE, true);
for (var i:uint = 0; i < _TABLE_SIZE; i++) {
table[i] = Math.sin(i / _TWO_PI_SCALE);
}
return table;
};
*/
public function Partest() {
super();
addEventListener(Event.ADDED_TO_STAGE, addToStageHandlr);
}
private function addToStageHandlr(e:Event) {
removeEventListener(Event.ADDED_TO_STAGE, addToStageHandlr);
stage.frameRate = 60;
//stage.doubleClickEnabled=true;
stageWidth = stage.stageWidth;
stageHeight = stage.stageHeight;
this.buttonMode=this.useHandCursor = true;
landformData_bmd = new BitmapData(stageWidth / 2+1, stageHeight / 2+1);
main_bmp = new Bitmap(new BitmapData(stage.stageWidth, stage.stageHeight, true, 0xff000000), "auto", true);//bitmap処理用
main_bmp.alpha = 1;
main_bmp.blendMode=BlendMode.ADD;
groups_bmp = new Bitmap(new BitmapData(stage.stageWidth, stage.stageHeight, true, 0x00000000), "auto", true);//bitmap処理用
groups_bmp.alpha = 1;
//groups_bmp.filters = [new BlurFilter(32, 32, 2)];
groups_bmp.blendMode = BlendMode.ADD;
clearDisplay_bmd = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0x01000000);
slopeData_bmd = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0xff000000);//bitmap処理用
bgbmp = new Bitmap(new BitmapData(stage.stageWidth * 3, stage.stageHeight * 3), "auto", true);//bitmap処理用
bgbmp.x = -stage.stageWidth;
bgbmp.y = -stage.stageHeight;
bgbmp_source = new Bitmap(new BitmapData(stage.stageWidth, stage.stageHeight), "auto", true);//bitmap処理用
rotateBmp = new Bitmap(new BitmapData(stage.stageWidth * 3, stage.stageHeight * 3), "auto", true);//bitmap処理用
groupsContainer = new Sprite();
shape1 = new Shape();
shape1.filters = [new BlurFilter(64, 64, 2)];
textDisp = new TextField();
textDisp.width=stage.stageWidth;
textDisp.y = stage.stageHeight-20;
textDisp.textColor = 0xffffff;
textDisp.cacheAsBitmap;
bottomBar = new Shape();
bottomBar.y = stage.stageHeight - 10;
dyingLate = new Bitmap(new BitmapData(stageWidth * .8, 100,true,0x00000000));
dyingLate.x = (stageWidth - stageWidth * .8) / 2;
dyingLate.y = stageHeight - 115;
yDlShape = new Shape();
cDlShape = new Shape();
//dyingLate.alpha = .5;
basePoint = new Point(0, 0);
baseRect = new Rectangle(0, 0, stageWidth, stageHeight);
baseColorTransform = new ColorTransform;
baseColorTransform.redMultiplier = .03;
baseColorTransform.greenMultiplier = .06;
baseColorTransform.blueMultiplier = .02;
//baseColorTransform.redOffset = baseColorTransform.greenOffset = baseColorTransform.blueOffset = -10;
baseColorTransform2 = new ColorTransform;
baseColorTransform2.redMultiplier = baseColorTransform2.greenMultiplier = baseColorTransform2.blueMultiplier = 5;
//baseColorTransform2.redOffset =
baseColorTransform2.greenOffset = 20;
//baseColorTransform2.blueOffset = 20;
ColorMatrixFilter1 = new ColorMatrixFilter([
.03, 0, 0, 0, 0,
0, .06, 0, 0, 0,
0, 0, .02, 0, 0,
0, 0, 0, 1, 0
]);
ColorMatrixFilter2 = new ColorMatrixFilter([
5, 0, 0, 0, 0,
0, 5, 0, 0, 20,
0, 0, 5, 0, 0,
0, 0, 0, 1, 0
]);
bgbmp.filters = [ColorMatrixFilter1,ColorMatrixFilter2];
baseMatrix.identity();
baseMatrix.scale(2,2);
stats = new Stats();
stats.blendMode = BlendMode.SCREEN;
addChild(bgbmp);
addChild(groups_bmp);
addChild(main_bmp);
addChild(stats);
addChild(dyingLate);
addChild(bottomBar);
addChild(textDisp);
init();
setMap();
//イベント登録
//stage.addEventListener(MouseEvent.DOUBLE_CLICK, mouseClickHandlr);
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandlr);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandlr);
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandlr);
//stage.addEventListener(MouseEvent.MOUSE_WHEEL, mouseWheelHandlr);
stage.addEventListener(Event.ENTER_FRAME, enterframeHandlr);
stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent) {
if (e.charCode == 32) toggleBW = (!toggleBW);
if (e.charCode == 13) setMap();
if (e.charCode == 114) init();
} );
}
private function mouseClickHandlr(e) {
setMap();
}
private function mouseDownHandlr(e) {
onDragX=onDragStartX=e.currentTarget.mouseX;
onDragY=onDragStartY=e.currentTarget.mouseY;
onDrag=true;
}
private function mouseUpHandlr(e) {
onDrag = false;
if (onDragStartX == e.currentTarget.mouseX && onDragStartY == e.currentTarget.mouseY) {
bgbmp.bitmapData.lock();
shape1.graphics.clear();
