// 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]); } // デバッグ用のスタッツを表示しています addChild(new Stats); } 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; } } 3D Flow Simulation with Field of Blur