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布いじりPV3D

布シミュをいじってみる by NOVO
* 動作が変わってしまうのでfork
* 暴れるのを何とかしたいところ。積分法の変更?
* Done 3Dにしてみたい(見た目)
* Done 3Dにしてみたい(計算)
* Done 単位系をそろえる
* Done Fの計算が終わる前にXを動かしているのが偏りの原因っぽい
* Done せん断抵抗、角度抵抗用のJointを設定したい
* Done 微小時間でシミュレート
* Done 積分法を変えてみる?
* Done 初期化変更、必要ない変数も消す。描画方法もJointの描画だけでいいのでは?
* Done 片方向のJointを両方向に変更(力の計算場所も変更)
* Done ダンパ力を設定
* Done 簡易ベクトルクラスに置き換え
* Done ばねの自然長計算を変更
* Done 3Dのマウスみなおし
* Done Jointの種類によってパラメータを変える
* 以下オリジナルコメント

GraphicsPathCommandでラインを描画するバージョン。
* drawLine関数の中が違います。
*
* 本格的な布のシミュレーションではありません。
* 
* ドラッグでマウスに一番近いポイントを移動させる。
* ctrlキー押しながらドラッグで固定。
* ダブルクリックで固定を解除。
Get Adobe Flash player
by novogrammer 28 Mar 2010
/**
 * 布シミュをいじってみる by NOVO
 * 動作が変わってしまうのでfork
 * 暴れるのを何とかしたいところ。積分法の変更?
 * Done 3Dにしてみたい(見た目)
 * Done 3Dにしてみたい(計算)
 * Done 単位系をそろえる
 * Done Fの計算が終わる前にXを動かしているのが偏りの原因っぽい
 * Done せん断抵抗、角度抵抗用のJointを設定したい
 * Done 微小時間でシミュレート
 * Done 積分法を変えてみる?
 * Done 初期化変更、必要ない変数も消す。描画方法もJointの描画だけでいいのでは?
 * Done 片方向のJointを両方向に変更(力の計算場所も変更)
 * Done ダンパ力を設定
 * Done 簡易ベクトルクラスに置き換え
 * Done ばねの自然長計算を変更
 * Done 3Dのマウスみなおし
 * Done Jointの種類によってパラメータを変える
 * 以下オリジナルコメント
 */
// forked from miniapp's GraphicsPathCommand使ったバージョン  forked from: 布
/**
 * GraphicsPathCommandでラインを描画するバージョン。
 * drawLine関数の中が違います。
 *
 * 本格的な布のシミュレーションではありません。
 * 
 * ドラッグでマウスに一番近いポイントを移動させる。
 * ctrlキー押しながらドラッグで固定。
 * ダブルクリックで固定を解除。
 */
package {
	
	import adobe.utils.CustomActions;
	import flash.display.DisplayObject;
	import flash.display.GraphicsPathCommand;
	import flash.display.Sprite;
	import flash.display.StageQuality;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.events.KeyboardEvent;
	import flash.events.MouseEvent;
	import flash.filters.ColorMatrixFilter;
	import flash.sampler.NewObjectSample;
	import net.hires.debug.Stats;
	import org.papervision3d.core.geom.TriangleMesh3D;
	import org.papervision3d.core.proto.MaterialObject3D;
	import org.papervision3d.core.utils.Mouse3D;
	import org.papervision3d.core.utils.virtualmouse.VirtualMouse;
	import org.papervision3d.materials.ColorMaterial;
	import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
	import org.papervision3d.materials.utils.MaterialsList;
	import org.papervision3d.objects.DisplayObject3D;
	import org.papervision3d.objects.primitives.Cube;
	import org.papervision3d.objects.primitives.Plane;
	import org.papervision3d.view.BasicView;
	import org.papervision3d.core.proto.LightObject3D;
	import org.papervision3d.core.math.Number3D;