shape1.graphics.beginFill(0xffffff * uint(toggleBW), .2);
for (var i = -1; i < 2; i++) for (var j = -1; j < 2; j++) shape1.graphics.drawCircle(e.currentTarget.mouseX+i*stageWidth, e.currentTarget.mouseY+j*stageHeight, 32);
bgbmp_source.bitmapData.draw(shape1);
landformData_bmd.draw(bgbmp_source.bitmapData, new Matrix(.5, 0, 0, .5, 0, 0));
for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) bgbmp.bitmapData.copyPixels( bgbmp_source.bitmapData, baseRect, new Point(i * stageWidth, j * stageHeight));
bgbmp.bitmapData.unlock();
}
}
private function mouseMoveHandlr(e) {
if (!onDrag) return;
bgbmp.x -=onDragX-e.currentTarget.mouseX;
bgbmp.y -=onDragY-e.currentTarget.mouseY;
onDragX = e.currentTarget.mouseX;
onDragY = e.currentTarget.mouseY;
bgbmp_source.bitmapData.copyPixels(bgbmp.bitmapData, new Rectangle(-bgbmp.x, -bgbmp.y,stageWidth,stageHeight), basePoint);
landformData_bmd.draw(bgbmp_source.bitmapData, new Matrix(.5, 0, 0, .5, 0, 0));
for (var i = 0; i < 3; i++) for (var j = 0; j < 3; j++) bgbmp.bitmapData.copyPixels( bgbmp_source.bitmapData, baseRect, new Point(i * stageWidth, j * stageHeight));
bgbmp.x = -stageWidth;
bgbmp.y = -stageHeight;
}
private function mouseWheelHandlr(e:MouseEvent) {
return;
}
//初期化
private function init() {
var sidePer=0;
if(sidesVec){
var tmpYellow=sidesVec.length;
var tmpCyan=wholeParticles.length-sidesVec.length;
sidePer=(tmpCyan-tmpYellow)/2;
}
var currentParticlesLength = wholeParticles.length;
var px = stage.stageWidth * Math.random();
var py = stage.stageHeight * Math.random();
var ppx:Number;
var ppy:Number;
for (var i = 0; i < maxParticles-currentParticlesLength; i++) {
if (Math.random() < .06) {
px = stage.stageWidth * Math.random();
py = stage.stageHeight * Math.random();
}
do {
ppx = px + Math.random() * 70 - 35;
ppy = py + Math.random() * 70 - 35;
}while((ppx<0 || ppx>stage.stageWidth) && (ppy<0 || ppy>stage.stageHeight))
wholeParticles.push(new Particle(ppx, ppy));
wholeParticles[wholeParticles.length-1].side = (wholeParticles[wholeParticles.length-1].yy<stage.stageHeight/2+sidePer)?true:false;
}
}
function setMap():void{
landformData_bmd.perlinNoise(mw = landformData_bmd.width >> 2, mh = landformData_bmd.height >> 2, 3,
seed = Math.random() * 0xFFFF, true, true, 1,true);
arr = [point = new Point(), point2 = new Point()];
bgbmp_source.bitmapData.draw(landformData_bmd,baseMatrix);
for (var i = 0; i < 3; i++)for (var j = 0; j < 3; j++)bgbmp.bitmapData.copyPixels( bgbmp_source.bitmapData, baseRect,new Point(i*stageWidth,j*stageHeight));
rotateBmp.bitmapData.copyPixels(bgbmp.bitmapData, new Rectangle(0, 0, bgbmp.bitmapData.width, bgbmp.bitmapData.height), basePoint);
keishaMap = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0x00000000);//傾斜データ保存用
}
//メイン
private function enterframeHandlr(e){
var flg_2 = 0;
textDisp.text = "";
main_bmp.bitmapData.lock();
groups_bmp.bitmapData.lock();
majesticLoop();
//configureGroup();
//movingByGroups();
particlesCollision();
movingParticles();
drawParticles();
//画面表示系処理
main_bmp.bitmapData.applyFilter(main_bmp.bitmapData, baseRect, basePoint, new BlurFilter(2, 2, 2));
main_bmp.bitmapData.unlock();
groups_bmp.bitmapData.unlock();
//ステータス表示
//textDisp.text = "yellow:" + sidesVec.length + "(" + yHp + ") / cyan: " + (wholeParticles.length - sidesVec.length) + "(" + cHp + ") groups: " + groups.length + " " + gStr + " drawMode:" + ((toggleBW)?"rise":"fall");
//stage.removeEventListener(Event.ENTER_FRAME, enterframeHandlr);
}
//---------------------------------------------------------------------------
//大ループ ~全オブジェクトの各個単体処理を纏める
private function majesticLoop():void {
wholeParticles.sort(sortParticles);
function sortParticles(x, y):Number {
if (x.xx > y.xx) { return 1; } else { return -1; }
return 0;
}
var pl=wholeParticles.length;
for (var i = 0; i < pl; i++) {
var tmpObj = wholeParticles[i];
//ここから呼ぶ
//flocking(tmpObj);
flocking2(tmpObj,i);
moveBySlope(tmpObj);
}
}
//---------------------------------------------------------------------------
//パーティクル表示
private function drawParticles():void {
var pl = wholeParticles.length;
var tmpObj:Particle;
var col:uint;
for (var i = 0; i < pl; i++) {
tmpObj = wholeParticles[i];
var sideColor = 0xee * int(tmpObj.side);
col = 0xee;// * i / maxParticles;
