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Dead Code Preservation :: Archived AS3 works from wonderfl.net

3D Flow Simulation, Liquid 10000

3D にしてみました
10000 パーティクル
// forked from clockmaker's 3D Flow Simulation
// forked from clockmaker's Interactive Liquid 10000
// forked from clockmaker's Liquid110000 By Vector
// forked from munegon's forked from: forked from: forked from: forked from: Liquid10000
// forked from Saqoosha's forked from: forked from: forked from: Liquid10000
// forked from nutsu's forked from: forked from: Liquid10000
// forked from nutsu's forked from: Liquid10000
// forked from zin0086's Liquid10000
package {
    /**
    * 3D にしてみました
    * 10000 パーティクル
    */    
    import flash.display.*;
    import flash.geom.*;
    import flash.events.*;
    import flash.utils.*;
    import flash.geom.*;
    import net.hires.debug.Stats;
    
    public class Liquid3D extends Sprite {
        private const NUM_PARTICLE:uint = 10000;
        private var bmpData:BitmapData = new BitmapData( 465, 465, false, 0x000000 );
        private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 );
        private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
        private var rect:Rectangle = new Rectangle( 0, 0, 465, 465 );
        private var seed:Number = Math.floor( Math.random() * 0xFFFF );
        private var offset:Array = [new Point(), new Point()];
        private var colorTransform:ColorTransform = new ColorTransform( .86, .92, .92);
        private var timer:Timer;
        private var beginner:Particle;

        public function Liquid3D() {
            
            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.quality = StageQuality.LOW;
            stage.frameRate = 60;
            
            // 画面に表示用の Bitmap を作ります
            addChild(new Bitmap( bmpData )) as Bitmap;
            
            // フォースマップの初期化をおこないます
            resetFunc();
            
            // ループ時の参照用
            var particle:Particle;
            var next:Particle;
            
            // パーティクルを生成します
            for (var i:uint = 0; i <= NUM_PARTICLE; i++) {
                var px:Number = Math.round(Math.random() * 465);
                var py:Number = Math.round(Math.random() * 465);
                var pz:Number = Math.round(Math.random() * 465 * 2 - 465);
                particle = new Particle(px, py, pz);
                particle.next = next;
                next = particle;
                
                if (i == NUM_PARTICLE) {
                    beginner = particle;
                }
            }
            
            // ループ処理
            addEventListener( Event.ENTER_FRAME, loop );
            
            // 時間差でフォースマップと色変化の具合を変更しています
            var timer:Timer = new Timer(500)
            timer.addEventListener(TimerEvent.TIMER, resetFunc);
            timer.start();
            
            // デバッグ用のスタッツを表示しています
            addChild(new Stats);
        }
        
        private function loop( e:Event ):void
        {
            var p:Particle = beginner;
            var f:Number;
            
            bmpData.lock();
            
            while (p = p.next) {
                f = forceMap.getPixel( p.x >> 1, p.y >> 1);
                p.ax += ( (f >>  8 & 0xff) - 128 ) * .0005;
                p.ay += ( (f >>  4 & 0xff) - 128 ) * .0005;
                p.az += ( (f >> 16 & 0xff) - 128 ) * .0005;
                p.vx += p.ax;
                p.vy += p.ay;
                p.vz += p.az;
                p.x += p.vx;
                p.y += p.vy;
                p.z += p.vz;
                
                bmpData.fillRect(p.rect, 0xFFFFFFFF);
                    
                p.ax *= .95;
                p.ay *= .95;
                p.az *= .95;
                p.vx *= .90;
                p.vy *= .90;
                p.vz *= .90;
                
                if (p.x < 0) p.x += 465;
                else if (p.x > 465) p.x -= 465;
                
                if (p.y < 0) p.y += 465;
                else if (p.y > 465) p.y -= 465;
                
                if (p.z < -465) p.z += 930;
                else if (p.z > 465) p.z -= 930;
            }
            
            bmpData.colorTransform(rect, colorTransform);
            bmpData.unlock();
        }
        
        private function resetFunc(e:Event = null):void{
            forceMap.perlinNoise(233, 233, 3, seed, false, false, 1|2|4|0, false, offset );
            offset[0].x += 1.5;
            offset[1].y += 1;
            seed = Math.floor( Math.random() * 0xFFFFFF );
        }
    }
}

import flash.display.*;
import flash.geom.*;

class Particle
{
    // スケールの計算はこれで良いや。
    public function get rect():Rectangle
    {
        var f:Number = 200 / (200 + z);
 
        _rect.width = _rect.height = 2 * f;
        _rect.x = x * f;
        _rect.y = y * f;
        
        return _rect;
    }
    
    // 可能なら整数型(int)にしてあげた方が高速。
    // 普段は気にする必要は無いが、ループ処理内部で多くの計算を行う場合は、
    // 浮動小数点数(Number)の計算は重いため。
    public var x:int = 0;
    public var y:int = 0;
    public var z:int = 0;
    public var vx:Number = 0;
    public var vy:Number = 0;
    public var vz:Number = 0;
    public var ax:Number = 0;
    public var ay:Number = 0;
    public var az:Number = 0;
    public var next:Particle;
    
    private var _rect:Rectangle = new Rectangle();

    function Particle( x:int, y:int, z:int ) {
        this.x = x;
        this.y = y;
        this.z = z;
    }
}