Interactive Lissajous Curve (EFLA with setVector)

by bradsedito forked from forkoptimized from: Lissajous Curve (EFLA + setVector + LUT) (diff: 3)
♥0 | Line 255 | Modified 2011-08-10 03:47:46 | MIT License
play

ActionScript3 source code

/**
 * Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/6fK1
 */

// forked from lespleen's forked from: Lissajous Curve (EFLA with setVector)
// forked from esimov's Lissajous Curve
/* @title LISSAJOUS CURVE
 * @author Simo Endre (esimov)
 *
 * AS3 port of bit101 Lissajous Curve experiment (http://www.bit-101.com/jscanvas/webs_02.html)
 * Core drawing implementation significantly changed for better optimization.
 * Tryed with vector implementation but performance was pretty poor, so changed to bitmap drawing
 * and implemented Xiaolin Wu antialiasing algorithm (http://en.wikipedia.org/wiki/Xiaolin_Wu%27s_line_algorithm)
 * 
 * Best viewed on very high resolution.
 * Click on stage to clear and reactivate
 * 
 */

package
{
    import flash.display.AVM1Movie;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Graphics;
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Rectangle;
    
    [SWF (backgroundColor = 0xffffff, width = '465', height ='465')] 
    
    public class LissajousCurve extends Sprite
    {
        private const WIDTH:Number = stage.stageWidth
        private const HEIGHT:Number = stage.stageHeight;
        
        private var _screen:Sprite;
        private var _dist:Number;
        private var _angleX:Number = 0;
        private var _angleY:Number = 0;
        private var _speedX:Number = Math.random() * 0.1 - 0.05;
        private var _speedY:Number = Math.random() * 0.1 - 0.05;
        private var _points:Array = new Array();
        private var _bmd:BitmapData;
        private var _bmp:Bitmap;
        
        private var sqrtLUT:LUT;
         
        public  var _pixels:Vector.<uint>; 
        
        public function LissajousCurve()
        {
            if (stage) {
                 init(null) 
            }
            else
            {
                addEventListener(Event.ADDED_TO_STAGE, init, false, 0, true);
            }
        }
        
        private function init(e:Event):void
        {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            
            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.frameRate = 60;
            stage.fullScreenSourceRect = new Rectangle(0, 0, WIDTH, HEIGHT);
            
            start();
        }
        
        private function start():void
        {
            Wonderfl.capture_delay (15);
            
            _screen = new Sprite();
            addChild(_screen);
            
             _bmd = new BitmapData(WIDTH, HEIGHT, true, 0x0);
             _pixels = _bmd.getVector( _bmd.rect )
           
            _bmp = new Bitmap(_bmd);
            _screen.addChild(_bmp);
        
        
            sqrtLUT =  new LUT(2, 200000, Math.sqrt);
                                
            stage.addEventListener(MouseEvent.CLICK, onClick, false, 0, true);
            stage.addEventListener(Event.ENTER_FRAME, onStart,false, 0, true);
        }
        
        private function onClick(e:MouseEvent):void
        {
            stage.removeEventListener(Event.ENTER_FRAME, onStart);
            
            _bmd.fillRect(_bmd.rect, 0x00000000);
            
            resetFunc();
            
            stage.addEventListener(Event.ENTER_FRAME, onStart,false, 0, true);
        }
        
        
        /**
         *    "Extremely Fast Line Algorithm"
         *    @author     Po-Han Lin (original version: http://www.edepot.com/algorithm.html)
         *    @author     Simo Santavirta (AS3 port: http://www.simppa.fi/blog/?p=521) 
         *     
         */
        private function efla( pixels:Vector.<uint>, bmd:BitmapData, x:int, y:int, x2:int, y2:int, color:uint): void
        {
            var shortLen:int = y2-y;
            var longLen:int = x2-x;
            var yLonger:Boolean
            var index:uint =0  
            
            if ( (shortLen ^ (shortLen >> 31)) - (shortLen >> 31) > (longLen ^ (longLen >> 31)) - (longLen >> 31))
            {
                shortLen ^= longLen;
                longLen ^= shortLen;
                shortLen ^= longLen;
                yLonger = true;
            }
            else
            {
                yLonger = false;
            }
 