col = (0x10000 * sideColor) + (0x100 * col) + (col-sideColor);
main_bmp.bitmapData.setPixel(tmpObj.xx, tmpObj.yy, col );
/* main_bmp.bitmapData.setPixel(tmpObj.xx+2, tmpObj.yy, col );
main_bmp.bitmapData.setPixel(tmpObj.xx-2, tmpObj.yy, col );
main_bmp.bitmapData.setPixel(tmpObj.xx, tmpObj.yy+2, col );
main_bmp.bitmapData.setPixel(tmpObj.xx, tmpObj.yy-2, col );
*/
}
}
//パーティクル移動
private function movingParticles():void {
var spdLim = 3;
var pl=wholeParticles.length;
for (var i = 0; i < pl; i++) {
var tmpObj = wholeParticles[i];
var tl=getLineLength(0,0,tmpObj.tx,tmpObj.ty);
if(tl>spdLim){tmpObj.tx=tmpObj.tx/tl*spdLim;tmpObj.ty=tmpObj.ty/tl*spdLim;}
tmpObj.xx += tmpObj.tx;
tmpObj.yy += tmpObj.ty;
//tmpObj.tx *= .99;
//tmpObj.ty *= .99;
//画面端はループ
if (tmpObj.xx < 0 || tmpObj.xx >= stageWidth) { tmpObj.xx = uint(tmpObj.tx < 0) * (stageWidth-1);}
if (tmpObj.yy < 0 || tmpObj.yy >= stageHeight) { tmpObj.yy = uint(tmpObj.ty < 0) * (stageHeight-1);}
}
}
//視野にあるオブジェクトに追従(boids)
var PI:Number = Math.PI;
private function flocking2(refObj:Particle,num:int):void {
var tmpGroups:Vector.<Particle> = new Vector.<Particle>();
var flg1 = true;
var flg2 = true;
var i = 1;
var tmpObj:Particle;
while( flg1 || flg2 ) {
if (flg1 && wholeParticles.length - 1 < num + i) flg1 = false;
if (flg2 && num - i < 0) flg2 = false;
if (flg1) {
tmpObj = wholeParticles[num + i];
if(tmpObj.side==refObj.side){
tmpObj.utilNum = getLineLength(tmpObj.xx, tmpObj.yy, refObj.xx, refObj.yy);
if (tmpObj.utilNum < 30){
if(tmpObj.utilNum > 0)tmpGroups.push(tmpObj);
}else if(tmpObj.xx-refObj.xx>30){flg1 = false;}
}
}
if (flg2) {
tmpObj = wholeParticles[num - i];
if(tmpObj.side==refObj.side){
tmpObj.utilNum = getLineLength(tmpObj.xx, tmpObj.yy, refObj.xx, refObj.yy);
if (tmpObj.utilNum < 30){
if(tmpObj.utilNum > 0)tmpGroups.push(tmpObj);
}else if(refObj.xx-tmpObj.xx>30){flg2 = false;}
}
}
i++;
}
var refRad = Math.atan2(refObj.ty, refObj.tx);
var px = 0;
var py = 0;
var pcount = 0;
var pl = tmpGroups.length;
for (var i = 0; i < pl; i++) {
var tmpObj = tmpGroups[i];
var tmpRad = Math.atan2(tmpObj.yy - refObj.yy, tmpObj.xx - refObj.xx);
var agl_Rad = tmpRad - refRad;
var norm_Rad = (Math.abs(agl_Rad) > PI)?(PI * 2) - Math.abs(agl_Rad):Math.abs(agl_Rad);
if (norm_Rad < PI / 2) {
var a = (tmpObj.utilNum>18)?1:-1;
px += a*(tmpObj.xx - refObj.xx)/tmpObj.utilNum;
py += a*(tmpObj.yy - refObj.yy)/tmpObj.utilNum;
pcount++;
}
}
if (pcount == 0) { return };
refObj.tx += px / pcount;
refObj.ty += py / pcount;
}
private function flocking(refObj:Particle):void {
var tmpGroups = wholeParticles.filter(sideCheck, null);
function sideCheck(item:Particle, index:int, vector:Vector.<Particle>):Boolean {
return (item.side == refObj.side);
}
tmpGroups=wholeParticles.filter(tmpGroupsCheck,null);
function tmpGroupsCheck(item:Particle, index:int, vector:Vector.<Particle>):Boolean {
item.utilNum = getLineLength(item.xx, item.yy, refObj.xx, refObj.yy);
if (item.utilNum<50 && item.utilNum>0 && item.side==refObj.side) {
return true;
}
return false;
}
//return;
var refRad = Math.atan2(refObj.ty, refObj.tx);
var px = 0;
var py = 0;
var pcount = 0;
var pl = tmpGroups.length;
for (var i = 0; i < pl; i++) {
var tmpObj = tmpGroups[i];
var tmpRad = Math.atan2(tmpObj.yy - refObj.yy, tmpObj.xx - refObj.xx);
var agl_Rad = tmpRad - refRad;
var norm_Rad = (Math.abs(agl_Rad) > PI)?(PI * 2) - Math.abs(agl_Rad):Math.abs(agl_Rad);
if (norm_Rad < PI / 1.5) {
var a = (tmpObj.utilNum>20)?1:-1;
px += a*(tmpObj.xx - refObj.xx)/tmpObj.utilNum;
py += a*(tmpObj.yy - refObj.yy)/tmpObj.utilNum;
pcount++;
}
}
if (pcount == 0) { return };
refObj.tx += px / pcount;
refObj.ty += py / pcount;
}
//傾斜による影響
private function moveBySlope(tmpObj:Particle):void {
var sideColor = 0xee * int(tmpObj.side);
var col = 0xee;// * i / maxParticles;
col = (0x10000 * sideColor) + (0x100 * col) + (col-sideColor);
//傾斜値を取得
var vec = getSlopeVector(tmpObj.xx, tmpObj.yy);
tmpObj.vec = vec;
tmpObj.tx += vec.x*.5;
tmpObj.ty += vec.y*.5;
}
//傾斜マップから傾きベクトルを取得
private function getSlopeVector(xx:int, yy:int):Point {
var tmpCol = slopeData_bmd.getPixel32(xx, yy);
if (landformData_bmd.getPixel32(xx>>1, yy>>1)!=slopeData_bmd.getPixel32(xx, yy)) tmpCol=setMapPoint(xx,yy);
