伸ばすforked from: 布いじり
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
* ToDo 3Dにしてみたい
* ToDo 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
* ToDo 微小時間でシミュレート
* ToDo 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
* 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。
// forked from novogrammer's 布いじり
/**
* 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
* ToDo 3Dにしてみたい
* ToDo 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
* ToDo 微小時間でシミュレート
* ToDo 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
* 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 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;
[SWF(backgroundColor="0xFFFFFF", width="465", height="465", frameRate="60")]
public class Cloth_DrawPath extends Sprite {
public static const STAGE_WIDTH:uint = 465;
public static const STAGE_HEIGHT:uint = 465;
public function Cloth_DrawPath() {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private var _lineColor:uint = 0x000000;
private var _cols:uint = 16;//横の数
private var _rows:uint = 16;//縦の数
private var _diffX:uint = 10;
private var _diffY:uint = 10;
private var _isCtrlPress:Boolean = false;
private var _isMouseDown:Boolean = false;
private var _draggedPoint:Point;
private var _isFirst:Boolean = false;
//private var _numJoints:uint;
private var _joints:Vector.<Joint> = new Vector.<Joint>();
private var _points:Vector.<Point> = new Vector.<Point>();
//private var _pointsXs:Vector.<Vector.<Point>> = new Vector.<Vector.<Point>>(_rows, true);
//private var _pointsYs:Vector.<Vector.<Point>> = new Vector.<Vector.<Point>>(_cols, true);
private var _vertices:Vector.<Number> = new Vector.<Number>();
private var _commands:Vector.<int> = new Vector.<int>();
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
//stage.quality = StageQuality.MEDIUM;
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);
//putPoint();
//joint();
putPointAndJoint();
//上端2つを固定します。
//左端
//var point1:Point = _pointsXs[0][0];
var point1:Point = _points[0];
point1._position=new MyVector2D(100,10);
point1.isPinned = true;
//右端
//var point2:Point = _pointsXs[0][_rows - 1];
var point2:Point = _points[_rows - 1];
point2._position=new MyVector2D(STAGE_WIDTH - 100,10);
point2.isPinned = true;
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
/**
*
*
*/
private function putPointAndJoint():void
{
var clothWidth:Number = (_cols - 1) * _diffX;
var clothHeight:Number = (_rows - 1) * _diffY;
var startX:Number = (STAGE_WIDTH - clothWidth) / 2;
var startY:Number = (STAGE_HEIGHT - clothHeight) / 2;
//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
point._position=new MyVector2D(startX + _diffX * x,startY + _diffY * y);
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)];
_joints.push(new Joint(point, pointNaname1));//ななめ1
}
if (x < _cols -1)
{
var pointNaname2:Point=_points[(y-1)*_cols+(x+1)];
_joints.push(new Joint(point, pointNaname2));//ななめ2
}
}
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];
_joints.push(new Joint(point, pointUp2));//たて ひとつ飛ばし
}
if(x>1)
{
var pointLeft2:Point=_points[y*_cols+(x-2)];
_joints.push(new Joint(point,pointLeft2));//よこ
}
}
}
trace("_poinits.length"+_points.length);
trace("_joints.length"+_joints.length);
_points.fixed=true;
_joints.fixed=true;
}
/**
* 一番カーソルに近いポイントを捜す。
*/
private function searchPoint():Point {
var lastMinDist:Number = Infinity;
var target:Point;
for each(var point:Point in _points) {
var pos:MyVector2D = point._position;
var m:MyVector2D=new MyVector2D(mouseX,mouseY);
var dist:Number = pos.subtract(m).length();
if (dist < lastMinDist) {
lastMinDist = dist;
target = point;
}
}
return target;
}
/**
* 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);
}
private function enterFrameHandler(e:Event):void {
if (_isMouseDown) {
_draggedPoint._position.x = mouseX;
_draggedPoint._position.y = mouseY;
}
//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) {
point2.updatePosition();
}
drawLine();
}
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 (_isCtrlPress)
_draggedPoint.isPinned = true;
_draggedPoint.isDragging = false;
_draggedPoint = undefined;
}
}
}
//簡易ベクトルクラス
class MyVector2D
{
public var x:Number = 0.0;
public var y:Number = 0.0;
public function MyVector2D(inX:Number=0.0, inY:Number=0.0)
{
x = inX;
y = inY;
}
//+=
public function addTo(rhs:MyVector2D):MyVector2D
{
this.x += rhs.x;
this.y += rhs.y;
return this;
}
//+
public function add(rhs:MyVector2D):MyVector2D
{
return new MyVector2D(this.x + rhs.x, this.y + rhs.y);
}
//-=
public function subtractTo(rhs:MyVector2D):MyVector2D
{
this.x -= rhs.x;
this.y -= rhs.y;
return this;
}
//-
public function subtract(rhs:MyVector2D):MyVector2D
{
return new MyVector2D(this.x - rhs.x, this.y - rhs.y);
}
//*=
public function multiplyTo(rhs:Number):MyVector2D
{
this.x *= rhs;
this.y *= rhs;
return this;
}
//*
public function multiply(rhs:Number):MyVector2D
{
return new MyVector2D(this.x*rhs,this.y*rhs);
}
///=
public function divideTo(rhs:Number):MyVector2D
{
this.x /= rhs;
this.y /= rhs;
return this;
}
///
public function divide(rhs:Number):MyVector2D
{
return new MyVector2D(this.x/rhs,this.y/rhs);
}
public function length2():Number
{
return this.x * this.x + this.y * this.y;
}
public function length():Number
{
return Math.sqrt(length2());
}
//単位ベクトル
public function normalize():MyVector2D
{
return this.divide(this.length());
}
}
class Joint {
public static var SPRING:Number = 0.006;
public static var DAMPER:Number = 0.005;
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:MyVector2D = _target._position.subtract(_point._position);
var nx:MyVector2D = dx.normalize();//単位ベクトル
var springForce:MyVector2D = nx.multiply((dx.length() - _naturalLength) * Joint.SPRING);
//ダンパの力
var dv:MyVector2D = _target._velocity.subtract(_point._velocity);
var damperForce:MyVector2D = dv.multiply(DAMPER);
//合力
var totalForce:MyVector2D = 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:MyVector2D = new MyVector2D();
public var _velocity:MyVector2D = new MyVector2D();
public var _force:MyVector2D = new MyVector2D();
public var mass:Number=0.5;//kari
public var isPinned:Boolean = false;
public var isDragging:Boolean = false;
public static var GRAVITY:Number = 0.005;
public static var AIR_FRICTION:Number = 0.0005;
public function updateForce():void
{
_force.y += GRAVITY;
_force.addTo(_velocity.multiply(AIR_FRICTION*-1));
}
public function updatePosition():void
{
if (isDragging || isPinned)
{
_velocity = new MyVector2D();
_force = new MyVector2D();
}
else
{
_velocity.addTo(_force.divide(mass));
_force = new MyVector2D();
_position.addTo(_velocity);
}
}
}