Splash
クリック:水を注ぐ
Click:Pouring
・表面張力もどき
・Fake Surface Tension
/**
* Copyright saharan ( http://wonderfl.net/user/saharan )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/jDWp
*/
/*
* クリック:水を注ぐ
* Click:Pouring
*
* ・表面張力もどき
*/
package {
import flash.utils.*;
import flash.text.*;
import flash.filters.*;
import flash.geom.*;
import flash.events.*;
import flash.display.*;
import net.hires.debug.Stats;
[SWF(frameRate = 60)]
public class SPH extends Sprite {
public static const GRAVITY:Number = 0.025;//重力
public static const RANGE:Number = 10;//影響半径
public static const RANGE2:Number = RANGE * RANGE;//影響半径の二乗
public static const DENSITY:Number = 2;//流体の密度
public static const PRESSURE:Number = 0.5;//圧力係数
public static const PRESSURE2:Number = 1;//圧力係数その2
public static const VISCOSITY:Number = 0.1;//粘性係数
public static const NUM_GRIDS:int = 46;//グリッド数(≒ 465 / RANGE)
public static const INV_GRID_SIZE:Number = 1 / (465 / NUM_GRIDS);//グリッドサイズの逆数(≒ 1 / RANGE)
private var particles:Vector.<Particle>;
private var numParticles:uint;
private var neighbors:Vector.<Neighbor>;
private var numNeighbors:uint;
private var count:int;
private var press:Boolean;
private var grids:Vector.<Vector.<Grid>>;
public function SPH() {
initialize();
}
private function initialize():void {
graphics.beginFill(0);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
particles = new Vector.<Particle>();
numParticles = 0;
neighbors = new Vector.<Neighbor>();
numNeighbors = 0;
grids = new Vector.<Vector.<Grid>>(NUM_GRIDS, true);
for(var i:int = 0; i < NUM_GRIDS; i++) {
grids[i] = new Vector.<Grid>(NUM_GRIDS, true);
for(var j:int = 0; j < NUM_GRIDS; j++)
grids[i][j] = new Grid();
}
count = 0;
addEventListener(Event.ENTER_FRAME, frame);
stage.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void {press = true;});
stage.addEventListener(MouseEvent.MOUSE_UP, function(e:MouseEvent):void {press = false;});
}
private function frame(e:Event):void {
if(press)
pour();
move();
}
private function pour():void {
for(var i:int = -4; i <= 4; i++) {
particles[numParticles++] = new Particle(mouseX + i * 8, mouseY);
addChild(particles[numParticles - 1]);
particles[numParticles - 1].vy = 5;
}
}
private function move():void {
count++;
var i:int;
var j:int;
var dist:Number;
var p:Particle;
updateGrids();
findNeighbors();
calcPressure();
calcForce();
for(i = 0; i < numParticles; i++) {
p = particles[i];
p.move();
}
}
private function updateGrids():void {
var i:int;
var j:int;
for(i = 0; i < NUM_GRIDS; i++)
for(j = 0; j < NUM_GRIDS; j++)
grids[i][j].clear();
for(i = 0; i < numParticles; i++) {
var p:Particle = particles[i];
p.fx = p.fy = p.density = p.density2 = 0;
p.gx = p.px * INV_GRID_SIZE;
p.gy = p.py * INV_GRID_SIZE;
if(p.gx < 0)
p.gx = 0;
if(p.gy < 0)
p.gy = 0;
if(p.gx > NUM_GRIDS - 1)
p.gx = NUM_GRIDS - 1;
if(p.gy > NUM_GRIDS - 1)
p.gy = NUM_GRIDS - 1;
grids[p.gx][p.gy].add(p);
}
}
private function findNeighbors():void {
numNeighbors = 0;
for(var i:int = 0; i < numParticles; i++) {
var p:Particle = particles[i];
var xMin:Boolean = p.gx != 0;
var xMax:Boolean = p.gx != NUM_GRIDS - 1;
var yMin:Boolean = p.gy != 0;
var yMax:Boolean = p.gy != NUM_GRIDS - 1;
findNeighborsInGrid(p, grids[p.gx][p.gy]);
if(xMin) findNeighborsInGrid(p, grids[p.gx - 1][p.gy]);
if(xMax) findNeighborsInGrid(p, grids[p.gx + 1][p.gy]);
if(yMin) findNeighborsInGrid(p, grids[p.gx][p.gy - 1]);
if(yMax) findNeighborsInGrid(p, grids[p.gx][p.gy + 1]);
if(xMin && yMin) findNeighborsInGrid(p, grids[p.gx - 1][p.gy - 1]);