var bX = tmpCol >>> 16;
var bY = tmpCol & 0xffff;
var dx = int(uint((((bX&0x8000)<<16)>>16)+(bX&0x7fff)))*.00001;
var dy = int(uint((((bY & 0x8000) << 16) >> 16) + (bY & 0x7fff))) * .00001;
return new Point(dx, dy);
}
//衝突判定と影響
var frameCnt:uint = 0;
var yDl:uint = 0;
var cDl:uint = 0;
var beforeY:uint = 0;
var beforeC:uint = 0;
private function particlesCollision():void {
var col;
var tmpTx;
var tmpTy;
var pl = wholeParticles.length;
var mHP = 0;
for (var i = 0; i < pl; i++) {
var tmpObj = wholeParticles[i];
var sideColor = 0xee * int(tmpObj.side);
col = 0xee;// * i / maxParticles;
col = (0x10000 * sideColor) + (0x100 * col) + (col-sideColor);
//当たり判定
if (i != 0) {
var hitcnt = i;
while (hitcnt) {
hitcnt--;
if ( tmpObj.xx - wholeParticles[hitcnt].xx > 3) {
break;
}
if( Math.abs(tmpObj.yy - wholeParticles[hitcnt].yy) < 3){// && tmpObj.side!=wholeParticles[hitcnt].side) {
var tmpCol=0x666666;
if (tmpObj.side != wholeParticles[hitcnt].side) {
tmpObj.hp = getHP(tmpObj);
wholeParticles[hitcnt].hp = getHP(wholeParticles[hitcnt]);
var dm = tmpObj.getTl() - wholeParticles[hitcnt].getTl();
if (dm > 0) { wholeParticles[hitcnt].hp -= dm; } else { tmpObj.hp += dm; }
tmpCol=0xff0000;
}
for (var exp = 1; exp < 4;exp++){
main_bmp.bitmapData.setPixel(tmpObj.xx - exp, tmpObj.yy-exp, tmpCol );
main_bmp.bitmapData.setPixel(tmpObj.xx + exp, tmpObj.yy+exp, tmpCol );
main_bmp.bitmapData.setPixel(tmpObj.xx-exp, tmpObj.yy + exp, tmpCol );
main_bmp.bitmapData.setPixel(tmpObj.xx+exp, tmpObj.yy - exp, tmpCol );
}
//var tmpTl = tmpObj.getTl()+wholeParticles[hitcnt].getTl();
tmpTx = (tmpObj.tx*tmpObj.hp - wholeParticles[hitcnt].tx*wholeParticles[hitcnt].hp);///tmpTl;
tmpTy = (tmpObj.ty*tmpObj.hp - wholeParticles[hitcnt].ty*wholeParticles[hitcnt].hp);///tmpTl;
tmpObj.tx += tmpTx / tmpObj.hp;
tmpObj.ty += tmpTy / tmpObj.hp;
wholeParticles[hitcnt].tx -= tmpTx / wholeParticles[hitcnt].hp;
wholeParticles[hitcnt].ty -= tmpTy / wholeParticles[hitcnt].hp;
}
break;
}
}
mHP = (tmpObj.hp > mHP)?tmpObj.hp:mHP;
}
centerX /= wholeParticles.length;
centerY /= wholeParticles.length;
var yHp:Number=0;
var cHp:Number = 0;
//パーティクルの整理
wholeParticles=wholeParticles.filter(hpCheck,null);
function hpCheck(item:Particle, index:int, vector:Vector.<Particle>):Boolean {
if (item.hp<=0) {
if (item.groupFlg) item.group.removeMember(item);
yDl += (tmpObj.side)?1:0;
cDl += (!tmpObj.side)?1:0;
sideColor = 0xee * int(tmpObj.side);
col = 0xee;// * i / maxParticles;
col = (0x10000 * sideColor) + (0x100 * col) + (col-sideColor);
for ( exp = 1; exp < 20;exp++){
main_bmp.bitmapData.setPixel(item.xx - exp, item.yy, col );
main_bmp.bitmapData.setPixel(item.xx + exp, item.yy, col );
main_bmp.bitmapData.setPixel(item.xx, item.yy + exp, col );
main_bmp.bitmapData.setPixel(item.xx, item.yy - exp, col );
}
return false;
}
return true;
}
frameCnt++;
if(frameCnt>8){
dyingLate.bitmapData.scroll(5, 0);
yDlShape.graphics.clear();
cDlShape.graphics.clear();
yDlShape.graphics.beginFill(0xffff00, .3);
//yDlShape.graphics.lineStyle(.5, 0xffff00, .5);
yDlShape.graphics.moveTo(5, 100-beforeY*3);
yDlShape.graphics.lineTo(0, 100-yDl*3);
yDlShape.graphics.lineTo(0, 100);
yDlShape.graphics.lineTo(5, 100);
cDlShape.graphics.beginFill(0x00ffff, .3);
//cDlShape.graphics.lineStyle(.5, 0x00ffff, .5);
cDlShape.graphics.moveTo(5, 100-beforeC*3);
cDlShape.graphics.lineTo(0, 100-cDl * 3);
cDlShape.graphics.lineTo(0, 100);
cDlShape.graphics.lineTo(5, 100);
beforeY = yDl;
beforeC = cDl;
dyingLate.bitmapData.draw(yDlShape,new Matrix(1,0,0,1,5,0));
dyingLate.bitmapData.draw(cDlShape,new Matrix(1,0,0,1,5,0));
//for (i = 100; i > 100 - yDl*3 ;i--)dyingLate.bitmapData.setPixel32(1, i, 0x3000ffff);
//for (i = 100; i > 100 - cDl*3 ;i--) dyingLate.bitmapData.setPixel32(1, i, 0x30ffff00);
yDl=cDl=frameCnt = 0;
}
sidesVec=wholeParticles.filter(sideCheck,null);
function sideCheck(item:Particle, index:int, vector:Vector.<Particle>):Boolean {
if (item.side==false) { return false; }
return true;
}
bottomBar.graphics.clear();
bottomBar.graphics.beginFill(0xeeee00, .5);
bottomBar.graphics.drawRect((stageWidth-stageWidth * .8)/2, 0, (sidesVec.length / maxParticles) * (stageWidth), 3);
bottomBar.graphics.beginFill(0x00eeee, .5);
