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forked from: BitmapDataで配列に格納すると高速化するよ(角度修正) forked from: forked from: BitmapDataで配列に格納すると高速化するよ(角度修正)
- // 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
- package
- {
- /**
- * 矢印がいっぱいなんだけど、高速なデモ
- * 画質はディフォルトの StageQuality.HIGH で
- * 矢印 1000個
- * @author Yasu
- */
- import flash.display.*;
- import flash.geom.*;
- import flash.events.*;
- import flash.utils.*;
- import flash.geom.*;
- import net.hires.debug.Stats;
- [SWF(width="465", height="465", backgroundColor="0xFFFFFF")]
- public class Main extends Sprite {
- private const NUM_PARTICLE:uint = 1000;
- private const ROT_STEPS:int = 120;
- private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 );
- private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
- private var particleList:Vector.<Arrow> = new Vector.<Arrow>(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 timer:Timer;
- private var world:Sprite = new Sprite();
- private var rotArr:Vector.<BitmapData> = new Vector.<BitmapData>(ROT_STEPS, true);
- public function Main() {
- stage.align = StageAlign.TOP_LEFT;
- stage.scaleMode = StageScaleMode.NO_SCALE;
- stage.frameRate = 60;
- addChild(world);
- // 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();
- dummy.graphics.beginFill(0xFFFFFF, 1);
- dummy.graphics.lineStyle(1, 0x0, 1);
- dummy.graphics.moveTo(2, 4);
- dummy.graphics.lineTo(8, 4);
- dummy.graphics.lineTo(8, 0);
- dummy.graphics.lineTo(20, 7);
- dummy.graphics.lineTo(8, 14);
- dummy.graphics.lineTo(8, 10);
- dummy.graphics.lineTo(2, 10);
- dummy.graphics.lineTo(2, 4);
- var matrix:Matrix;
- var i:int = ROT_STEPS;
- while (i--)
- {
- matrix = new Matrix();
- matrix.translate( -11, -11);
- matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
- matrix.translate( 11, 11);
- rotArr[i] = new BitmapData(22, 22, true, 0x0);
- rotArr[i].draw(dummy, matrix);
- }
- // 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;
- particleList[i] = new Arrow(px, py);
- 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 arrow:Arrow = particleList[i];
- var oldX:Number = arrow.x;
- var oldY:Number = arrow.y;
- col = forceMap.getPixel( arrow.x >> 1, arrow.y >> 1);
- arrow.ax += ( (col & 0xff) - 0x80 ) * .0005;
- arrow.ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005;
- arrow.vx += arrow.ax;
- arrow.vy += arrow.ay;
- arrow.x += arrow.vx;
- arrow.y += arrow.vy;
- var _posX:Number = arrow.x;
- var _posY:Number = arrow.y;
- var rot:Number = - Math.atan2((_posX - oldX), (_posY - oldY)) * 180 / Math.PI + 90;
- var angle:int = rot / 360 * ROT_STEPS | 0;
- // Math.absの高速化ね
- // angle = (angle ^ (angle >> 31)) - (angle >> 31);
- angle = (angle + 130) & 119; // (angle + 130) % 120 の高速化
- arrow.rot += (angle - arrow.rot) * 0.2;
- arrow.bitmapData = rotArr[arrow.rot];
- arrow.ax *= .96;
- arrow.ay *= .96;
- arrow.vx *= .92;
- arrow.vy *= .92;
- // あと配置座標を整数化しておきます
- arrow.x = arrow.x | 0;
- arrow.y = arrow.y | 0;
- ( _posX > 465 ) ? arrow.x = 0 :
- ( _posX < 0 ) ? arrow.x = 465 : 0;
- ( _posY > 465 ) ? arrow.y = 0 :
- ( _posY < 0 ) ? arrow.y = 465 : 0;
- }
- }
- 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 );
- }
- }
- }
- import flash.display.*;
- class Arrow extends Bitmap
- {
- public var rot:int = 0;
- public var vx:Number = 0;
- public var vy:Number = 0;
- public var ax:Number = 0;
- public var ay:Number = 0;
- function Arrow( x:Number, y:Number) {
- this.x = x;
- this.y = y;
- }
- }
forked from: BitmapDataで配列に格納すると高速化するよ(角度修正) 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
- package
- {
- /**
- * 矢印がいっぱいなんだけど、高速なデモ
- * 画質はディフォルトの StageQuality.HIGH で
- * 矢印 1000個
- * @author Yasu
- */
- import flash.display.*;
- import flash.geom.*;
- import flash.events.*;
- import flash.filters.*;
- import flash.utils.*;
- import flash.geom.*;
- import net.hires.debug.Stats;
- [SWF(width="465", height="465", backgroundColor="0xFFFFFF")]
- public class Main extends Sprite {
- private const NUM_PARTICLE:uint = 1000;
- private const ROT_STEPS:int = 120;
- private const ALPHA_STEPS:int = 10;
- private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 );