    [SWF(backgroundColor="0x8080ff", width="465", height="465", frameRate="60")]
	public class Cloth_PV3D extends BasicView {
		
		private var light:LightObject3D = null;
		private var cloth:Cloth = null;
		private var backGroundPlane:Plane = null;

		private var _isCtrlPress:Boolean = false;
		private var _isMouseDown:Boolean = false;
		private var _draggedPoint:Point;
		
		public static const STAGE_WIDTH:uint = 465;
		public static const STAGE_HEIGHT:uint = 465;
		private var mouse3D:Mouse3D = null;
		
		public function Cloth_PV3D() {
			super(STAGE_WIDTH, STAGE_HEIGHT, false, true);
			init();
		}
		
		
		private function init(e:Event = null):void {
			
			light = new LightObject3D();
			light.z = -800;
			light.x = 0;
			light.y = 0;
			/*
			scene.addChild(
				new Cube(
					new MaterialsList(
						{
							all:
							//new FlatShadeMaterial(
							//	light,
							//	0xffffff,
							//	0x404040,
							//	0
							//)
							new ColorMaterial()
						}
					),
					100,
					100,
					100
				)
			);
			*/
			stage.scaleMode = StageScaleMode.NO_SCALE;
			
			stage.doubleClickEnabled = true;
			stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
			stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDwonHandler);
			stage.addEventListener(MouseEvent.DOUBLE_CLICK, doubleClickHandler);
			stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDonwHandler);
			stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
			Mouse3D.enabled = true;
			viewport.interactive = true;
			
			mouse3D = viewport.interactiveSceneManager.mouse3D;
			
			cloth = new Cloth(light);
			scene.addChild(cloth);
			
			//マウス座標検出用
			backGroundPlane = new Plane(new ColorMaterial(0xff80ff, 1, true), 10000, 10000);
			backGroundPlane.z = 100;
			scene.addChild(backGroundPlane);
			
			addEventListener(Event.ENTER_FRAME, enterFrameHandler);
			addChild(new Stats());
			startRendering();
		}
			
		
		/**
		 * 一番カーソルに近いポイントを捜す。
		 */
		private function searchPoint():Point {
			return cloth.searchPoint(mouse3D.x,mouse3D.y);
		}
		
		
		private function enterFrameHandler(e:Event):void {
			if (_isMouseDown) {
				_draggedPoint._position.x = mouse3D.x;
				_draggedPoint._position.y = mouse3D.y;
			}
			cloth.update(1.0 / stage.frameRate);
		}
		
		private function keyDonwHandler(e:KeyboardEvent = null):void{
			if(e.ctrlKey) _isCtrlPress = true;
		}
		
		private function keyUpHandler(e:KeyboardEvent = null):void{
			_isCtrlPress = false;
		}
		
		private function doubleClickHandler(e:MouseEvent = null):void{
			searchPoint().isPinned = false;
		}
		
		private function mouseDwonHandler(e:MouseEvent):void {
			_isMouseDown = true;
			_draggedPoint = searchPoint();
			_draggedPoint.isDragging = true;
		}
		
		private function mouseUpHandler(e:MouseEvent):void	{
			_isMouseDown = false;
			if (_draggedPoint)
			{
				if (_isCtrlPress)
					_draggedPoint.isPinned = true;
				_draggedPoint.isDragging = false;
				_draggedPoint = undefined;
			}
		}
	}
	
}

import org.papervision3d.core.geom.TriangleMesh3D;
import org.papervision3d.core.geom.renderables.Triangle3D;
import org.papervision3d.core.proto.LightObject3D;
import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
import org.papervision3d.core.geom.renderables.Vertex3D;

class Cloth extends TriangleMesh3D
{
	private var _joints:Vector.<Joint> = new Vector.<Joint>();
	private var _points:Vector.<Point> = new Vector.<Point>();
	
	//ポリゴン用配列 面の数*3
	private var _faces:Vector.<int> = new Vector.<int>();
	
	private var _cols:uint = 16;//横の数
	private var _rows:uint = 16;//縦の数
	private static const CLOTH_WIDTH:int = 500;//[mm]
	private static const CLOTH_HEIGHT:int = 500;//[mm]
	
	public function Cloth(inLight:LightObject3D)
	{
		var mat:FlatShadeMaterial = new FlatShadeMaterial(inLight, 0xffffff, 0x404040, 0);
		mat.doubleSided = true;//両面表示
		super(mat, [], []);
		putPointAndJoint();
		
		//上端2つを固定します。
		//左端
		var point1:Point = _points[0];
		point1._position.x -= 200;
		point1._position.y += 200;
		point1.isPinned = true;
		
