ff Particle Fluid
forked from 流体シミュレーション/Particle Fluid (diff: 76)
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/fDi6
*/
//
// BradSedito 2011
// SPH - Smoothed Particle Hydrodynamics
//
// | | | | | | | | | | | | | | |
package {
import flash.text.*;
import flash.filters.*;
import flash.geom.*;
import flash.events.*;
import flash.display.*;
[SWF(frameRate = 60)]
public class SPH extends Sprite
{
// Static Constructs
public static const GRAVITY:Number = 0.1;
public static const RANGE:Number = 6;
public static const RANGE2:Number = RANGE ;
public static const DENSITY:Number = 3;
public static const PRESSURE:Number = 0.01;
public static const VISCOSITY:Number = 0.01;
// Variables [Private]
private var img:BitmapData;
private var particles:Vector.<Particle>;
private var numParticles:uint;
private var color:ColorTransform;
private var filter:BlurFilter;
private var count:int;
private var press:Boolean;
public function SPH() { initialize(); }
private function initialize():void
{
color = new ColorTransform(0.5, 0.9, 0.95);
filter = new BlurFilter(10, 10, 1);
particles = new Vector.<Particle>();
numParticles = 0;
count = 0;
img = new BitmapData(465, 465, false, 0);
addChild(new Bitmap(img));
addEventListener(Event.ENTER_FRAME, frame);
stage.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void {press = true;});
stage.addEventListener(MouseEvent.MOUSE_UP, function(e:MouseEvent):void {press = false;});
}
private function frame(e:Event):void
{
if(press)
pour();
move();
img.lock();
img.colorTransform(img.rect, color);
img.applyFilter(img, img.rect, new Point(), filter);
draw();
img.unlock();
}
private function draw():void {
for(var i:int = 0; i < numParticles; i++)
{
var p:Particle = particles[i];
img.fillRect(new Rectangle(p.x - 1, p.y - 1, 2, 2), p.color);
// img.setPixel(p.x, p.y, p.color);
}
}
private function pour():void {
for(var i:int = -2; i <= 2; i++)
{
particles[numParticles++] = new Particle(mouseX + i * 8, 5);
particles[numParticles - 1].vy = 5;
}
}
private function move():void
{
count++;
var i:int;
var j:int;
var dist:Number;
var pi:Particle;
var pj:Particle;
var dx:Number;
var dy:Number;
var weight:Number;
var pressureWeight:Number;
var viscosityWeight:Number;
for(i = 0; i < numParticles; i++)
{
pi = particles[i];
pi.numNeighbors = 0;
for(j = 0; j < i; j++)
{
pj = particles[j];
if((pi.x - pj.x) * (pi.x - pj.x) + (pi.y - pj.y) * (pi.y - pj.y) < RANGE2)
{
pi.neighbors[pi.numNeighbors++] = pj;
pj.neighbors[pj.numNeighbors++] = pi;
}
}
}
for(i = 0; i < numParticles; i++)
{
pi = particles[i];
pi.density = 0;
for(j = 0; j < pi.numNeighbors; j++)
{
pj = pi.neighbors[j];
dist = Math.sqrt((pi.x - pj.x) * (pi.x - pj.x) + (pi.y - pj.y) * (pi.y - pj.y));
pi.density -= (1 - dist / RANGE) * (1 - dist / RANGE);
if (pi.x-pj.x < .1) {
pi.x = pj.x + 1*Math.random();
}
else
{
pi.x = pj.x - 1*Math.random();
}
}
if(pi.density < DENSITY)
pi.density = DENSITY;
pi.pressure = pi.density - DENSITY;
}
for(i = 0; i < numParticles; i++)
{
pi = particles[i];
pi.fx = 0;
pi.fy = 0;
for(j = 0; j < pi.numNeighbors; j++)
{
pj = pi.neighbors[j];
dx = pi.x - pj.x;
dy = pi.y - pj.y;
dist = Math.sqrt(dx * dx + dy * dy);
weight = 1 - dist / RANGE;
pressureWeight = weight * (pi.pressure + pj.pressure) / (2 * pj.density) * PRESSURE;
dist = 1 / dist;
dx *= dist;
dy *= dist;
pi.fx += dx * pressureWeight;
pi.fy += dy * pressureWeight;
viscosityWeight = weight / pj.density * VISCOSITY;
dx = pi.vx - pj.vx;
dy = pi.vy - pj.vy;
pi.fx -= dx * viscosityWeight;
pi.fy -= dy * viscosityWeight;
}
}
for(i = 0; i < numParticles; i++)
{
pi = particles[i];
pi.move();
}
}
//
}
}
// END: PUBLIC CLASS SPH EXTENDS SPRITE ///////////////////////////////////////
class Particle {
// Variables [public]
public var x:Number;
public var y:Number;
public var vx:Number;
public var vy:Number;
public var fx:Number;
public var fy:Number;
public var density:Number;
public var pressure:Number;
public var neighbors:Vector.<Particle>;
public var numNeighbors:int;
public var color:int;
public function Particle(x:Number, y:Number)
{
this.x = x;
this.y = y;
vx = vy = fx = fy = 0;
neighbors = new Vector.<Particle>();
color = 0xffffff;
}
public function move():void {
vy += SPH.GRAVITY;
vx += fx;
vy += fy;
x += vx;
y += vy;
if(x < 5)
vx += 5 - x;
if(y < 5)
vy += 5 - y;
if(x > 460)
vx += 460 - x;
if(y > 460)
vy += 460 - y;
}
//
}
// END: CLASS PARTICLE