forked from: forked from: forked from: forked from: Arrows Flow Simulation / pv3d setup...mm
[PV3D] Refrection Cube / clockmaker
http://wonderfl.kayac.com/code/51b80a3181a9a11fc248c7b48bd6ce33eef5aeaa
/**
* Copyright hacker_47ryxtat ( http://wonderfl.net/user/hacker_47ryxtat )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/vlET
*/
// forked from dizgid's forked from: forked from: forked from: Arrows Flow Simulation / pv3d setup...mm
// forked from dizgid's forked from: forked from: Arrows Flow Simulation / pv3d setup
// forked from dizgid's forked from: Arrows Flow Simulation
// forked from clockmaker's Arrows Flow Simulation
// forked from nemu90kWw's BitmapData直描きにすれば残像付きでも超軽いよ
// forked from nemu90kWw's 画像をトリミングしてみた(中心点未調整)
// forked from keno42's ちょっと変えたけどそんなに速くならなかった
// forked from keno42's forked from: forked from: 速度比較したら一個前の方法が速かったっぽい
// forked from keno42's forked from: 速度比較したら一個前の方法が速かったっぽい
// forked from keno42's 速度比較したら一個前の方法が速かったっぽい
// forked from bkzen's forked from: 色と透明度もいれてみた。こんなのどうだろバージョン
// forked from bkzen's 色と透明度もいれてみた。速度向上したらいいなばーじょん
// forked from keno42's 角度計算修正、色と透明度もいれてみた。重ね順ソートが重い。
// forked from bkzen's forked from: BitmapDataで配列に格納すると高速化するよ(角度修正)
// forked from clockmaker's BitmapDataで配列に格納すると高速化するよ
// 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
/*
[PV3D] Refrection Cube / clockmaker
http://wonderfl.kayac.com/code/51b80a3181a9a11fc248c7b48bd6ce33eef5aeaa
*/
package {
//
import flash.display.*;
import flash.geom.*;
import flash.events.*;
import flash.filters.*;
import flash.utils.*;
import flash.geom.*;
import net.hires.debug.Stats;
import org.papervision3d.materials.BitmapMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.view.BasicView;
import org.papervision3d.core.effects.view.ReflectionView;
import org.papervision3d.materials.special.ParticleMaterial;
import org.papervision3d.objects.special.ParticleField;
[SWF(width="465", height="465", backgroundColor="0x0", frameRate="30")]
public class Main extends ReflectionView {
//public class Main extends BasicView {
private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 );
private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
private var seed:Number = Math.floor( Math.random() * 0xFFFF );
private var offset:Array = [new Point(), new Point()];
private var timer:Timer;
private var buffer:BitmapData = new BitmapData(465, 465, true, 0);
private var screen:Bitmap = new Bitmap(buffer);
private var particleList:Array = [];
function Main()
{
// 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();
// 矢印をプレレンダリング
var dummy:Sprite = new Sprite();
var dummyBg:Sprite = new Sprite();
var dummyHolder:Sprite = new Sprite();
dummy.graphics.beginFill(0x003399, 1);
dummy.graphics.drawPath(Vector.<int>([1,2,2,2,2,2,2,2]), Vector.<Number>([-9,-7,-3,-7,-3,-11,9,-4,-3,3,-3,-1,-9,-1,-9,-7]));
/*
dummyBg.graphics.beginFill(0x0, 1);
dummyBg.graphics.lineStyle(1, 0x0, 1);
dummyBg.graphics.drawPath(Vector.<int>([1,2,2,2,2,2,2,2]), Vector.<Number>([-9,-7,-3,-7,-3,-11,9,-4,-3,3,-3,-1,-9,-1,-9,-7]));
dummyHolder.addChild(dummyBg);
*/
dummyHolder.addChild(dummy);
//dummy.scaleX = dummy.scaleY = 0.7;
var temp:BitmapData;
var rect:Rectangle;
var matrix:Matrix = new Matrix();
var j:int = ALPHA_STEPS;
while(j--) {
var i:int = ROT_STEPS;
var k:int = j * ROT_STEPS;
dummy.alpha = j / (ALPHA_STEPS-1);
dummy.filters = dummyBg.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)),3)];
while (i--) {
matrix.identity();
matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
matrix.translate(11, 11);
temp = new BitmapData(22, 22, true, 0x0);
temp.draw(dummyHolder, matrix);
rotArr[i+k] = new DisplayImage(temp, 11, 11);
}
}
// パーティクルを生成します
for (i = 0; i < NUM_PARTICLE; i++) {particleList[i] = new Arrow(Math.random() * 465, Math.random() * 465);}
//addChild(screen);
// デバッグ用のスタッツを表示しています
//addChild(new Stats);
_setupPv3d(buffer);
Wonderfl.capture_delay(10);
}