		//右端
		var point2:Point = _points[_cols - 1];
		point2._position.x += 200;
		point2._position.y += 200;
		//point2._position.z -= CLOTH_HEIGHT;//仮に
		point2.isPinned = true;
		
	}
	/**
	 * 一番カーソルに近いポイントを捜す。
	 */
	public function searchPoint(inMouseX:Number,inMouseY:Number):Point
	{
		var lastMinDist:Number = Infinity;
		var target:Point;
		for each(var point:Point in _points) {
			var pos:MyVector3D = point._position;
			var m:MyVector3D=new MyVector3D(inMouseX,inMouseY,0.0);
			var dist:Number = pos.subtract(m).length();
			if (dist < lastMinDist) {
				lastMinDist = dist;
				target = point;
			}
		}
		return target;
	}
	private function putPointAndJoint():void
	{
		//2DとはYが反転するので注意
		var startX:Number = -(CLOTH_WIDTH) / 2;
		var startY:Number = +(CLOTH_HEIGHT) / 2;
		var diffX:Number = +CLOTH_WIDTH / (_cols-1);
		var diffY:Number = -CLOTH_HEIGHT / (_rows - 1);
		
		_points.length = 0;
		_joints.length = 0;
		_faces.length = 0;
		
		//ポイントとジョイントを一気に配置したほうが楽なので
		for(var y:uint=0;y<_rows;++y)
		{
			for(var x:uint=0;x<_cols;++x)
			{
				var point:Point=new Point();
				_points.push(point);
				point.name = String(y) + "-" + String(x);//デバッグ用
				var noize:Number = Math.random()*10;//0から1
				point._position=new MyVector3D(startX + diffX * x,startY + diffY * y,noize);
				
				if(y>0)
				{
					var pointUp:Point=_points[(y-1)*_cols+x];
					_joints.push(new Joint(point, pointUp));//たて
					if (x > 0)
					{
						var pointNaname1:Point = _points[(y - 1) * _cols + (x - 1)];
						var jointNaname1:Joint = new Joint(point, pointNaname1);
						jointNaname1.SPRING *= 0.75;
						_joints.push(jointNaname1);//ななめ1(せん断抵抗)
						
					}
					if (x < _cols -1)
					{
						var pointNaname2:Point = _points[(y - 1) * _cols + (x + 1)];
						var jointNaname2:Joint = new Joint(point, pointNaname2);
						jointNaname2.SPRING *= 0.75;
						_joints.push(jointNaname2);//ななめ2(せん断抵抗)
					}
				}
				if(x>0)
				{
					var pointLeft:Point=_points[y*_cols+(x-1)];
					_joints.push(new Joint(point,pointLeft));//よこ
				}
				if(y>1)
				{
					var pointUp2:Point = _points[(y - 2) * _cols + x];
					var jointUp2:Joint = new Joint(point, pointUp2);
					jointUp2.SPRING *= 0.5;
					_joints.push(jointUp2);//たて ひとつ飛ばし(角度抵抗)
				}
				if(x>1)
				{
					var pointLeft2:Point = _points[y * _cols + (x - 2)];
					var jointLeft2:Joint = new Joint(point, pointLeft2);
					jointLeft2.SPRING *= 0.5;
					_joints.push(jointLeft2);//よこ ひとつ飛ばし(角度抵抗)
				}
				
				//面
				if (x > 0 && y > 0)
				{
					_faces[_faces.length] = (y - 1) * _cols + (x - 1);
					_faces[_faces.length] = (y + 0) * _cols + (x - 1);
					_faces[_faces.length] = (y - 1) * _cols + (x + 0);
					
					_faces[_faces.length] = (y - 1) * _cols + (x + 0);
					_faces[_faces.length] = (y + 0) * _cols + (x - 1);
					_faces[_faces.length] = (y + 0) * _cols + (x + 0);
					