- private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
- private var particleList:Vector.<Arrow> = new Vector.<Arrow>(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 timer:Timer;
- private var world:Sprite = new Sprite();
- private var worldAlphaChildren:Vector.<Sprite> = new Vector.<Sprite>(ALPHA_STEPS,true);
- private var rotArr:Vector.<BitmapData> = new Vector.<BitmapData>(ROT_STEPS * ALPHA_STEPS, true);
- public function Main() {
- stage.align = StageAlign.TOP_LEFT;
- stage.scaleMode = StageScaleMode.NO_SCALE;
- stage.frameRate = 60;
- addChild(world);
- // 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();
- dummy.graphics.beginFill(0xFF4444, 1);
- dummy.graphics.lineStyle(1, 0x0, 1);
- dummy.graphics.moveTo(2, 4);
- dummy.graphics.lineTo(8, 4);
- dummy.graphics.lineTo(8, 0);
- dummy.graphics.lineTo(20, 7);
- dummy.graphics.lineTo(8, 14);
- dummy.graphics.lineTo(8, 10);
- dummy.graphics.lineTo(2, 10);
- dummy.graphics.lineTo(2, 4);
- var dummyBg:Sprite = new Sprite();
- dummyBg.graphics.beginFill(0x4444FF, 0.5);
- dummyBg.graphics.lineStyle(1, 0x0, 1);
- dummyBg.graphics.moveTo(2, 4);
- dummyBg.graphics.lineTo(8, 4);
- dummyBg.graphics.lineTo(8, 0);
- dummyBg.graphics.lineTo(20, 7);
- dummyBg.graphics.lineTo(8, 14);
- dummyBg.graphics.lineTo(8, 10);
- dummyBg.graphics.lineTo(2, 10);
- dummyBg.graphics.lineTo(2, 4);
- var dummyHolder:Sprite = new Sprite();
- dummyHolder.addChild(dummyBg);
- dummyHolder.addChild(dummy);
- var matrix:Matrix;
- var j:int = ALPHA_STEPS;
- while(j--){
- var i:int = ROT_STEPS;
- var k:int = j * ROT_STEPS;
- worldAlphaChildren[ALPHA_STEPS-1-j] = new Sprite();
- world.addChild( worldAlphaChildren[ALPHA_STEPS-1-j] );
- dummy.alpha = j / (ALPHA_STEPS-1);
- dummyBg.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)))];
- dummy.filters = [new BlurFilter(4.0*(1.0 - j / (ALPHA_STEPS-1)),4.0*(1.0 - j / (ALPHA_STEPS-1)))];
- while (i--)
- {
- matrix = new Matrix();
- matrix.translate( -11, -11);
- matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
- matrix.translate( 11, 11);
- rotArr[i+k] = new BitmapData(22, 22, true, 0x0);
- rotArr[i+k].draw(dummyHolder, matrix);
- }
- }
- // 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;
- particleList[i] = new Arrow(px, py);
- 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 arrow:Arrow = particleList[i];
- var oldX:Number = arrow.x;
- var oldY:Number = arrow.y;
- col = forceMap.getPixel( arrow.x >> 1, arrow.y >> 1);
- arrow.ax += ( (col & 0xff) - 0x80 ) * .0005;
- arrow.ay += ( (col >> 8 & 0xff) - 0x80 ) * .0005;
- arrow.vx += arrow.ax;
- arrow.vy += arrow.ay;
- arrow.x += arrow.vx;
- arrow.y += arrow.vy;
- var _posX:Number = arrow.x;
- var _posY:Number = arrow.y;
- // rot成分
- var rot:Number = - Math.atan2((_posX - oldX), (_posY - oldY)) * 180 / Math.PI + 90;
- var angle:int = rot / 360 * ROT_STEPS | 0;
- // Math.absの高速化ね
- // angle = (angle ^ (angle >> 31)) - (angle >> 31);
- // angle = (angle + 130) & 119; // (angle + 130) % 120 の高速化
- // ↑これ & 2^n-1 になるときでないと使えないと思う
- angle = (angle + 130) % 120;
- arrow.rot += (angle - arrow.rot) * 0.2;
- // alpha成分
- var speed:int = (arrow.vx*arrow.vx + arrow.vy*arrow.vy) >> 1; // *0.5
- speed = Math.min(ALPHA_STEPS-1, speed);
- arrow.bitmapData = rotArr[arrow.rot + ROT_STEPS * speed];
- // speedに応じてソート。これが重い
- arrow.parent.removeChild(arrow);
- worldAlphaChildren[speed].addChild(arrow);
- arrow.ax *= .96;
- arrow.ay *= .96;
- arrow.vx *= .92;
- arrow.vy *= .92;
- // あと配置座標を整数化しておきます
- arrow.x = arrow.x | 0;
- arrow.y = arrow.y | 0;
- ( _posX > 465 ) ? arrow.x = 0 :
- ( _posX < 0 ) ? arrow.x = 465 : 0;
- ( _posY > 465 ) ? arrow.y = 0 :
- ( _posY < 0 ) ? arrow.y = 465 : 0;
- }
- }
- 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 );
- }
- }
- }
- import flash.display.*;
- class Arrow extends Bitmap
- {
- public var rot:int = 0;
- public var vx:Number = 0;
- public var vy:Number = 0;
- public var ax:Number = 0;
- public var ay:Number = 0;
- function Arrow( x:Number, y:Number) {
- this.x = x;
- this.y = y;
- }
- }
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