forked from: 3D水面 / Water 3D
/**
* Copyright mjexpert381 ( http://wonderfl.net/user/mjexpert381 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/uFHm
*/
// forked from saharan's 3D水面 / Water 3D
package {
import flash.system.LoaderContext;
import flash.display.*;
import flash.events.*;
import flash.net.*;
import net.hires.debug.*;
[SWF(frameRate = "30", width="465", height="465")]
/**
* Water 3D
*
* ・解説コメントをちょっと入れました
*
* Click&Drag:Make wave
*
* @author saharan
*/
public class Water3D extends Sprite {
private const NUM_DETAILS:int = 48;
private const INV_NUM_DETAILS:Number = 1 / NUM_DETAILS;
private const MESH_SIZE:Number = 100;
private var count:uint;
private var bmd:BitmapData;
private var loader:Loader;
private var vertices:Vector.<Vertex>;
private var transformedVertices:Vector.<Number>;
private var indices:Vector.<int>;
private var uvt:Vector.<Number>;
private var width2:Number;
private var height2:Number;
private var heights:Vector.<Vector.<Number>>;
private var velocity:Vector.<Vector.<Number>>;
private var press:Boolean;
public function Water3D():void {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.quality = StageQuality.LOW;
width2 = 465 / 2;
height2 = 465 / 2;
// var s:Stats = new Stats();
// s.alpha = 0.8;
// addChild(s);
count = 0;
loader = new Loader();
loader.load(new URLRequest("http://assets.wonderfl.net/images/related_images/b/b2/b217/b2177f87d979a28b9bcbb6e0b89370e77ce22337"), new LoaderContext(true));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
function(e:Event = null):void {
bmd = Bitmap(loader.content).bitmapData;
addEventListener(Event.ENTER_FRAME, frame);
});
stage.addEventListener(MouseEvent.MOUSE_DOWN,
function(e:Event = null):void {
drag();
press = true;
});
stage.addEventListener(MouseEvent.MOUSE_UP,
function(e:Event = null):void {
press = false;
});
stage.addEventListener(MouseEvent.MOUSE_MOVE,
function(e:Event = null):void {
if (press) drag();
});
vertices = new Vector.<Vertex>(NUM_DETAILS * NUM_DETAILS, true);
transformedVertices = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
indices = new Vector.<int>();
uvt = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
var i:int;
var j:int;
// 頂点初期化。外側2つ分は表示しないので無駄な処理&メモリに・・・
for (i = 2; i < NUM_DETAILS - 2; i++) {
for (j = 2; j < NUM_DETAILS - 2; j++) {
vertices[getIndex(j, i)] = new Vertex(
(j - (NUM_DETAILS - 1) * 0.5) / NUM_DETAILS * MESH_SIZE, 0,
(i - (NUM_DETAILS - 1) * 0.5) / NUM_DETAILS * MESH_SIZE);
if (i != 2 && j != 2) {
indices.push(getIndex(i - 1, j - 1), getIndex(i, j - 1), getIndex(i, j));
indices.push(getIndex(i - 1, j - 1), getIndex(i, j), getIndex(i - 1, j));
}
}
}
// 水面関係初期化
heights = new Vector.<Vector.<Number>>(NUM_DETAILS, true);
velocity = new Vector.<Vector.<Number>>(NUM_DETAILS, true);
for (i = 0; i < NUM_DETAILS; i++) {
heights[i] = new Vector.<Number>(NUM_DETAILS, true);
velocity[i] = new Vector.<Number>(NUM_DETAILS, true);
for (j = 0; j < NUM_DETAILS; j++) {
heights[i][j] = 0;
velocity[i][j] = 0;