bottomBar.graphics.drawRect((stageWidth-stageWidth * .8)/2, 6, ((wholeParticles.length - sidesVec.length) / maxParticles) * (stageWidth), 3);
bottomBar.graphics.endFill();
//パーティクルのリセット判定
//if(wholeParticles.length<maxParticles*.1 || sidesVec.length<10 || wholeParticles.length-sidesVec.length<10)init();
//textDisp.appendText(mHP);
}
private function getHP(tmpObj:Particle):Number {
var v1 = new Point(tmpObj.tx, tmpObj.ty);
var v2 = new Point(tmpObj.vec.x, tmpObj.vec.y);
var v3 = v1.add(v2);
var at1 = Math.atan2(tmpObj.ty, tmpObj.tx);
var at2 = Math.atan2(v3.y, v3.x);
var ret= (Math.abs(at1 - at2) < Math.PI / 2)?v3.length:(v1.length - v3.length);
ret = (ret > 0)?ret:1;
return ret;
//return (v1.add(v2)).length;
}
//グループ化判定
private function configureGroup():void {
var pl=wholeParticles.length;
for (var i = 0; i < pl; i++) {
var tmpObj = wholeParticles[i];
//所属グループチェック
if(tmpObj.groupFlg){
if (getLineLength(tmpObj.group.ox, tmpObj.group.oy, tmpObj.xx, tmpObj.yy) > 80) {
tmpObj.group.removeMember(tmpObj);
tmpObj.groupFlg = false;
}
}else if (!tmpObj.groupFlg) {
if (groups.length == 0) {
var newGrp = new GroupObject();
newGrp.side = tmpObj.side;
newGrp.addMember(tmpObj);
tmpObj.group = newGrp;
tmpObj.groupFlg = true;
groups.push(newGrp);
}else {
var mostNearGroup;
var mNGLength=70;
var gl = groups.length;
for (var gId = 0; gId < gl; gId++) {
var tmpGrp = groups[gId];
var tmpLength = getLineLength(tmpGrp.ox, tmpGrp.oy, tmpObj.xx, tmpObj.yy);
if ((!mNGLength || mNGLength > tmpLength) && tmpGrp.side==tmpObj.side) {
mNGLength = tmpLength;
mostNearGroup = tmpGrp;
}
}
if (mNGLength < 70) {
mostNearGroup.addMember(tmpObj);
tmpObj.group = mostNearGroup;
tmpObj.groupFlg = true;
}else {
newGrp = new GroupObject();
newGrp.side = tmpObj.side;
newGrp.addMember(tmpObj);
tmpObj.group = newGrp;
tmpObj.groupFlg = true;
groups.push(newGrp);
}
}
}
}
}
//パーティクルのグループによる影響
private function movingByGroups():void {
var vec;
var tmpTx;
var tmpTy;
groups_bmp.bitmapData.copyPixels(clearDisplay_bmd, baseRect, basePoint);
//グループの整理
groups=groups.filter(groupsCheck,null);
function groupsCheck(item:GroupObject, index:int, vector:Vector.<GroupObject>):Boolean {
item.calc();
if (item.length<=4) {
for (var gId in item.members) item.members[gId].groupFlg = false;
if (item.shape.root) groupsContainer.removeChild(item.shape);
return false;
}
if (!item.shape.root) groupsContainer.addChild(item.shape);
return true;
}
var gmLength=0;
//パーティクルのグループ化動作
for (var gId in groups) {
var tmpGrp = groups[gId];
gmLength += tmpGrp.length;
vec = getSlopeVector(tmpGrp.ox, tmpGrp.oy);
tmpGrp.tx += vec.x;
tmpGrp.ty += vec.y;
//グループ同士の当たり判定
for(var hitId in groups) {
if (gId == hitId) break;
if ( tmpGrp.shape.hitTestObject(groups[hitId].shape)) {// && tmpObj.side!=wholeParticles[hitcnt].side) {
var tmpTl = getLineLength(tmpGrp.ox, tmpGrp.oy, groups[hitId].ox, groups[hitId].oy);
tmpTx = (tmpGrp.ox*tmpGrp.length - groups[hitId].ox*groups[hitId].length)/(tmpTl*tmpTl);
tmpTy = (tmpGrp.oy*tmpGrp.length - groups[hitId].oy*groups[hitId].length)/(tmpTl*tmpTl);
tmpGrp.tx += tmpTx/tmpGrp.length;
tmpGrp.ty += tmpTy/tmpGrp.length;
groups[hitId].tx -= tmpTx/groups[hitId].length;
groups[hitId].ty -= tmpTy/groups[hitId].length;
}
}
//var spdLim = 1000;
//tl=getLineLength(0,0,tmpGrp.tx,tmpGrp.ty);
//if (tl > spdLim) { tmpGrp.tx = (tmpGrp.tx / tl) * spdLim; tmpGrp.ty = (tmpGrp.ty / tl) * spdLim; }
var tmpLx;
var tmpLy;
var tmpL;
for ( var i in tmpGrp.members) {
var tmpObj = tmpGrp.members[i];
// グループ中心点へ寄っていく処理
/* tmpLx=tmpGrp.ox - tmpObj.xx;
tmpLy=tmpGrp.oy - tmpObj.yy;
tmpL=Math.sqrt(Math.pow(tmpLx, 2) + Math.pow(tmpLy, 2));
tmpObj.tx += (tmpLx / tmpL) >> 4;
tmpObj.ty += (tmpLy / tmpL) >> 4;
*/
//グループ進行方向とパーティクルの進行方向が異なる時に、作用させる
if (tmpObj.tx * tmpGrp.tx < 0) tmpObj.tx += tmpGrp.tx;
if (tmpObj.ty * tmpGrp.ty < 0) tmpObj.ty += tmpGrp.ty;
}
//凸包計算
//tmpGrp.Compute();
//groups_bmp.bitmapData.draw(tmpGrp.shape);
}
}
//---------------------------------------------------------------------------
function setMapPoint(tmpX,tmpY):uint{
var col = landformData_bmd.getPixel(tmpX >> 1, tmpY >> 1);
var dx = 0;
var dy = 0;
for (var py = -1; py < 2; py++){
for (var px = -1; px < 2; px++) {
if (px == 0 && py == 0) continue;