				}
			}
		}
		trace("_poinits.length"+_points.length);
		trace("_joints.length"+_joints.length);
		_points.fixed=true;
		_joints.fixed = true;
		_faces.fixed = true;
	}
	/**
	 * バネの線を書く
	 */
	/*
	private function drawLine():void {
		graphics.clear();
		graphics.lineStyle(1, _lineColor);
		
		var dataIndex:uint = 0;
		var commandIndex:uint = 0;
		for each(var joint:Joint in _joints)
		{
			var pointA:Point=joint._point;
			var pointB:Point=joint._target;
			_vertices[dataIndex++] = pointA._position.x;
			_vertices[dataIndex++] = pointA._position.y;
			_commands[commandIndex++] = GraphicsPathCommand.MOVE_TO;
			_vertices[dataIndex++] = pointB._position.x;
			_vertices[dataIndex++] = pointB._position.y;
			_commands[commandIndex++] = GraphicsPathCommand.LINE_TO;
		}
		
		if(_isFirst){
			_commands.fixed = _vertices.fixed = true;
			_isFirst = false;
		}
		graphics.drawPath(_commands, _vertices);
	}
	*/
	public function update(inDt:Number):void
	{
		//フェーズを二つに分ける。力更新と位置更新
		// update force
		for each(var joint1:Joint in _joints) {
			joint1.updateForce();
		}
		for each(var point1:Point in _points) {
			point1.updateForce();//多分下のループに入れても影響はないけど、明示的に分ける。
		}
		// update position
		for each(var point2:Point in _points) {
			const times:int = 10; 
			for (var i:int = 0; i < times;++i)
			{
				point2.updatePosition(inDt/times);
			}
		}
		//drawLine();
		transfer();
	}
	//頂点更新
	private function transfer():void
	{
		var vs:Array = geometry.vertices;
		if (vs.length != _points.length)
		{
			vs.length = 0;
			var fs:Array = geometry.faces;
			fs.length = 0;
			for each(var point:Point in _points)
			{
				vs[vs.length] = new Vertex3D(point._position.x, point._position.y, point._position.z);
			}
			for (var i:int = 0; i < _faces.length/3;++i)
			{
				fs[fs.length] = new Triangle3D(
					this,
					[
						vs[_faces[i * 3 + 0]],
						vs[_faces[i * 3 + 1]],
						vs[_faces[i * 3 + 2]]
					]
				);
			}
		}
		else
		{
			for(var j:int = 0; j < _points.length;++j )
			{
				var point2:Point = _points[j];
				var v:Vertex3D = vs[j];
				v.x = point2._position.x;
				v.y = point2._position.y;
				v.z = point2._position.z;
			}
		}
		for each(var face:Triangle3D in geometry.faces)
		{
			face.createNormal();//法線再計算
		}
	}
}



//簡易ベクトルクラス
class MyVector3D
{
	public var x:Number = 0.0;
	public var y:Number = 0.0;
	public var z:Number = 0.0;
	public function MyVector3D(inX:Number=0.0, inY:Number=0.0,inZ:Number=0.0)
	{
		x = inX;
		y = inY;
		z = inZ;
	}
	//+=
	public function addTo(rhs:MyVector3D):MyVector3D
	{
		this.x += rhs.x;
		this.y += rhs.y;
		this.z += rhs.z;
		return this;
	}
	//+
	public function add(rhs:MyVector3D):MyVector3D
	{
		return new MyVector3D(this.x + rhs.x, this.y + rhs.y, this.z + rhs.z);
	}
	//-=
	public function subtractTo(rhs:MyVector3D):MyVector3D
	{
		this.x -= rhs.x;
		this.y -= rhs.y;
		this.z -= rhs.z;
		return this;
	}
	//-
	public function subtract(rhs:MyVector3D):MyVector3D
	{
		return new MyVector3D(this.x - rhs.x, this.y - rhs.y, this.z - rhs.z);
	}
	//*=
	public function multiplyTo(rhs:Number):MyVector3D
	{
		this.x *= rhs;
		this.y *= rhs;
		this.z *= rhs;
		return this;
	}
	//*
	public function multiply(rhs:Number):MyVector3D
	{
		return new MyVector3D(this.x*rhs,this.y*rhs,this.z*rhs);
	}
	///=
	public function divideTo(rhs:Number):MyVector3D
	{
		this.x /= rhs;
		this.y /= rhs;
		this.z /= rhs;
		return this;
	}
	///
	public function divide(rhs:Number):MyVector3D
	{
		return new MyVector3D(this.x/rhs,this.y/rhs,this.z/rhs);
	}