private var _clearBmpd:BitmapData = new BitmapData(465,465,true,0x0);
private var _destPoint:Point = new Point();
private var _blurFilter:BlurFilter = new BlurFilter(8,8);
private var _drawBmpd:BitmapData;
private function loop( e:Event ):void {
var len:int = particleList.length;
var arrow:Arrow;
buffer.lock();
//buffer.fillRect(buffer.rect, 0x0);
buffer.copyPixels(_clearBmpd, _clearBmpd.rect, _destPoint);
//buffer.applyFilter(buffer, buffer.rect, _destPoint, _blurFilter);
//buffer.colorTransform(buffer.rect, new ColorTransform(1, 1, 1, 1, 20, 10, 10, 0));
particleList.sortOn("speed", Array.NUMERIC);
for (var i:int = 0; i < len; i++) {
arrow = particleList[i];
arrow.step(forceMap.getPixel( arrow.x >> 1, arrow.y >> 1));
buffer.copyPixels(arrow.img.bmp, arrow.img.bmp.rect, new Point(arrow.x-arrow.img.cx, arrow.y-arrow.img.cy));
}
buffer.unlock();
}
private function resetFunc(e:Event = null):void {
forceMap.perlinNoise(117, 117, 3, seed, false, true, 6, false, offset);
offset[0].x += 1.5;
offset[1].y += 1;
seed = Math.floor( Math.random() * 0xFFFFFF );
}
//________________________________
// pv3dSetUp
private function _setupPv3d(srcBmp:BitmapData):void
{
var field:DisplayObject3D = new DisplayObject3D();
var mat:BitmapMaterial= new BitmapMaterial(srcBmp);
/*
// Plane
mat.doubleSided = true;
var obj3d:Plane = new Plane( mat , 800, 800, 4,4 );
field.addChild(obj3d);
var obj3d_v:Plane = new Plane( mat , 800, 800, 4,4 );
obj3d_v.rotationY = 90;
field.addChild(obj3d_v);
*/
// cube
mat.doubleSided = true;
var cube:Cube = new Cube(new MaterialsList({all : mat}), 800, 800, 800);
field.addChild(cube);
/*
// sphere
var sphere:Sphere= new Sphere(mat, 600, 16,12);
field.addChild(sphere);
*/
// Particle
var pMat:ParticleMaterial = new ParticleMaterial(0x003399, 0.5);
var particles:ParticleField = new ParticleField(pMat, 400, 8, 800, 800, 800);
field.addChild(particles);
//field.container = field.createViewportLayer(viewport);
//field.container.filters = [new GlowFilter(0x003399, 0.8, 16, 16)];
this.filters = [new GlowFilter(0x003399, 0.9, 16, 16)];
scene.addChild(field);
surfaceHeight = -900;
viewportReflection.filters = [new BlurFilter(8, 8, 1)];
viewportReflection.alpha = 1.0;
addEventListener(Event.ENTER_FRAME,function():void {
field.yaw(0.5);
//particles.roll(1.5);
//particles.yaw(1.0);
camera.y = 500 + 800 * Math.sin(getTimer() / 2000);
singleRender();
});
}
}
}
import flash.display.*;
import flash.geom.*;
const NUM_PARTICLE:uint = 1500;
const ROT_STEPS:int = 128;
const ALPHA_STEPS:int = 20;
var rotArr:Vector.<DisplayImage> = new Vector.<DisplayImage>(ROT_STEPS * ALPHA_STEPS, true);
var multiplyConst:Number = 64 / Math.PI;
class DisplayImage {
public var bmp:BitmapData;
public var rect:Rectangle;
public var cx:int, cy:int;
function DisplayImage(bmp:BitmapData, cx:int, cy:int) {
this.bmp = bmp;
this.rect = bmp.rect;
this.cx = cx;
this.cy = cy;
trimming();
}
private function trimming():void {
var rect:Rectangle = bmp.getColorBoundsRect(0xFF000000, 0x00000000);
var temp:BitmapData = new BitmapData(rect.width, rect.height, true, 0x00000000);
cx -= rect.x;
cy -= rect.y;
temp.copyPixels(bmp, rect, new Point(0, 0));
bmp = temp;
}
}
class Arrow {
public var img:DisplayImage;
public var x:int, y:int;
public var vx:Number = 0, vy:Number = 0, ax:Number = 0, ay:Number = 0;
public var rot:int = 0, speed:int = 0;
function Arrow(x:int, y:int) {
this.x = x;
this.y = y;
}
public function step(col:uint):void {
ax += ( (col & 0xff) - 0x80 ) * .0005;
ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005;
vx += ax;
vy += ay;
x += vx;
y += vy;
var dir:Number = Math.atan2( vy, vx );
rot = (128 + dir * multiplyConst) & 127;
speed = Math.min(ALPHA_STEPS-1, (vx*vx + vy*vy) >> 1); // *0.5
img = rotArr[rot + ROT_STEPS * speed];
ax *= .96;
ay *= .96;
vx *= .92;
vy *= .92;
( x > 465 ) ? x = 0 : ( x < 0 ) ? x = 465 : 0;
( y > 465 ) ? y = 0 : ( y < 0 ) ? y = 465 : 0;
}
}