var ppx = tmpX + px;
var ppy = tmpY + py;
if (ppx < 0 || ppx >= stageWidth) { ppx = int(ppx<0)* (stageWidth-1); }
if (ppy < 0 || ppy >= stageHeight){ ppy = int(ppy<0)* (stageHeight-1);}
var tmpcol = landformData_bmd.getPixel(ppx >> 1, ppy >> 1);
//slopeData_bmd.setPixel(ppx, ppy, tmpcol);
if (px*px + py*py == 1) {
dx += (col - tmpcol) * px;
dy += (col - tmpcol) * py;
}else {
dx += (col - tmpcol) * px*.7;
dy += (col - tmpcol) * py*.7;
}
}
}
slopeData_bmd.setPixel(tmpX, tmpY, col);
col = uint((uint((uint(dx/5)&0x80000000)>>>16)+(uint(dx/5)&0x7fff)<<16)+uint((uint(dy/5) & 0x80000000) >>> 16) + (uint(dy/5) & 0x7fff));
keishaMap.setPixel32(tmpX, tmpY, col);
return col;
}
//
function getLineLength(x1:Number,y1:Number,x2:Number,y2:Number):Number
{
var vx=x1-x2;
var vy=y1-y2;
var vl=Math.sqrt(Math.pow(vx,2)+Math.pow(vy,2));
return vl;
}
}
}
class bugfix {
function bugfix():void {
}
}
import adobe.utils.ProductManager;
import flash.display.Shader;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.display.Shape;
import flash.utils.ByteArray;
class Particle extends bugfix{
var xx:Number=0;
var yy:Number=0;
var tx:Number=0;
var ty:Number=0;
var dl:Number = 0;
var hp:int;
var side:Boolean;
var group:GroupObject;
var groupFlg:Boolean;
var vec:Point;
var utilNum:Number;
function Particle(... args):void {
xx = args[0];
yy = args[1];
var sd;
tx = Math.cos(sd=Math.random() * Math.PI * 2);
ty = Math.sin(sd);
groupFlg = false;
vec = new Point();
hp = 1;
}
function getTl():Number {
return Math.sqrt(Math.pow(tx,2)+Math.pow(ty,2));
}
}
class GroupObject extends bugfix{
var members:Vector.<Particle> = new Vector.<Particle>();
var mLength:uint;
var px:Number;
var py:Number;
var ox:Number;
var oy:Number;
var ttx:Number;
var tty:Number;
var tx:Number;
var ty:Number;
var side:Boolean;
var shape:Shape;
function GroupObject():void {
mLength = px = py = ox = oy = tx = ty = 0;
shape = new Shape();
shape.cacheAsBitmap = true;
}
function calc() {
mLength = members.length;
//if (mLength < 1) return;
px = py = ttx = tty = 0;
for (var i in members) {
px += members[i].xx;
py += members[i].yy;
ttx += members[i].tx;
tty += members[i].ty;
}
ox = px / mLength;
oy = py / mLength;
tx = ttx / mLength;
ty = tty / mLength;
//Compute();
}
function addMember(p:Particle) {
members.push(p);
mLength = members.length;
px += p.xx;
py += p.yy;
ox = px / mLength;
oy = py / mLength;
ttx += p.tx;
tty += p.ty;
tx = ttx / mLength;
ty = tty / mLength;
//Compute();
}
function removeMember(p:Particle) {
members.splice(members.indexOf(p), 1);
mLength = members.length;
px -= p.xx;
py -= p.yy;
ox = px / mLength;
oy = py / mLength;
ttx -= p.tx;
tty -= p.ty;
tx = ttx / mLength;
ty = tty / mLength;
//Compute();
}
function get length():uint {
mLength = members.length;
return mLength;
}
//------------------------------------------------------------------------------------------------
//QuickHull via http://asura.iaigiri.com/OpenGL/gl50.htmlのコードを元にさせていただいてます
//------------------------------------------------------------------------------------------------
var m_Points:Vector.<Point> = new Vector.<Point>();
var m_Ignore:Vector.<Boolean> = new Vector.<Boolean>();
var m_UpperHull:Vector.<Boolean> = new Vector.<Boolean>();
var m_EdgeIndex:Vector.<Array> = new Vector.<Array>();
//-------------------------------------------------------------------------------------------------
// Desc : 凸包を求める
function Compute():void
{
shape.graphics.clear();
m_Points.length = m_Ignore.length = m_UpperHull.length = m_EdgeIndex.length = 0;
members.forEach(setMPoints, null);
function setMPoints(item:Particle, idx:int, vect:Vector.<Particle>) {
m_Points.push(new Point(item.xx,item.yy));
}
m_Ignore.length = m_UpperHull.length = m_Points.length;
if (m_Points.length < 3) return;
// 最初の稜線を求める
var axis:Array = FindFirstEdge();
// 稜線が見つからなかったら終了
if ( axis[0] == -1 && axis[1] == -1 ) return;
// 稜線を追加
//m_RenderingFlag.push( false );
//axis[2] = false;
m_EdgeIndex.push( axis ) ;
// 上側の領域と下側の領域に分ける
CheckUpperOrLower( axis );
// 再帰呼び出しによって凸包を求める
RecursiveCallCompute( axis, true ); // 上側の領域
RecursiveCallCompute( axis, false ); // 下側の領域
//shape.graphics.lineStyle(2, 0x0000ff,1);
//shape.graphics.moveTo(m_Points[axis[0]].x, m_Points[axis[0]].y);
