Stable Fluids
cell fluid simulation.
drag to give a velocity.
reset by right-click menu.
ドラッグで混ぜます。
右クリックメニューからリセットできます。
/**
* Copyright saharan ( http://wonderfl.net/user/saharan )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/j8jS
*/
package {
import flash.display.*;
import flash.events.*;
import flash.ui.ContextMenu;
import flash.ui.ContextMenuItem;
import net.hires.debug.Stats;
/**
* Stable Fluids
* @author saharan
*/
[SWF(width = "465", height = "465", frameRate = "60")]
public class Stable extends Sprite {
private var grid:Vector.<Vector.<Cell>>;
private var grid2:Vector.<Vector.<Cell>>;
private const num:uint = 96;
private const scale:Number = 3;
private var press:Boolean;
private var mx:Number;
private var my:Number;
private var pmx:Number;
private var pmy:Number;
private var bmd:BitmapData;
public function Stable() {
if (stage) initialize();
else addEventListener(Event.ADDED_TO_STAGE, initialize);
}
private function initialize(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, initialize);
stage.addEventListener(MouseEvent.MOUSE_DOWN, function(e:Event = null):void { press = true; } );
stage.addEventListener(MouseEvent.MOUSE_UP, function(e:Event = null):void { press = false; } );
var reset:ContextMenuItem = new ContextMenuItem("Reset");
reset.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, function():void {
initSim();
});
contextMenu = new ContextMenu();
contextMenu.hideBuiltInItems();
contextMenu.customItems = [reset];
/*var s:Stats = new Stats();
s.alpha = 0.5;
addChild(s);*/
initSim();
bmd = new BitmapData(num, num, false, 0);
graphics.clear();
graphics.beginFill(0);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
graphics.beginBitmapFill(bmd, null, false, true);
var min:Number = (465 - num * scale) * 0.5;
var max:Number = min + num * scale;
graphics.drawTriangles(new <Number>[min, min, max, min, max, max, min, max],
new <int>[0, 1, 2, 0, 2, 3],
new <Number>[0, 0, 1, 0, 1, 1, 0, 1]);
graphics.endFill();
addEventListener(Event.ENTER_FRAME, frame);
}
private function initSim():void {
grid = new Vector.<Vector.<Cell>>(num + 2, true);
grid2 = new Vector.<Vector.<Cell>>(num + 2, true);
var last:Cell;
var last2:Cell;
var lastB:Cell;
var lastB2:Cell;
var r1:Number = Math.random() * 0.5 + 0.5; // brighter
var g1:Number = Math.random() * 0.5 + 0.5;
var b1:Number = Math.random() * 0.5 + 0.5;
var r2:Number = Math.random() * 0.5; // darker
var g2:Number = Math.random() * 0.5;
var b2:Number = Math.random() * 0.5;
var r3:Number = Math.random() * 0.5 + 0.5; // brighter
var g3:Number = Math.random() * 0.5 + 0.5;
var b3:Number = Math.random() * 0.5 + 0.5;
var r4:Number = Math.random() * 0.5; // darker
var g4:Number = Math.random() * 0.5;
var b4:Number = Math.random() * 0.5;
for (var i:int = 0; i < num + 2; i++) {
grid[i] = new Vector.<Cell>(num + 2, true);
grid2[i] = new Vector.<Cell>(num + 2, true);
