forked from: Interactive Lissajous Curve (EFLA with setVector)
forked from Interactive Lissajous Curve (EFLA with setVector) (diff: 2)
@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
ActionScript3 source code
/**
* Copyright s8t1h12akj ( http://wonderfl.net/user/s8t1h12akj )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/8Spo
*/
// forked from bradsedito's Interactive Lissajous Curve (EFLA with setVector)
// 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) & 0x00;
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)];
}
}