if(xMin && yMax) findNeighborsInGrid(p, grids[p.gx - 1][p.gy + 1]);
if(xMax && yMin) findNeighborsInGrid(p, grids[p.gx + 1][p.gy - 1]);
if(xMax && yMax) findNeighborsInGrid(p, grids[p.gx + 1][p.gy + 1]);
}
}
private function findNeighborsInGrid(pi:Particle, g:Grid):void {
for(var j:int = 0; j < g.numParticles; j++) {
var pj:Particle = g.particles[j];
if(pi == pj)
continue;
var distance:Number = (pi.px - pj.px) * (pi.px - pj.px) + (pi.py - pj.py) * (pi.py - pj.py);
if(distance < RANGE2) {
if(neighbors.length == numNeighbors)
neighbors[numNeighbors] = new Neighbor();
neighbors[numNeighbors++].setParticle(pi, pj);
}
}
}
private function calcPressure():void {
for(var i:int = 0; i < numParticles; i++) {
var p:Particle = particles[i];
if(p.density < DENSITY * 0.3)
p.density = DENSITY * 0.3;
p.pressure = (p.density - DENSITY) * SPH.PRESSURE;
}
}
private function calcForce():void {
var i:int;
for(i = 0; i < numNeighbors; i++) {
var n:Neighbor = neighbors[i];
n.calcForce();
}
}
}
}
import flash.filters.BlurFilter;
import flash.geom.Matrix;
import flash.display.Sprite;
class Particle extends Sprite {
public var px:Number;
public var py:Number;
public var gx:int;
public var gy:int;
public var vx:Number;
public var vy:Number;
public var fx:Number;
public var fy:Number;
public var density:Number;
public var density2:Number;
public var pressure:Number;
public var color:int;
public var form:Matrix;
public function Particle(px:Number, py:Number) {
this.px = px;
this.py = py;
vx = vy = fx = fy = 0;
color = 0x3366ff;
graphics.beginFill(color);
graphics.drawEllipse(-6, -6, 12, 12);
graphics.endFill();
filters = [new BlurFilter()];
form = new Matrix();
}
public function move():void {
vy += SPH.GRAVITY;
if(density > 0) {
vx += fx / density;
vy += fy / density;
}
px += vx;
py += vy;
if(px < 5)
vx += (5 - px) * 0.5 - vx * 0.5;
if(px > 460)
vx += (460 - px) * 0.5 - vx * 0.5;
if(py > 460) {
if(px > 365) {
px = Math.random() * 50;
py = Math.random() * 80 - 40;
vy = 3;
vx = 0;
} else vy += (460 - py) * 0.5 - vy * 0.5;
}
form.identity();
form.translate(px, py);
transform.matrix = form;
}
}
class Neighbor {
public var p1:Particle;
public var p2:Particle;
public var distance:Number;
public var nx:Number;
public var ny:Number;
public var weight:Number;
public function Neighbor() {
}
public function setParticle(p1:Particle, p2:Particle):void {
this.distance = distance;
this.p1 = p1;
this.p2 = p2;
nx = p1.px - p2.px;
ny = p1.py - p2.py;
distance = Math.sqrt(nx * nx + ny * ny);
weight = 1 - distance / SPH.RANGE;
var temp:Number = weight * weight;
p1.density += temp;
p2.density += temp;
temp *= weight * SPH.PRESSURE2;
p1.density2 += temp;
p2.density2 += temp;
temp = 1 / distance;
nx *= temp;
ny *= temp;
}
public function calcForce():void {
var pressureWeight:Number = weight * (p1.pressure + p2.pressure + weight * (p1.density2 + p2.density2)) * 0.5;
var viscosityWeight:Number = weight * SPH.VISCOSITY * 0.5;
p1.fx += nx * pressureWeight;
p1.fy += ny * pressureWeight;
p2.fx -= nx * pressureWeight;
p2.fy -= ny * pressureWeight;
var rvx:Number = p2.vx - p1.vx;
var rvy:Number = p2.vy - p1.vy;
p1.fx += rvx * viscosityWeight;
p1.fy += rvy * viscosityWeight;
p2.fx -= rvx * viscosityWeight;
p2.fy -= rvy * viscosityWeight;
}
}
class Grid {
public var particles:Vector.<Particle>;
public var numParticles:uint;
public function Grid() {
particles = new Vector.<Particle>;
numParticles = 0;
}
public function clear():void {
numParticles = 0;
}
public function add(p:Particle):void {
particles[numParticles++] = p;
}
}