for (var j:int = 0; j < num + 2; j++) {
var calc:Boolean = !(i == 0 || i == num + 1 || j == 0 || j == num + 1);
grid[i][j] = new Cell(i, j, (j - 1) * num + i - 1);
if (calc) {
if ((i - (num + 1) * 0.5) > 0 && (j - (num + 1) * 0.5) > 0) grid[i][j].cr = r1, grid[i][j].cg = g1, grid[i][j].cb = b1;
else if ((i - (num + 1) * 0.5) < 0 && (j - (num + 1) * 0.5) > 0) grid[i][j].cr = r2, grid[i][j].cg = g2, grid[i][j].cb = b2;
else if ((i - (num + 1) * 0.5) < 0 && (j - (num + 1) * 0.5) < 0) grid[i][j].cr = r3, grid[i][j].cg = g3, grid[i][j].cb = b3;
else grid[i][j].cr = r4, grid[i][j].cg = g4, grid[i][j].cb = b4;
if (last) last.next = grid[i][j];
last = grid[i][j];
} else {
if (lastB) lastB.next = grid[i][j];
lastB = grid[i][j];
}
if (i != 0) {
grid[i][j].l = grid[i - 1][j];
grid[i - 1][j].r = grid[i][j];
}
if (j != 0) {
grid[i][j].t = grid[i][j - 1];
grid[i][j - 1].b = grid[i][j];
}
grid2[i][j] = new Cell(i, j, (j - 1) * num + i - 1);
if (calc) {
if (last2) last2.next = grid2[i][j];
last2 = grid2[i][j];
} else {
if (lastB2) lastB2.next = grid2[i][j];
lastB2 = grid2[i][j];
}
if (i != 0) {
grid2[i][j].l = grid2[i - 1][j];
grid2[i - 1][j].r = grid2[i][j];
}
if (j != 0) {
grid2[i][j].t = grid2[i][j - 1];
grid2[i][j - 1].b = grid2[i][j];
}
}
}
for (i = 1; i <= num; i++) {
grid[0][i].gf = grid[1][i];
grid[num + 1][i].gf = grid[num][i];
grid[i][0].gf = grid[i][1];
grid[i][num + 1].gf = grid[i][num];
grid2[0][i].gf = grid2[1][i];
grid2[num + 1][i].gf = grid2[num][i];
grid2[i][0].gf = grid2[i][1];
grid2[i][num + 1].gf = grid2[i][num];
}
}
private function frame(e:Event = null):void {
var cell:Cell;
var cell2:Cell;
var size:Number = scale * (num - 1);
var center:Number = (465 - size) * 0.5;
var tmp:Vector.<Vector.<Cell>>;
pmx = mx;
pmy = my;
mx = mouseX;
my = mouseY;
cell = grid[1][1];
var px:Vector.<uint> = bmd.getVector(bmd.rect);
while (cell) {
var x:Number = (cell.x - 1) * scale + center;
var y:Number = (cell.y - 1) * scale + center;
px[cell.idx] = cell.cr * 255 << 16 | cell.cg * 255 << 8 | cell.cb * 255;
if (press) {
var d:Number = (mx - x) * (mx - x) + (my - y) * (my - y);
if (d < 400) {
var pow:Number = (d / 400 - 1) * 1;
cell.vx += pow * (pmx - mx);
cell.vy += pow * (pmy - my);
}
}
cell = cell.next;
}
bmd.setVector(bmd.rect, px);
cell = grid[0][0];
while (cell) {
if (cell.gf) cell.cr = cell.gf.cr, cell.cg = cell.gf.cg, cell.cb = cell.gf.cb;
cell = cell.next;
}
const num1:int = num + 1;
var c1:Cell = grid[0][0];
var c2:Cell = grid[1][0];
var c3:Cell = grid[0][1];
c1.cr = (c2.cr + c3.cr) * 0.5;
c1.cg = (c2.cg + c3.cg) * 0.5;
c1.cb = (c2.cb + c3.cb) * 0.5;
c1 = grid[num1][0];
c2 = grid[num][0];
c3 = grid[num1][1];
c1.cr = (c2.cr + c3.cr) * 0.5;
c1.cg = (c2.cg + c3.cg) * 0.5;
c1.cb = (c2.cb + c3.cb) * 0.5;
c1 = grid[0][num1];
c2 = grid[1][num1];
c3 = grid[0][num];
c1.cr = (c2.cr + c3.cr) * 0.5;
c1.cg = (c2.cg + c3.cg) * 0.5;
c1.cb = (c2.cb + c3.cb) * 0.5;