	public function length2():Number
	{
		return this.x * this.x + this.y * this.y+ this.z * this.z;
	}
	public function length():Number
	{
		return Math.sqrt(length2());
	}
	//単位ベクトル
	public function normalize():MyVector3D
	{
		return this.divide(this.length());
	}
}

class Joint {
	
	public var SPRING:Number = 15.0;//[N/mm]
	public var DAMPER:Number = 0.05;//[N/(mm/s)]
	
	public var _naturalLength:Number = 0.0;
	
	public var _point:Point=null;
	public var _target:Point=null;
	
	public function Joint(point:Point, target:Point) { 
		_point=point;
		_target = target;
		_naturalLength = _point._position.subtract(_target._position).length();
		//trace(_naturalLength);
	}
	public function updateForce():void
	{
		//バネの力
		var dx:MyVector3D = _target._position.subtract(_point._position);
		var nx:MyVector3D = dx.normalize();//単位ベクトル
		var springForce:MyVector3D = nx.multiply((dx.length() - _naturalLength) * SPRING);
		
		//ダンパの力
		var dv:MyVector3D = _target._velocity.subtract(_point._velocity);
		var damperForce:MyVector3D = dv.multiply(DAMPER);
		
		//合力
		var totalForce:MyVector3D = springForce.add(damperForce);
		_point._force.addTo(totalForce);
		//逆の力をかける
		_target._force.addTo(totalForce.multiply(-1));
		
	}
}

class Point {
	public var name:String;
	public var _position:MyVector3D = new MyVector3D();//[mm]
	public var _velocity:MyVector3D = new MyVector3D();//[mm/s]
	public var _force:MyVector3D = new MyVector3D();//[N]
	public var mass:Number=1.0/1000;//[kg]
	public var isPinned:Boolean = false;
	public var isDragging:Boolean = false;
	public static var GRAVITY:Number = -9.8*1000;//[mm/(s*s)]
	public static var AIR_FRICTION:Number = 0.005;//[N/(mm/s)]
	public function updateForce():void
	{
		_force.addTo(_velocity.multiply(AIR_FRICTION*-1));
	}
	public function updatePosition(inDt:Number):void
	{
		if (isDragging || isPinned)
		{
			_velocity = new MyVector3D();
			_force = new MyVector3D();
		}
		else
		{
			var a:MyVector3D = _force.divide(mass);
			a.y += GRAVITY;
			
			if (0)
			{
				_velocity.addTo(a.multiply(inDt));
				_position.addTo(_velocity.multiply(inDt));
			}
			else
			{
				var k:MyVector3D = new MyVector3D();
				var l:MyVector3D = new MyVector3D();
				rungeKutta(a, _velocity, _position,inDt, k, l);
				_position.addTo(k);
				_velocity.addTo(l);
			}
			
			_force = new MyVector3D();
		}
	}
	//オイラー法で暴走したので、ルンゲクッタ法という積分法を使う
	//http://www6.ocn.ne.jp/~simuphys/runge-kutta.html
	private function rungeKutta(inA:MyVector3D, inV:MyVector3D, inX:MyVector3D, inDt:Number, outK:MyVector3D, outL:MyVector3D):void
	{
		var x1:MyVector3D = inV.multiply(inDt);
		var v1:MyVector3D = inA.multiply(inDt);
		var x2:MyVector3D = inV.add(v1.multiply(0.5)).multiply(inDt);
		var v2:MyVector3D = inA.multiply(inDt * 0.5);//あってる? Aを求めなおす必要がある?
		var x3:MyVector3D = inV.add(v2.multiply(0.5)).multiply(inDt);
		var v3:MyVector3D = inA.multiply(inDt * 0.5);//あってる? Aを求めなおす必要がある?
		var x4:MyVector3D = inV.add(v3).multiply(inDt);
		var v4:MyVector3D = inA.multiply(inDt);//あってる? Aを求めなおす必要がある?
		outK.addTo(x1.add(x2.multiply(2)).add(x3.multiply(2)).add(x4).divide(6));//代入の代わり
		outL.addTo(v1.add(v2.multiply(2)).add(v3.multiply(2)).add(v4).divide(6));//代入の代わり
	}
}