forked from: 3D Flow Simulation with Field of Blur
3D の流体に被写界深度を加えてみました
200パーティクル
/**
* Copyright hacker_zfj219fz ( http://wonderfl.net/user/hacker_zfj219fz )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/vkGf
*/
// forked from clockmaker's 3D Flow Simulation with Field of Blur
// 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 の流体に被写界深度を加えてみました
* 200パーティクル
*/
import flash.display.*;
import flash.filters.BlurFilter;
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 = 200;
private const BLUR_AMOUNT:int = 32;
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 particleList:Vector.<Particle> = new Vector.<Particle>(NUM_PARTICLE, true);
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( 0.94, .88, .92, 1.0 );
private var timer:Timer;
private var world:Sprite = new Sprite();
private var blurArr:Vector.<BitmapData> = new Vector.<BitmapData>(BLUR_AMOUNT, true);
public function Liquid3D() {
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.frameRate = 60;
// 画面に表示用の Bitmap を作ります
addChild(new Bitmap( bmpData )) as Bitmap;
//addChild(new Bitmap( forceMap )) as Bitmap;
// フォースマップの初期化をおこないます
resetFunc();
// 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(1000)
timer.addEventListener(TimerEvent.TIMER, resetFunc);
timer.start();
// ばかしをプレレンダリング
var dummy:Sprite = new Sprite();
dummy.graphics.beginFill(0xFFFFFF,0.6);
dummy.graphics.lineStyle(2, 0xFFFFFF);
dummy.graphics.drawCircle(32, 32, 10);
//stage.quality = StageQuality.BEST;
var i:int = BLUR_AMOUNT;
while (i--)
{
dummy.filters = [new BlurFilter(i, i, 5)];
blurArr[i] = new BitmapData(60, 60, true, 0x0);
blurArr[i].draw(dummy);
}
stage.quality = StageQuality.LOW;
// パーティクルを生成します
for (i = 0; i < NUM_PARTICLE; i++) {
var px:Number = Math.random() * 465;
var py:Number = Math.random() * 465;
var pz:Number = Math.random() * 465 * 2 - 465;
particleList[i] = new Particle(px, py, pz, blurArr[0]);
world.addChild(particleList[i]);
}
}
private function loop( e:Event ):void {
var len:uint = particleList.length;
var col:Number;
for (var i:uint = 0; i < len; i++) {
var dots:Particle = particleList[i];
col = forceMap.getPixel( dots.x >> 1, dots.y >> 1);
dots.ax += ( (col >> 8 & 0xff) - 128 ) * .0005;
dots.ay += ( (col >> 4 & 0xff) - 128 ) * .0005;
dots.az += ( (col >> 16 & 0xff) - 128 ) * .0005;
dots.vx += dots.ax;
dots.vy += dots.ay;
dots.vz += dots.az;
dots.x += dots.vx;
dots.y += dots.vy;
dots.z += dots.vz;
var _posX:Number = dots.x;
var _posY:Number = dots.y;
var _posZ:Number = dots.z;
var depth:int = BLUR_AMOUNT / 2 - (_posZ + 465) / 930 * BLUR_AMOUNT | 0;
depth = (depth ^ (depth >> 31)) - (depth >> 31); // Math.absの高速化ね
dots.bitmap.bitmapData = blurArr[depth];
dots.ax *= .92;
dots.ay *= .92;
dots.az *= .96;
dots.vx *= .88;
dots.vy *= .88;
dots.vz *= .92;
( _posX > 465 ) ? dots.x = 0 :
( _posX < 0 ) ? dots.x = 465 : 0;
( _posY > 465 ) ? dots.y = 0 :
( _posY < 0 ) ? dots.y = 465 : 0;
( _posZ > 465 ) ? dots.z = -465 :
( _posZ < -465 ) ? dots.z = 465 : 0;
}
bmpData.colorTransform(rect, colorTransform);
bmpData.draw(world);
}
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.*;
class Particle extends Sprite{
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 bitmap:Bitmap = new Bitmap();
function Particle( x:Number, y:Number, z:Number, bmpData:BitmapData ) {
this.x = x;
this.y = y;
this.z = z;
addChild(bitmap);
this.bitmap.bitmapData = bmpData;
scaleX = 0.25;
scaleY = 0.25;
}
}