//shape.graphics.lineTo(m_Points[axis[1]].x, m_Points[axis[1]].y);
RenderConvexHull();
}
//------------------------------------------------------------------------------------------------
// Desc : 最初の稜線を求める
function FindFirstEdge():Array
{
var index:Array=[0, 0];
var max:Point, min:Point;
// 点の数が2よりも小さい場合は-1を返して終了
if ( m_Points.length < 4 )
return [ -1, -1 ];
// 初期化
max = min = m_Points[0];
// x座標が最大と最小となる二つの点を求める
for ( var i=0; i<m_Points.length; i++ )
{
// 最小値
if ( m_Points[i].x < min.x )
{
index[0] = i;
min = m_Points[i];
}
// 最大値
if ( m_Points[i].x > max.x )
{
index[1] = i;
max = m_Points[i];
}
}
// 算出結果
return index;
}
//-------------------------------------------------------------------------------------------------
// Desc : 計算関数を再帰呼び出し
function RecursiveCallCompute( index:Array, uh:Boolean ):void
{
var edge1:Array = [];
var edge2:Array = [];
var UpperHull = uh;
// 最も遠い点を求める
var farestPoint:int = FarestPointFromEdge( index, UpperHull );
// 点が見つからなかった場合は終了
if ( farestPoint == -1 ) { return;}
// 三角形を形成する3点は処理から外す
m_Ignore[index[0]] = true;
m_Ignore[index[1]] = true;
m_Ignore[farestPoint] = true;
// デバッグ用
//m_Colors[farestPoint] = Vector4f( 0.0f, 1.0f, 1.0f, 1.0f );
// 三角形内部にある点を処理の対象から外す
for ( var i=0; i<m_Points.length; i++ )
{
if (m_Ignore[i] == true) continue;
var result:Boolean = IsInsideOfTriangle(
m_Points[index[0]],
m_Points[index[1]],
m_Points[farestPoint],
m_Points[i] );
// 内部にあった場合
if ( result ) { m_Ignore[i] = true;}
}
// 凸包の描画用
if (m_EdgeIndex.indexOf([index[0], index[1], true]) > -1) { trace("!"); m_EdgeIndex[m_EdgeIndex.indexOf([index[0], index[1], true])][2] = false; }
if (m_EdgeIndex.indexOf([index[1], index[0], true]) > -1){ trace("!");m_EdgeIndex[m_EdgeIndex.indexOf([index[1], index[0], true])][2] = false;}
index[2] = false;
// 稜線を追加
edge1 = [index[0], farestPoint, true];
edge2 = [farestPoint, index[1], true];
m_EdgeIndex.push( edge1 );
m_EdgeIndex.push( edge2 );
// 再帰呼び出し
RecursiveCallCompute( edge1, UpperHull );
RecursiveCallCompute( edge2, UpperHull );
return;
}
//-------------------------------------------------------------------------------------------------
// Desc : 稜線に向かって垂線を下ろしたとき,垂線の長さが最大となる点のインデックスを返す
function FarestPointFromEdge( index:Array, UpperHull:Boolean ):int
{
var t = 0;
var v1:Point, v2:Point, v3:Point, v:Point;
var max = -1;
var result:int = -1;
// 稜線
v1 = m_Points[index[0]];
v2 = m_Points[index[1]];
v = new Point();
var mv1 = new Point();
for ( var i=0; i<m_Points.length; i++ )
{
// 稜線を形成する点は処理の対象外
if ( index[0] == i ) continue;
if ( index[1] == i ) continue;
// 領域が異なる場合も処理の対象外
if ( m_UpperHull[i] != UpperHull ) continue;
// すでに処理されている場合も処理の対象外
if ( m_Ignore[i] ) continue;
v3 = m_Points[i];
// 上側の領域の場合
if ( UpperHull )
{
if ( LineQuation(v1, v2, v3) < 0 ) continue;
}else{// 下側の領域の場合
if ( LineQuation(v1, v2, v3) > 0 ) continue;
}
// 垂線の足の座標
var Line_v1v2:Point = getLine(v1, v2);
var CrossLine_v1v2v3 = getCrossLine(v1, v2, v3);
v = getCrossPoint2Lines(Line_v1v2.x, Line_v1v2.y, CrossLine_v1v2v3.x, CrossLine_v1v2v3.y);
// 垂線の長さを求める
var d = Point.distance(v, v3);
// 最大値とインデックスの更新
if ( d > max )
{
max = d;
mv1 = v;
result = i;
}
}
/*垂線表示
if (result != -1) {
shape.graphics.lineStyle(1,0xffffff,.5);
//shape.graphics.drawCircle(mv1.x, mv1.y,2);
shape.graphics.moveTo(mv1.x, mv1.y);
shape.graphics.lineTo(m_Points[result].x, m_Points[result].y);
//shape.graphics.lineStyle(.5, 0xffffff,.2);
//shape.graphics.drawCircle(m_Points[index[0]].x, m_Points[index[0]].y,1);
//shape.graphics.lineTo(m_Points[index[1]].x, m_Points[index[1]].y);
//shape.graphics.drawCircle(m_Points[index[1]].x, m_Points[index[1]].y,1);
//shape.graphics.lineTo(m_Points[result].x, m_Points[result].y);
//shape.graphics.lineTo(m_Points[index[0]].x, m_Points[index[0]].y);
}
*/
// インデックスを返す
return result;
}
//------------------------------------------------------------------------------------------------
// Desc : 直線の方程式
function LineQuation( v1:Point, v2:Point, v3:Point ):Number
{
var ma = (v2.x - v1.x);
var mb = (v2.y - v1.y);
// 傾き
var m = 0.0;
if ( ma != 0 ) m = mb/ma;
// 直線の方程式に3点の座標を代入した結果を返す
//return (( v3.y - v1.y ) - m * (v3.x - v1.x));
//外積はこっち
return -((v3.x - v1.x) * (v2.y - v1.y) - (v2.x - v1.x) * (v3.y - v1.y));