            var inc:int = longLen < 0 ? -1 : 1;
            
            var i:int = 0
            var multDiff:Number = longLen == 0 ? shortLen : shortLen / longLen;
            
            if (yLonger)
            {
                for (i = 0; i != longLen; i += inc)
                {
                  //bmd.setPixel(x + i*multDiff, y+i, color);
                  pixels[ xyToOff(x + i*multDiff, y+i, WIDTH)  ] = color
                }
            }
            else
            {
                for (i = 0; i != longLen; i += inc)
                {
                   //bmd.setPixel(x+i, y+i*multDiff, color);
                   pixels[ xyToOff( x+i, y+i*multDiff, WIDTH)] = color
                    //pixels[ int( (y+i*multDiff)*WIDTH +(x+i) ) ] = color
                }
            }
       }
        
       private function xyToOff( x:int , y:int , width:int ): int {
            return (y * width) + x;
        }
        
        private function resetFunc():void
        {
            _points.splice(0, _points.length);
            _dist = 0;
            
            _angleX = Math.random() * Math.PI / 2;
            _angleY = - Math.random() * Math.PI / 4;
            _speedX = Math.random() * 0.1 - 0.05;
            _speedY = Math.random() * 0.1 - 0.05;
        }
        
        
        /**
         *    "Xiaolin Wu's line algorithm with anti aliasing"
         *    http://en.wikipedia.org/wiki/Xiaolin_Wu%27s_line_algorithm
         *    Recommended http://www.bytearray.org/?p=67
         */
         
        private function AALine(bmd:BitmapData, x1:int, y1:int, x2:int, y2:int, c:uint):void
        {
            var steep:Boolean = (y2 - y1) < 0 ? -(y2 - y1) : (y2 - y1) > (x2 - x1) < 0 ? -(x2 - x1) : (x2 - x1);
            var dx:Number = x2 - x1;
            var dy:Number = y2 - y1;
            var swap:int;
            var alpha:Number;
            
            if (steep)
            {
                swap = x1; x1 = y1; y1 = swap;
                swap = x2; x2 = y2; y2 = swap;
                swap = dx; dx = dy; dy = swap;
            }
            
            if (x1 > x2)
            {
                swap = x1; x1 = x2; x2 = swap;
                swap = y1; y1 = y2; y2 = swap;
            }
            
            var gradient:Number = dy / dx;
            var xend:Number = x1;
            var yend:Number = y1 + gradient * (xend - x1);
            var xgap:Number = 1.0 - ((x1 + 0.5) % 1.0);
            var xpx1:int = int(xend);
            var ypx1:int = yend;
            
            alpha = (1.0 - (yend % 1.0)) * xgap;
            drawAlpha(bmd, ypx1, xpx1, alpha, c);
            
            alpha = (yend % 1.0) * xgap;
            drawAlpha(bmd, ypx1, xpx1 + 1, alpha, c);
            
            var intery:Number = yend + gradient;
            
            xend = x2;
            yend = y2 + gradient * (xend - x2);
            xgap = (x2 + 0.5) % 1.0;
            var xpx2:int = int(xend);
            var ypx2:int = yend;
            
            alpha = (1 - (yend % 1)) * xgap;
            drawAlpha(bmd, ypx2, xpx2, alpha, c);
            
            alpha = (yend % 1.0) * xgap;
            drawAlpha(bmd, ypx2, xpx2 + 1, alpha, c);
            
            var x:int = xpx1;
            bmd.lock();
            while (x++ < xpx2)
            {
                alpha = (1 - (intery % 1.0));
                drawAlpha(bmd, intery, x, alpha, c);
                alpha = (intery % 1.0);
                drawAlpha(bmd, intery + 1, x, alpha, c);
                intery = intery + gradient;
            }
            bmd.unlock();
        }
        
            
        private function drawAlpha(bmd:BitmapData, x:int, y:int, a:Number, c:Number):void
        {
            var pc:uint = bmd.getPixel32(x, y);
            var r0:uint = (pc & 0x00ff0000) >> 16;
            var g0:uint = (pc & 0x0000ff00) >> 08;
            var b0:uint = (pc & 0x000000ff) >> 00;
            