c1 = grid[num1][num1];
c2 = grid[num][num1];
c3 = grid[num1][num];
c1.cr = (c2.cr + c3.cr) * 0.5;
c1.cg = (c2.cg + c3.cg) * 0.5;
c1.cb = (c2.cb + c3.cb) * 0.5;
tmp = grid;
grid = grid2;
grid2 = tmp;
advect();
project();
}
private function project():void {
var cell:Cell;
var cell2:Cell;
for (var j:int = 1; j <= num; j++) {
grid[0][j].vx = -grid[1][j].vx;
grid[num + 1][j].vx = -grid[num][j].vx;
grid[j][0].vy = -grid[j][1].vy;
grid[j][num + 1].vy = -grid[j][num].vy;
}
cell = grid[1][1];
cell2 = grid2[1][1];
while (cell) {
// divergence
cell2.vx = -(cell.r.vx - cell.l.vx + cell.b.vy - cell.t.vy);
cell2.vy = 0;
cell = cell.next;
cell2 = cell2.next;
}
for (var i:int = 0; i < 8; i++) {
cell2 = grid2[1][1];
while (cell2) {
// pressure
cell2.vy = (cell2.vx + cell2.l.vy + cell2.r.vy + cell2.t.vy + cell2.b.vy) * 0.25;
cell2 = cell2.next;
}
cell2 = grid2[0][0];
while (cell2) {
if (cell2.gf) cell2.vy = cell2.gf.vy;
cell2 = cell2.next;
}
}
cell = grid[1][1];
cell2 = grid2[1][1];
while (cell) {
cell.vx -= (cell2.r.vy - cell2.l.vy) * 0.5;
cell.vy -= (cell2.b.vy - cell2.t.vy) * 0.5;
cell = cell.next;
cell2 = cell2.next;
}
}
private function advect():void {
var cell:Cell = grid[1][1];
var cell2:Cell = grid2[1][1];
while (cell) {
var px:Number = cell.x - cell2.vx * 0.04;
var py:Number = cell.y - cell2.vy * 0.04;
var ix:int = px = px < 0.5 ? 0.5 : px > num + 0.5 ? num + 0.5 : px;
var iy:int = py = py < 0.5 ? 0.5 : py > num + 0.5 ? num + 0.5 : py;
var dx:Number = px - ix; // bi-linear interpolation
var dy:Number = py - iy;
var adv1:Cell = grid2[ix][iy];
var adv2:Cell = grid2[ix + 1][iy];
var adv3:Cell = grid2[ix][iy + 1];
var adv4:Cell = grid2[ix + 1][iy + 1];
var vx12:Number = adv1.vx + dx * (adv2.vx - adv1.vx);
var vy12:Number = adv1.vy + dx * (adv2.vy - adv1.vy);
var cr12:Number = adv1.cr + dx * (adv2.cr - adv1.cr);
var cg12:Number = adv1.cg + dx * (adv2.cg - adv1.cg);
var cb12:Number = adv1.cb + dx * (adv2.cb - adv1.cb);
var vx34:Number = adv3.vx + dx * (adv4.vx - adv3.vx);
var vy34:Number = adv3.vy + dx * (adv4.vy - adv3.vy);
var cr34:Number = adv3.cr + dx * (adv4.cr - adv3.cr);
var cg34:Number = adv3.cg + dx * (adv4.cg - adv3.cg);
var cb34:Number = adv3.cb + dx * (adv4.cb - adv3.cb);
cell.vx = vx12 + dy * (vx34 - vx12);
cell.vy = vy12 + dy * (vy34 - vy12);
cell.cr = cr12 + dy * (cr34 - cr12);
cell.cg = cg12 + dy * (cg34 - cg12);
cell.cb = cb12 + dy * (cb34 - cb12);
cell = cell.next;
cell2 = cell2.next;
}
}
}
}
class Cell {
public var x:int;
public var y:int;
public var idx:int;
public var vx:Number;
public var vy:Number;
public var next:Cell;
public var gf:Cell; // get from
public var l:Cell;
public var r:Cell;
public var t:Cell;
public var b:Cell;
public var cr:Number;
public var cg:Number;
public var cb:Number;
public function Cell(x:int, y:int, idx:int) {
this.x = x;
this.y = y;
this.idx = idx;
vx = 0;
vy = 0;
cr = 0;
cg = 0;
cb = 0;
}
}