forked from: forked from: 250000 particle flow shimulation
http://www.be-interactive.org/index.php?itemid=458
↓
http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/
↓
http://www.joa-ebert.com/files/swf/pure/Main.as
の流れでBitmapData.setVector
// forked from masuda's forked from: 250000 particle flow shimulation
// forked from fladdict's 250000 particle flow shimulation
// forked from fladdict's 20万個ぱーてぃくる 途中で飽きたけど 25万個は狙えるはず
// forked from beinteractive's forked from: 10万個ぱーてぃくる - 軽く高速化
// forked from bkzen's 10万個ぱーてぃくる
/*
http://www.be-interactive.org/index.php?itemid=458
↓
http://blog.joa-ebert.com/2009/04/03/massive-amounts-of-3d-particles-without-alchemy-and-pixelbender/
↓
http://www.joa-ebert.com/files/swf/pure/Main.as
の流れでBitmapData.setVector
*/
package
{
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import net.hires.debug.Stats;
/**
* なんかいっぱい動かすテスト
* 洗濯機みたいになってます。
* @author jc at bk-zen.com
*/
[SWF(backgroundColor = "0x000000", frameRate = "30")]
public class Test3 extends Sprite
{
protected const NUM_OF_PARTICLES: int = 250000;
private var main: TestMain;
public function Test3()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
//
main = new TestMain(stage.stageWidth, stage.stageHeight, NUM_OF_PARTICLES);
addChild(main.view);
addChild(new Stats());
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.addEventListener(Event.RESIZE, onResize);
stage.addEventListener(MouseEvent.CLICK, onClick);
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onClick(e:MouseEvent):void
{
main.change();
}
private function onEnter(e:Event):void
{
main.draw(mouseX, mouseY);
}
// りサイズ (未実装)
private function onResize(e:Event):void
{
main.resize(stage.stageWidth, stage.stageHeight);
}
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.utils.ByteArray;
import __AS3__.vec.Vector;
class TestMain
{
private var w: int;
private var h: int;
private var mw: int;
private var mh: int;
public var view: Bitmap;
private var bmpData: BitmapData;
private var buffer: Vector.<uint>;
private var forceMap: BitmapData;
private var randomSeed: int;
private var particles: Particle;
private var num: int;
private var color: uint = 0xF0F0FF;
private var count: int = 0;
private var colorTr: ColorTransform;
private var fxVector:Vector.<int>;
private var fyVector:Vector.<int>;
public function TestMain(w: int, h: int, numOfParticles: int)
{
this.w = w;
mw = w >> 1;
this.h = h;
mh = h >> 1;
bmpData = new BitmapData(w, h, false, 0x00000000);
buffer = new Vector.<uint>(w * h, true);
forceMap = new BitmapData(mw, mh, false);
forceMap.perlinNoise(mw >> 1, mh >> 1, 4, Math.random() * 0xFFFF, false, true, 3);
view = new Bitmap(bmpData);
num = numOfParticles;
var i: int;
var prev: Particle = particles = new Particle();
var p: Particle;
while (++i <= num)
{
p = new Particle();
p.x = Math.random() * w;
p.y = Math.random() * h;
p.rnd = Math.random() * 0.003 + 0.003;
prev.next = p;
prev = p;
}
colorTr = new ColorTransform(1, 1, 1, 1, -32, -16, -16);
fxVector = new Vector.<int>(mw * mh, true);
fyVector = new Vector.<int>(mw * mh, true);
change();
}
private var lastMouseX:Number = 0;
private var lastMouseY:Number = 0;
// 描画、マウスの判定を後で追加予定
public function draw(mouseX: Number, mouseY: Number): void
{
var b: Vector.<uint> = buffer;
var p: Particle = particles;
var fx: Vector.<int> = fxVector;
var fy: Vector.<int> = fyVector;
var c: uint;
var fi: uint;
var bi: uint;
var rnd: Number;
var n: int = b.length;
while (--n > -1) b[n] = 0;
var sx:Number = 50 * (mouseX - lastMouseX);
var sy:Number = 50 * (mouseY - lastMouseY);
var dx:Number, dy:Number;
var dist:Number;
while ((p = p.next) != null)
{
fi = (p.y >> 2) * mw + (p.x >> 2);
rnd = p.rnd;
dx = p.x - mouseX;
dy = p.y - mouseY;
dist = dx * dx + dy * dy + 50;
p.x += (p.vx = p.vx * 0.94 + fx[fi] * rnd + sx / dist);
p.y += (p.vy = p.vy * 0.94 + fy[fi] * rnd + sy / dist);
(p.x < 0) ? p.x += w :
(p.x >= w) ? p.x -= w : 0;
(p.y < 0) ? p.y += h :
(p.y >= h) ? p.y -= h : 0;
bi = (p.y >> 0) * w + (p.x >> 0);
b[bi] = ((c = b[bi] + 0x303030) > 0xffffff) ? 0xffffff : c;
}
lastMouseX = mouseX;
lastMouseY = mouseY;
bmpData.lock();
bmpData.setVector(bmpData.rect, b);
bmpData.unlock();
}
public function change(): void
{
/**
この処理は重いので、本当は次のforcemapの生成をバックグラウンドで少しづつ行って、完成したら切り替えるようにする。
*/
var base: uint = 32 * (Math.random() * 2 + 1);
forceMap.perlinNoise(base, base, 4, Math.random() * 0xFFFF, false, true, 7);
//force mapをキャッシュする
for(var yy:int = 0; yy < mh; yy++){
for(var xx:int = 0; xx < mw; xx++){
var col:int = forceMap.getPixel(xx, yy);
var pos:int = yy * mw + xx;
fxVector[pos] = (col >> 16 & 0xff) - 128;
fyVector[pos] = (col >> 8 & 0xff) - 128;
}
}
}
public function resize(w: Number, h: Number): void
{
this.w = w;
this.h = h;
if (bmpData)
{
bmpData.dispose();
}
bmpData = new BitmapData(w, h, false, 0x00000000);
view.bitmapData = bmpData;
}
}
class Particle
{
public var x: Number = 0;
public var y: Number = 0;
public var vx: Number = 0;
public var vy: Number = 0;
public var rnd: Number = 0;
public var next: Particle;
public function Particle()
{
}
}