            var r1:uint = (c & 0x00ff0000) >> 16;
            var g1:uint = (c & 0x0000ff00) >> 08;
            var b1:uint = (c & 0x000000ff) >> 00;
            
            var ac:Number = 0xff;
            var rc:Number = r1*a+r0*(1-a);
            var gc:Number = g1*a+g0*(1-a);
            var bc:Number = b1*a+b0*(1-a);
            
            var color:uint = (ac << 24) + (rc << 16) + (gc << 08) + bc;
            bmd.setPixel32(x, y, color);
        }
        
        private function onStart(e:Event):void
        {            
            var p0:Node = new Node();
            var p1:Node = new Node();
            var dx:Number;
            var dy:Number;
            var color:uint = 0xff000000;
            
            p1.x = WIDTH / 2 + Math.cos(_angleX) * WIDTH / 2;
            p1.y = HEIGHT / 2 + Math.sin(_angleY) * HEIGHT / 2;
            
            _angleX += _speedX;
            _angleY += _speedY;
            _speedX += Math.random() * 0.01 - 0.005;
            _speedY += Math.random() * 0.01 - 0.005;
            _speedX *= 0.995;
            _speedY *= 0.995;
            
            _bmd.lock()
            for (var i:int = 0; i < _points.length; i++)
            {
                p0 = _points[i];                     
                dx = p0.x - p1.x;;
                dy = p0.y - p1.y;
                
                //_dist = Math.sqrt(dx * dx + dy * dy);
                
                _dist = sqrtLUT.val( dx * dx + dy * dy ) ;
                
                if (_dist < 1) return;
                
                if (_dist < 40)
                {
                    var alpha:uint    = (color >> 24) & 0xff;
                    var red:uint    = (color >> 16) & 0xff;
                    var green:uint    = (color >> 08) & 0xff;
                    var blue:uint    = (color >> 00) & 0xff;
                    
                    var min:Number = Math.min(alpha - _dist / 80, 0xff);
                    var max:Number = Math.max(117, min);
                    
                    alpha = (alpha < 0xff) ? max : min;
                    red = (red < 255) ? red - (_dist * 0.48) : 255 - (_dist * 0.78);
                    green = (green < 255) ? green - (_dist * 0.69) : 255 - (_dist * 0.29);
                    blue = (blue < 255) ? blue - (_dist * 0.34) : 255 - (_dist * 0.45);
                    
                    color = (alpha << 24) | (red << 16) | (green << 08) | blue;
                    
                    //Uncomment this line to test with FAST LINE ALGORITHM
                    efla( _pixels, _bmd, p0.x, p0.y, p1.x, p1.y, color);
                    //AALine(_bmd, p0.x, p0.y, p1.x, p1.y, color);
                }
            } 
            
            _bmd.setVector( _bmd.rect, _pixels);
            _bmd.unlock()
            
            _points.push(p1);
        }
    }    
    
    
}


class Node
{
    public var x:Number;
    public var y:Number;
        
    public function Node():void
    {
            
    }
}

  /**
    *   A generic lookup table useful for caching the results of a function
    *   @author Jackson Dunstan
    */
    class LUT
    {
        /** Table of function values*/
        public var table:Vector.<Number>;
 
        /** 10^decimals of precision*/
        public var pow:Number;
 
        /**
        *   Make the look up table
        *   @param max Maximum value to cache
        *   @param numDigits Number of digits places of precision
        *   @param func Function to call to generate stored values.
        *               Must be valid on [0,max).
        *   @throws Error If func is null or invalid on [0,max)
        */
        public function LUT(numDigits:uint, max:Number, func:Function)
        {
            var pow:Number = this.pow = Math.pow(10, numDigits);
            var round:Number = 1.0 / pow;
            var len:uint = 1 + max*pow;
            var table:Vector.<Number> = this.table = new Vector.<Number>(len);
 
            var val:Number = 0;
            for (var i:uint = 0; i < len; ++i)
            {
                table[i] = func(val);
                val += round;
            }
        }
 
        /**
        *   Look up the value of the given input
        *   @param val Input value to look up the value of
        *   @return The value of the given input
        */
        public function val(val:Number): Number
        {
            return this.table[int(val*this.pow)];
        }
    }

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