forked from: frocessing test 2
// forked from nutsu's frocessing test 2
// forked from nutsu's forked from: code on 2008-12-17
// forked from nutsu's code on 2008-12-17
// write as3 code here..
package
{
import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
import flash.utils.getTimer;
import frocessing.core.*;
import frocessing.math.*;
[SWF(frameRate="30", backgroundColor="#000000")]
public class WaveSimp extends Sprite
{
private var _w:Number;
private var _h:Number;
private var px:Number;
private var py:Number;
private var _P:Array;
private var _n:int = 100;
private var fg:F5BitmapData2D;
private var blurFilter:BlurFilter = new BlurFilter( 2 );
private var zp:Point = new Point();
public function WaveSimp()
{
_w = stage.stageWidth;
_h = stage.stageHeight;
_P = [];
var delta:Number = Math.PI*2/_n;
for( var i:int=0; i<6; i++ )
{
var pp:Array = [];
for ( var n:int = 0; n<_n; n++ )
pp[n] = new WavePoint( _w/4, Math.cos(delta * n), Math.sin(delta * n) );
_P[i] = pp;
}
px = mouseX;
py = mouseY;
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMove );
stage.addEventListener(Event.ENTER_FRAME, draw );
fg = new F5BitmapData2D(_w, _h, false, 0xff000000);
addChild( new Bitmap( fg.bitmapData ) );
fg.curveDetail(5);
this.blendMode = BlendMode.HARDLIGHT;
}
public function draw(e:Event):void
{
cal(_P[0]);
cal(_P[1]);
cal(_P[2]);
cal(_P[3]);
cal(_P[4]);
cal(_P[5]);
fg.beginDraw();
fg.noStroke();
fg.fill( 0, 0.01 );
fg.rect( 0, 0, _w, _h );
fg.translate(_w/2, _h/2);
fg.stroke(255);
fg.rotate(-Math.PI*(90+getTimer()/10)/180);
fg.fill(255,0,0,0.2);
drawWave(_P[0]);
fg.rotate( Math.PI*60/180);
fg.fill(0,255,0,0.2);
drawWave(_P[1]);
fg.rotate( Math.PI*60/180);
fg.fill(0,0,255,0.2);
drawWave(_P[2]);
fg.rotate( Math.PI*60/180);
fg.fill(255,255,0,0.2);
drawWave(_P[3]);
fg.rotate( Math.PI*60/180);
fg.fill(255,0,255,0.2);
drawWave(_P[4]);
fg.rotate( Math.PI*60/180);
fg.fill(0,255,255,0.2);
drawWave(_P[5]);
fg.endDraw();
fg.bitmapData.applyFilter( fg.bitmapData, fg.bitmapData.rect, zp, blurFilter );
}
private function drawWave(ps:Array):void
{
fg.beginShape();
var wp:WavePoint = WavePoint( ps[_n - 1] );
fg.curveVertex( wp.x, wp.y );
for ( var i:int = 0; i<_n; i++ )
{
wp = WavePoint( ps[i] );
fg.curveVertex( wp.x, wp.y );
}
wp = WavePoint( ps[0] );
fg.curveVertex( wp.x, wp.y );
fg.endShape();
}
private function cal(ps:Array):void
{
var i:int;
var wp0:WavePoint = WavePoint(ps[_n-1]);
var wp:WavePoint = WavePoint(ps[0]);
var wp1:WavePoint = WavePoint(ps[1]);
calAccel( wp0, wp, wp1 );
wp0 = wp;
wp = wp1;
for ( i = 1; i < _n-1; i++ )
{
wp1 = WavePoint(ps[i+1]);
calAccel( wp0, wp, wp1 );
wp0 = wp;
wp = wp1;
}
calAccel( wp0, wp, WavePoint(ps[0]) );
for ( i = 0; i < _n; i++ )
{
wp = WavePoint(ps[i]);
wp.vr += wp.a;
wp.a *= 0.98;
}
}
private function calAccel( wp0:WavePoint, wp:WavePoint, wp1:WavePoint ):void
{
var pv:Number = ( wp0.vr + wp1.vr - 4*wp.vr )*0.1;
wp.a += pv;
wp1.a += -pv*0.4;
wp0.a += -pv*0.4;
}
private function mouseMove( e:MouseEvent ):void
{
px = ( mouseX - px ) * 0.15;
py = ( mouseY - py ) * 0.15;
var wa:Number = FMath.mag( px , py );
_P[0][0].a += wa;
_P[1][0].a += wa;
_P[2][0].a += wa;
_P[3][0].a += wa;
_P[4][0].a += wa;
_P[5][0].a += wa;
px = mouseX;
py = mouseY;
}
}
}
class WavePoint
{
public var r:Number;
public var vr:Number;
public var vx:Number;
public var vy:Number;
public var a:Number;
public function WavePoint( r:Number, vx:Number, vy:Number )
{
this.r = r;
this.vr = 0;
this.vx = vx;
this.vy = vy;
a = 0;
}
public function get x():Number
{
return (vr + r) * vx;
}
public function get y():Number
{
return (vr + r) * vy;
}
}