}
}
}
private function frame(e:Event = null):void {
count++;
move();
setMesh();
transformVertices();
draw();
}
private function setMesh():void {
for (var i:int = 2; i < NUM_DETAILS - 2; i++) {
for (var j:int = 2; j < NUM_DETAILS - 2; j++) {
const index:int = getIndex(i, j);
vertices[index].y = heights[i][j] * 0.15;
// ---Sphere map---
var nx:Number;
var ny:Number;
// nz is 1
nx = (heights[i][j] - heights[i - 1][j]) * 0.15;
ny = (heights[i][j] - heights[i][j - 1]) * 0.15;
var len:Number = 1 / Math.sqrt(nx * nx + ny * ny + 1);
nx *= len;
ny *= len;
// ちょっと式を変更して平面でもテクスチャが見えるように
uvt[index * 2] = nx * 0.5 + 0.5 + ((i - NUM_DETAILS * 0.5) * INV_NUM_DETAILS * 0.25);
uvt[index * 2 + 1] = ny * 0.5 + 0.5 + ((NUM_DETAILS * 0.5 - j) * INV_NUM_DETAILS * 0.25);
}
}
}
public function move():void {
// ---Water simulation---
var i:int;
var j:int;
var mx:Number = mouseX / 465 * NUM_DETAILS;
var my:Number = (1 - mouseY / 465) * NUM_DETAILS;
for (i = 1; i < NUM_DETAILS - 1; i++) {
for (j = 1; j < NUM_DETAILS - 1; j++) {
heights[i][j] += velocity[i][j];
if (heights[i][j] > 100) heights[i][j] = 100;
else if (heights[i][j] < -100) heights[i][j] = -100;
}
}
for (i = 1; i < NUM_DETAILS - 1; i++) {
for (j = 1; j < NUM_DETAILS - 1; j++) {
velocity[i][j] = (velocity[i][j] +
(heights[i - 1][j] + heights[i][j - 1] + heights[i + 1][j] +
heights[i][j + 1] - heights[i][j] * 4) * 0.5) * 0.95;
}
}
}
public function drag():void {
var i:int;
var j:int;
var mx:Number = mouseX / 465 * NUM_DETAILS;
var my:Number = (1 - mouseY / 465) * NUM_DETAILS;
for (i = mx - 3; i < NUM_DETAILS - 1 && mx + 3; i++) {
for (j = my - 3; j < NUM_DETAILS - 1 && my + 3; j++) {
if (i > 1 && j > 1 && i < NUM_DETAILS - 1 && j < NUM_DETAILS - 1) {
var len:Number = 3 - Math.sqrt((mx - i) * (mx - i) + (my - j) * (my - j));
if (len < 0) len = 0;
velocity[i][j] -= len * (press ? 1 : 5);
}
}
}
}
private function draw():void {
graphics.clear();
graphics.beginFill(0x202020);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
graphics.beginBitmapFill(bmd);
graphics.drawTriangles(transformedVertices, indices, uvt, TriangleCulling.POSITIVE);
graphics.endFill();
}
private function getIndex(x:int, y:int):int {
return y * NUM_DETAILS + x;
}
private function transformVertices():void {
// x軸回転とビュー変換・プロジェクション変換を実行
var angle:Number = 70 * Math.PI / 180;
var sin:Number = Math.sin(angle);
var cos:Number = Math.cos(angle);
for (var i:int = 0; i < vertices.length; i++) {
var v:Vertex = vertices[i];
if(v != null) {
var x:Number = v.x;
// x軸回転行列もどき
var y:Number = cos * v.y - sin * v.z;
var z:Number = sin * v.y + cos * v.z;
// ちょこっとビュー変換っぽいことをする(カメラから離す)
z = 1 / (z + 60);
// 簡易プロジェクション変換
x *= z;
y *= z;
// スクリーン座標を求める
x = x * 232.5 + 232.5;
y = y * 232.5 + 182.5;
transformedVertices[i * 2] = x;
transformedVertices[i * 2 + 1] = y;
}
}
}
}
}
class Vertex {
public var x:Number;
public var y:Number;
public var z:Number;
public function Vertex(x:Number, y:Number,z:Number) {
this.x = x;
this.y = y;
this.z = z;
}
}