forked from: 重力マウス(100万パーティクル)
forked from 重力マウス(100万パーティクル) (diff: 112)
リンクリストにしてみたけどそんなに速くない?? _bmd.fillRect()を_bmd.setPixel()に変更。 sin(),cos(),atan2(),sqrt()を排除。 Add final class / mouseEnalbled = false by clockmaker CJ Cat: Used vector instead of linked list. clockmaker: while文の処理を4回コピペしてイテレーションの回数を減らす 100万で30fps (FP10.1 Release))
ActionScript3 source code
/**
* Copyright Thy ( http://wonderfl.net/user/Thy )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/fwzb
*/
// forked from clockmaker's 重力マウス(100万パーティクル)
// forked from cjcat2266's 重力マウス(プチ軽量化:25万パーティクル)
// forked from clockmaker's 重力マウス(プチ軽量化:10万パーティクル)
// forked from coppieee's 重力マウス(さらに軽量化してみた)
// forked from paq's forked from: 重力マウス(ちょっぴり軽量化してみた)
// forked from fumix's 重力マウス(リンクリストにしてみた)
// forked from undo's 重力マウス
// リンクリストにしてみたけどそんなに速くない??
//_bmd.fillRect()を_bmd.setPixel()に変更。
//sin(),cos(),atan2(),sqrt()を排除。
// Add final class / mouseEnalbled = false by clockmaker
// CJ Cat: Used vector instead of linked list.
// clockmaker: while文の処理を4回コピペしてイテレーションの回数を減らす 100万で30fps (FP10.1 Release))
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.ByteArray;
import net.hires.debug.Stats;
[SWF(frameRate='48', width='465', height='465', backgroundColor='0x0')]
public class Main extends Sprite {
private var _bmp:Bitmap;
private var _bmd:BitmapData;
private var _bmdRect:Rectangle;
private var _colorTransform:ColorTransform = new ColorTransform(0.97, 0.9, 0.9, 1.0);
private const _maxNum:int = 1000000;
private var _cnt:int = 0;
private const _particleData:Vector.<Number> = new Vector.<Number>(_maxNum * 4, true);
private var ba:ByteArray
public function Main() {
if(stage) init(null);
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(evt:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
this.stage.align = StageAlign.TOP_LEFT;
this.stage.scaleMode = StageScaleMode.NO_SCALE;
this.stage.quality = "low";
this.mouseEnabled = false;
this.mouseChildren = false;
_bmd = new BitmapData(465, 465, false, 0x0);
_bmp = new Bitmap(_bmd);
addChild(_bmp);
this._bmdRect = _bmd.rect;
var i0:int, i1:int, i2:int, i3:int;
i0 = 0;
while (i0 < _maxNum) {
i1 = i0;
i2 = ++i1;
i3 = ++i2;
i3++;
_particleData[i0] = Math.random() * 465;
_particleData[i1] = Math.random() * 465;
_particleData[i2] = 0;
_particleData[i3] = 0;
i0 = ++i3;
}
ba = new ByteArray()
ba.length = 465*465
addChild(new Stats());
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(evt:Event):void {
var gravPoint_x:Number = mouseX;
var gravPoint_y:Number = mouseY;
var calc:Boolean = Boolean((_cnt & 7) == 0) /*_cnt % 7 == 0;*/
this._bmd.lock();
var diff_x:Number, diff_y:Number, acc:Number
var i0:uint, i1:uint, i2:uint, i3:uint, j0:uint, j1:uint, j2:uint, j3:uint, k0:uint, k1:uint, k2:uint, k3:uint, l0:uint, l1:uint, l2:uint, l3:uint;
i0 = 0;
while (i0 < _maxNum)
{
i1 = i0;
i2 = ++i1;
i3 = ++i2;
j0 = ++i3;
j1 = ++j0;
j2 = ++j1;
j3 = ++j2;
k0 = ++j3;
k1 = ++k0;
k2 = ++k1;
k3 = ++k2;
l0 = ++k3;
l1 = ++l0;
l2 = ++l1;
l3 = ++l2;
++l3;
if(calc){
diff_x = gravPoint_x - _particleData[i0];
diff_y = gravPoint_y - _particleData[i1];
acc = 200 / (diff_x * diff_x + diff_y * diff_y);
_particleData[i0] += (_particleData[i2] = _particleData[i2]*.96 + acc * diff_x)
_particleData[i1] += (_particleData[i3] = _particleData[i3]*.96 + acc * diff_y)
//
diff_x = gravPoint_x - _particleData[j0];
diff_y = gravPoint_y - _particleData[j1];
acc = 200 / (diff_x * diff_x + diff_y * diff_y);
_particleData[j0] += (_particleData[j2] = _particleData[j2]*.96 + acc * diff_x)
_particleData[j1] += (_particleData[j3] = _particleData[j3] *.96 + acc * diff_y)
//
diff_x = gravPoint_x - _particleData[k0];
diff_y = gravPoint_y - _particleData[k1];
acc = 200 / (diff_x * diff_x + diff_y * diff_y);
_particleData[k0] += (_particleData[k2] = _particleData[k2]*.96 + acc * diff_x)
_particleData[k1] += (_particleData[k3] = _particleData[k3] *.96 + acc * diff_y)
//
diff_x = gravPoint_x - _particleData[l0];
diff_y = gravPoint_y - _particleData[l1];
acc = 200 / (diff_x * diff_x + diff_y * diff_y);
_particleData[l0] += (_particleData[l2] = _particleData[l2]*.96 + acc * diff_x)
_particleData[l1] += (_particleData[l3] = _particleData[l3] *.96 + acc * diff_y)
} else
{
_particleData[i0] += (_particleData[i2])
_particleData[i1] += (_particleData[i3])
//
_particleData[j0] += (_particleData[j2])
_particleData[j1] += (_particleData[j3])
//
_particleData[k0] += (_particleData[k2])
_particleData[k1] += (_particleData[k3])
//
_particleData[l0] += (_particleData[l2])
_particleData[l1] += (_particleData[l3])
}
ba.position = uint(_particleData[i0]) * 465 + uint(_particleData[i1])
ba.writeBoolean(true)
ba.position = uint(_particleData[j0]) * 465 + uint(_particleData[j1])
ba.writeBoolean(true)
ba.position = uint(_particleData[k0]) * 465 + uint(_particleData[k1])
ba.writeBoolean(true)
ba.position = uint(_particleData[l0]) * 465 + uint(_particleData[l1])
ba.writeBoolean(true)
i0 = ++l3;
}
// draw pixels and apply col
ba.position = 0
i1 = 0 // re-use uint for loop
while (i1 < 465)
{
i0=0
while (i0 < 465)
{
/*this._bmd.setPixel(i1,i0,uint(ba.readBoolean())*0xFFFFFF)*/
if (ba.readBoolean())
{
this._bmd.setPixel(i1,i0,0xFFFFFF)
} else
{
this._bmd.setPixel(i1,i0, ((this._bmd.getPixel(i1,i0)>>16) * .9) << 16)
}
++i0
}
++i1
}
ba.clear()
ba.length = 465 * 465
this._bmd.unlock();
_cnt++;
}
}
}