[1日1Wonderfl] BitmapDataにしてみたけどあんまり速くなってない例
Matrix3Dを使ってみたバージョン
/**
* Copyright yd_niku ( http://wonderfl.net/user/yd_niku )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/mLi5
*/
// forked from yd_niku's [1日1Wonderfl] Vector3D使ってみた
// forked from yd_niku's [1日1Wonderfl]Matrix3D使ってみた
// Matrix3Dを使ってみたバージョン
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
[SWF(backgroundColor=0xFFFFDD, frameRate=60)]
public class FlashTest extends Sprite {
private var _camera:Camera;
private var _renderList:Vector.<Cast> = new Vector.<Cast>();
private var _clearList:Vector.<Cast> = new Vector.<Cast>();
private var _particles:Vector.<Particle > = new Vector.<Particle >();
private var _report:TextField;
private var _canvas:BitmapData;
public function FlashTest() {
addChild( _report = new TextField );
_report.defaultTextFormat = new TextFormat( "_sans", 12, 0x33FF33 );
_report.text = "Start";
_canvas = new BitmapData( stage.stageWidth, stage.stageHeight, true, 0x00FFFFFF );
addChild( new Bitmap(_canvas) );
// Set up Camera3D Elements
_camera = new Camera();
_camera.zoom = 0.5;
_camera.fl= 500;
_camera.y= -400;
_camera.z= -450;
_camera.rotateX= 60;
// Set up 3D Elements
createElements();
// Set up
addEventListener( Event.ENTER_FRAME, update );
}
private function createElements():void {
const wlength:uint = 10;
const hlength:uint = 10;
const intervalX:uint = 100;
const intervalY:uint = 100;
for( var i:int = 0; i< wlength; ++i ) {
for( var j:int = 0; j< hlength; ++j ) {
var ball:Ball = new Ball( ( i - wlength*0.5 ) * intervalX, 0, ( j - hlength*0.5 ) * intervalY, 5, 0xFFFF6633 );
addCastChild( ball );
}
}
ball= new Ball( 0, 0, 0, 3, 0xFFFFFFFF );
addCastChild( ball );
}
public function addCastChild( cast:Cast ):Cast{
_renderList.push( cast );
return cast;
}
public function removeCastChild( cast:Cast ):Cast {
var i:int = _renderList.indexOf( cast );
_renderList.splice(i,1);
return cast;
}
private function emitter():void {
for( var i:int=0; i< 6; ++i ) {
var p:Particle = new Particle(
Math.random()*100-50,
Math.random()*100-50,
0,
Math.random()*20+2,
0xFFCC0099
);
p.vx = Math.random()*30-15;
p.vy = -40 * Math.random() - 20;
p.vz = Math.random()*30-15;
_particles.push( addCastChild( p ));
}
_report.text = String(_particles.length);
}
private const G:Vector3D= new Vector3D( 0, 0.2, 0 );
private const FRICTION:Number = 0.98;
private const WIND:Vector3D= new Vector3D( -0.08, 0.01, 0.10 );
private function calcurate():void {
_camera.rotateX += (( 90 * (mouseY - CENTER.y) / 435 + 0 ) - _camera.rotateX )* 0.05 ;
_camera.rotateY += (( -60 * (mouseX - CENTER.x) / 435 ) - _camera.rotateY ) * 0.03;
var force:Vector3D = G.add( WIND );
for each( var p :Particle in _particles ) {
if( p.life <= 0 ) {
_clearList.push(p);
continue;
}
p.velocity.scaleBy( FRICTION );
p.velocity.incrementBy( force );
p.position.incrementBy( p.velocity );
p.life--;
//p.view.alpha -=0.002;
}
while( (p=_clearList.shift())!=null ){
removeCastChild( p );
var i:int = _particles.indexOf( p );
_particles .splice(i,1);
}
}
private function changeWind():void {
WIND.incrementBy(
new Vector3D(
( Math.random()-0.5 ) * 0.03,
( Math.random()-0.5 ) * 0.03,
( Math.random()-0.5 ) * 0.03
)
);
}
private const CENTER:Vector3D= new Vector3D(220,220);
private var emitterCount:int = 0;
private var windCount:int = 0;
private function update(e:Event):void {
if( emitterCount++ % 3== 0) emitter();
if( windCount++ % 50 == 0 ) changeWind();
calcurate();
_canvas.fillRect( _canvas.rect, 0xFFFFFF );
_canvas.lock();
for each( var cast:Cast in _renderList ) {
var diff:Vector3D = cast.position.subtract( _camera.position );
diff.scaleBy( _camera.zoom );
var mat:Matrix3D = new Matrix3D();
// この辺ってVector3DとMatrix3Dでスマートにできないのかなー??
