Beautifl - Flash Gallery

Preview

250000 particle flow shimulation
fladdict 2009年8月27日 All rights reserved
?
なんかいっぱい動かすテスト  
洗濯機みたいになってます。  
@author jc at bk-zen.com
      // forked from fladdict's 20万個ぱーてぃくる 途中で飽きたけど 25万個は狙えるはず
// forked from beinteractive's forked from: 10万個ぱーてぃくる - 軽く高速化
// forked from bkzen's 10万個ぱーてぃくる
package  
{
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import net.hires.debug.Stats;
    
    /**
     * なんかいっぱい動かすテスト
     * 洗濯機みたいになってます。
     * @author jc at bk-zen.com
     */
    [SWF(backgroundColor = "0x000000", frameRate = "30")]
    public class Test3 extends Sprite
    {
        protected const NUM_OF_PARTICLES: int = 250000;
        private var main: TestMain;
        
        public function Test3() 
        {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE, init);
        }
        
        private function init(e:Event = null):void 
        {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            //
            main = new TestMain(stage.stageWidth, stage.stageHeight, NUM_OF_PARTICLES);
            addChild(main.view);
            addChild(new Stats());
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.align = StageAlign.TOP_LEFT;
            stage.addEventListener(Event.RESIZE, onResize);
            stage.addEventListener(MouseEvent.CLICK, onClick);
            addEventListener(Event.ENTER_FRAME, onEnter);
            
        }
        
        private function onClick(e:MouseEvent):void 
        {
            main.change();
        }
        
        private function onEnter(e:Event):void 
        {
            main.draw(mouseX, mouseY);
        }
        // りサイズ (未実装)
        private function onResize(e:Event):void 
        {
            main.resize(stage.stageWidth, stage.stageHeight);
        }
    }
}

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.utils.ByteArray;
class TestMain
{
    private var w: int;
    private var h: int;
    private var mw: int;
    private var mh: int;
    public var view: Bitmap;
    private var bmpData: BitmapData;
    private var forceMap: BitmapData;
        private var forceCache: Array;
    private var randomSeed: int;
    private var particles: Particle;
    private var num: int;
    private var color: uint = 0xF0F0FF;
    private var count: int = 0;
    private var colorTr: ColorTransform;

        private var cnt:int = 0;

        //forcemap を getPixel で計算すると重いので、色はキャッシュする。
        private var forceVector:Vector.<int>;
        private var fxVector:Vector.<int>;
        private var fyVector:Vector.<int>;
    
    public function TestMain(w: int, h: int, numOfParticles: int)
    {
        this.w = w;
        mw = w >> 1;
        this.h = h;
        mh = h >> 1;
        bmpData = new BitmapData(w, h, false, 0x00000000);
        forceMap = new BitmapData(mw, mh, false);
        
                
        view = new Bitmap(bmpData);
        num = numOfParticles;
        var i: int;
        var prev: Particle = particles = new Particle();
        var p: Particle;
        while (++i <= num)
        {
            p = new Particle();
            p.x = Math.random() * w;
            p.y = Math.random() * h;
                        p.rnd = (Math.random()*0.2 + 0.9) * 0.003;
            prev.next = p;
            prev = p;
        }
        colorTr = new ColorTransform(1, 1, 1, 1, -20, -20, -20);

                change();
                
                
    }
    // 描画、マウスの判定を後で追加予定
    public function draw(mouseX: Number, mouseY: Number): void
    {
                cnt++;
                if(cnt>100){
                   change();
                   cnt = 0;
                }
        var p: Particle = particles;
        var col: uint;
                var forceIndex:int;
        bmpData.lock();
        bmpData.colorTransform(bmpData.rect, colorTr);
        while ((p = p.next) != null)
        {
                        forceIndex = (p.y>>2) * mw + (p.x>>2);

                        //2万個以上はパーティクルの座標が重なった場合の対策をしないと、
                        //まったく同じ動きをするので意味がないので p.rndに乱数を持たせて、力に揺らぎを与える。                     
            p.vx = p.vx * 0.99 + fxVector[forceIndex] * p.rnd;
                        p.vy = p.vy * 0.99 + fyVector[forceIndex] * p.rnd;
                        p.x += p.vx;
            p.y += p.vy;

            if (p.x < 0) p.x += w;
            else if (p.x >= w) p.x -= w;
            if (p.y < 0) p.y += h;
            else if (p.y >= h) p.y -= h;
            bmpData.setPixel(p.x >> 0, p.y >> 0, p.col);
        }
        bmpData.unlock();
    }
    
    public function change(): void
    {
                /**
                この処理は重いので、本当は次のforcemapの生成をバックグラウンドで少しづつ行って、完成したら切り替えるようにする。
                */
        forceMap.perlinNoise(128, 128, 8, Math.random() * 0xFFFF, false, true, 7, false);

                if(!forceVector){
                    fxVector = new Vector.<int>(mw*mh,true);
                    fyVector = new Vector.<int>(mw*mh,true);
                }
                //force mapをキャッシュする
                for(var yy:int=0; yy<mh; yy++){
                    for(var xx:int=0; xx<mw; xx++){
                        var col:int = forceMap.getPixel(xx,yy);
                        var pos:int = yy*mw+xx;
                        fxVector[pos] = (col>>16&0xff)-128;
                        fyVector[pos] = (col>>8&0xff)-128;
                    }
                }
    }
    
    public function resize(w: Number, h: Number): void
    {
        this.w = w;
        this.h = h;
        if (bmpData) 
        {
            bmpData.dispose();
        }
        bmpData = new BitmapData(w, h, false, 0x00000000);
        view.bitmapData = bmpData;
    }
}

class Particle
{
    public var x: Number = 0;
    public var y: Number = 0;
    public var vx: Number = 0;
    public var vy: Number = 0;
        public var rnd: Number = 0;
        public var col:int= Math.random()*256*256*256;
    public var next: Particle;
    
    public function Particle()
    {
        
    }
}