}
//x1*y2-x2*y1
//------------------------------------------------------------------------------------------------
// Desc : 上側の領域か下側の領域かをチェックする
function CheckUpperOrLower( index:Array ):void
{
var a:Point = m_Points[index[0]];
var b:Point = m_Points[index[1]];
// すべての点を調べる
var c:Point;
for ( var i=0; i<m_Points.length; i++ )
{
c = m_Points[i];
// 上側の領域
if ( LineQuation(a, b, c) > 0 )
{
m_UpperHull[i] = true;
}
// 下側の領域
else
{
m_UpperHull[i] = false;
}
}
}
//-------------------------------------------------------------------------------------------------
// Desc : 三角形内部に点があるかないかを判定。内部ならばture,外部ならばfalseを返す
function IsInsideOfTriangle( v1:Point, v2:Point, v3:Point, point:Point ):Boolean
{
var d0:Vector3D, d1:Vector3D;
var cr:Number;
var result:Array=[ 0, -1, 1 ];
// 三角形を形成する3点a, b, c
var a:Vector3D=new Vector3D(v1.x, v1.y, 0);
var b:Vector3D=new Vector3D(v2.x, v2.y, 0);
var c:Vector3D=new Vector3D(v3.x, v3.y, 0);
// 判定点p
var p:Vector3D=new Vector3D(point.x, point.y, 0);
// 法線ベクトルを算出
var n:Vector3D = a.crossProduct( b );
n.normalize();
/// 符号を調べる
// 1
d0 = p;d0.decrementBy(a);
d1 = b;d1.decrementBy(a);
cr = n.dotProduct(d0.crossProduct( d1 ));
result[0] = (cr==0)?0:cr/Math.abs(cr);
// 2
d0 = p;d0.decrementBy(b);
d1 = c;d1.decrementBy(b);
cr = n.dotProduct(d0.crossProduct( d1 ));
result[1] = (cr==0)?0:cr/Math.abs(cr);
// 3
d0 = p;d0.decrementBy(c);
d1 = a;d1.decrementBy(c);
cr = n.dotProduct(d0.crossProduct( d1 ));
result[2] = (cr==0)?0:cr/Math.abs(cr);
// 符号がすべて同じだった場合は内部
if ( result[0] == result[1] == result[2])return true;
// 符号が一か所でも違えば外部
return false;
}
//------------------------------------------------------------------------------------------------
// Desc : 凸包を描画
function RenderConvexHull():void
{
if(m_EdgeIndex.length<3)return;
shape.graphics.beginFill((0x10000 * 0xee * int(side)) + (0x100 * 0xee) + (0xee-0xee * int(side)), .04);
shape.graphics.lineStyle(.1, (0x10000 * 0xee * int(side)) + (0x100 * 0xee) + (0xee-0xee * int(side)), .01);
var drawPoint:Object = new Object();
for ( var i:int=0; i<m_EdgeIndex.length-1; i++ )
{
if ( m_EdgeIndex[i][2] )
{
drawPoint[String(m_EdgeIndex[i][0])]=m_Points[m_EdgeIndex[i][0]];
drawPoint[String(m_EdgeIndex[i][1])]=m_Points[m_EdgeIndex[i][1]];
}
}
var dPoints:Vector.<Point> = new Vector.<Point>();
for (var j:String in drawPoint) {
dPoints.push(drawPoint[j]);
}
dPoints.sort(sortDP);
function sortDP(a,b) {
if (Math.atan2(a.x-ox,a.y-oy) < Math.atan2(b.x-ox,b.y-oy)) return -1;
if (Math.atan2(a.x-ox,a.y-oy) > Math.atan2(b.x-ox,b.y-oy)) return 1;
return 0;
}
shape.graphics.moveTo((dPoints[0].x + dPoints[dPoints.length-1].x) / 2, (dPoints[0].y + dPoints[dPoints.length-1].y) / 2);
for (i = 0; i < dPoints.length-1; i++) {
shape.graphics.curveTo(dPoints[i].x, dPoints[i].y,(dPoints[i].x + dPoints[i + 1].x) / 2, (dPoints[i].y + dPoints[i+ 1].y) / 2);
}
shape.graphics.curveTo(dPoints[i].x, dPoints[i].y, (dPoints[0].x + dPoints[dPoints.length - 1].x) / 2, (dPoints[0].y + dPoints[dPoints.length - 1].y) / 2);
shape.graphics.endFill();
shape.graphics.lineStyle(.1, (0x10000 * 0xee * int(side)) + (0x100 * 0xee) + (0xee-0xee * int(side)), .05);
shape.graphics.moveTo(dPoints[dPoints.length-1].x, dPoints[dPoints.length-1].y);
for (i = 0; i < dPoints.length; i++) {
shape.graphics.lineTo(dPoints[i].x, dPoints[i].y);
}
shape.graphics.lineStyle(1.5, (0x10000 * 0xee * int(side)) + (0x100 * 0xee) + (0xee-0xee * int(side)), .05);
for (i = 0; i < dPoints.length; i++) {
shape.graphics.drawCircle(dPoints[i].x, dPoints[i].y,4);
}
for (i = 0; i < m_Points.length; i++) {
shape.graphics.drawCircle(m_Points[i].x, m_Points[i].y,1);
}
}
function getLine(p1:Point,p2:Point):Point //直線 y=[ts.x]x+[ts.y]を返す
{
var vx=p1.x-p2.x;
var vy=p1.y-p2.y;
var ts=new Point();
ts.x=vy/vx;
ts.y=p2.y-ts.x*p2.x;
return ts;
}
function getCrossLine(p1:Point,p2:Point,p3:Point):Point //点p1-p2に直交し、p3を通る直線 y=[ts.x]x+[ts.y]を返す
{
var vx=p1.x-p2.x;
var vy=p1.y-p2.y;
var ts=new Point();
ts.x=-vx/vy;
ts.y=p3.y-ts.x*p3.x;
return ts;
}
function getCrossPoint2Lines(l1a:Number,l1b:Number,l2a:Number,l2b:Number):Point //y=[l1a]x+[l1b],y=[l2a]x+[l2b]の交点を返す
{
var x = (l2b - l1b) / (l1a - l2a);
return new Point(x, l1a * x + l1b);
}
}