mat.appendTranslation( diff.x, diff.y, diff.z );
mat.appendRotation( _camera.rotateZ, Vector3D.Z_AXIS );
mat.appendRotation( _camera.rotateY, Vector3D.Y_AXIS );
mat.appendRotation( _camera.rotateX, Vector3D.X_AXIS );
var persepective :Number =_camera.fl / (_camera.fl + mat.position.z );
var screenX:Number = mat.position.x* persepective + CENTER.x;
var screenY:Number = mat.position.y* persepective + CENTER.y;
var scale:Number = Math.max( 0.0, persepective*_camera.zoom );
var view:BitmapData= Object( cast ).view;
// CopyPixelにする
_canvas.draw( view, new Matrix( scale, 0, 0, scale, screenX, screenY ) );
}
_canvas.unlock();
}
}
}
import flash.display.*;
import flash.geom.*;
import flash.filters.*;
internal class Cast {
public var position:Vector3D = new Vector3D();
public var rotate:Vector3D = new Vector3D();
public function Cast( x:Number = 0, y:Number =0, z:Number =0 ){
position.x = x;
position.y = y;
position.z = z;
}
public function set x( value:Number ):void{
position.x = value;
}
public function get x():Number {
return position.x;
}
public function set y( value:Number ):void{
position.y = value;
}
public function get y():Number {
return position.y;
}
public function set z( value:Number ):void{
position.z = value;
}
public function get z():Number {
return position.z;
}
public function set rotateX( value:Number ):void{
rotate.x = value;
}
public function get rotateX():Number {
return rotate.x;
}
public function set rotateY( value:Number ):void{
rotate.y = value;
}
public function get rotateY():Number {
return rotate.y;
}
public function set rotateZ( value:Number ):void{
rotate.z = value;
}
public function get rotateZ():Number {
return rotate.z;
}
}
internal class DisplayCast extends Cast {
public var view:DisplayObject;
public function DisplayCast( view:DisplayObject, x:Number = 0, y:Number =0, z:Number =0 ) {
super( x, y, z );
this.view = view;
}
}
internal class Camera extends Cast {
public var fl:Number = 500;
public var zoom:Number = 1.0;
public function Camera( x:Number = 0, y:Number =0, z:Number =-300 ) {
super( x, y, z );
}
}
internal class BallView extends Sprite {
private static const blur:BlurFilter = new BlurFilter();
public function BallView( r:Number = 10.0, color:uint = 0xFFcc0000 ) {
super();
graphics.beginFill( color & 0xFFFFFF, color >> 24 & 0xFF );
graphics.drawCircle( 0, 0, r );
graphics.endFill();
}
}
internal class Particle extends Cast {
public var velocity:Vector3D = new Vector3D();
public var life:int= Math.random()*100 + 100;
public var color:uint = 0;
public var radius:int = 0;
//public var view:Sprite;
private static const PRERENDER:Vector.<BitmapData> = new Vector.<BitmapData>();
{
initialize();
}
private static function initialize():void {
var origin:Sprite = new BallView( 5, 0xFFff0000 );
for( var i:int=1; i< 50; ++i ) {
var bmpd:BitmapData = new BitmapData( 10, 10, true, 0x00 );
bmpd.draw( origin, new Matrix( i*0.1, 0, 0, i*0.2, 5, 5 ) );
PRERENDER.push( bmpd );
}
}
public function Particle ( x:Number = 0, y:Number =0, z:Number =0, r:int= 10, c:uint = 0xFFcc0000 ) {
super( x, y, z );
radius = r;
color = c;
}
public function get view():BitmapData {
return PRERENDER[ Math.min( radius, PRERENDER.length-1 )];
}
public function set vx( value:Number ):void {
velocity.x = value;
}
public function get vx():Number {
return velocity.x;
}
public function set vy( value:Number ):void {
velocity.y = value;
}
public function get vy():Number {
return velocity.y;
}
public function set vz( value:Number ):void {
velocity.z = value;
}
public function get vz():Number {
return velocity.z;
}
}
internal class Ball extends Particle {
//public var view:Sprite;
public function Ball( x:Number = 0, y:Number =0, z:Number =0, r:Number = 10.0, color:uint = 0xFFcc0000 ) {
super( x, y, z, r, color );
}
}