package{
import __AS3__.vec.Vector;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.PixelSnapping;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.filters.BlurFilter;
import flash.geom.Matrix3D;
import flash.geom.PerspectiveProjection;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.getTimer;
import net.everyinch.geom.Particle;
[SWF(width="800",height="600",frameRate="32",backgroundColor="0x000000")]
public class ParticleLight4 extends Sprite{
private const PI2:Number = Math.PI*2;
private var bmpd:BitmapData = new BitmapData(800,600,false,0);
private var buffer:Vector.<uint> = new Vector.<uint>(800*600,true);
private var focalLength:Number;
private var matrix:Matrix3D = new Matrix3D();
private var particle:Particle = new Particle();
private var phi:Number = -Math.PI/4;
private var theta:Number = Math.PI*3/2;
public function ParticleLight4(){
init();
createParticles();
addEventListener(Event.ENTER_FRAME,onEnterframe);
}
private function init():void{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.frameRate = 62;
//stage.quality = StageQuality.LOW;
stage.fullScreenSourceRect = new Rectangle(0,0,550,400);
var perspectiveProjection:PerspectiveProjection = new PerspectiveProjection();
perspectiveProjection.fieldOfView = 60;
perspectiveProjection.projectionCenter = new Point(400,300);
focalLength = perspectiveProjection.focalLength;
addChild(new Bitmap(bmpd,PixelSnapping.NEVER,false));
}
private function createParticles():void{
var radius:Number;
var s:Number;
var t:Number;
var sMin:Number = 0;
var tMin:Number = 0;
var sMax:Number = Math.PI*2;
var tMax:Number = Math.PI;
var numS:int = 200;
var numT:int = 300;
var sInc:Number = (sMax - sMin)/numS;// 0.02094395
var tInc:Number = (tMax - tMin)/numT;// 0.01570796
var s0:Number;
var t0:Number;
var sFuzz:Number = 0;
var tFuzz:Number = 0;
var p:Particle = particle;
for(var j:int=0;j<numS;j++){
s0 = sMin + sInc*j;
for(var i:int=0;i<numT;i++){
t0 = tMin + tInc*i;
s = s0+sFuzz*(Math.random()*2-1);
t = t0+tFuzz*(Math.random()*2-1);
radius = 100*(1+0.2*Math.sin(t*6)*Math.sin(s*5));
p.x = radius*Math.sin(s)*Math.sin(t);
p.y = radius*Math.sin(s)*Math.cos(t);
p.z = radius*Math.cos(s);
p.next = new Particle();
p = p.next;
}
}
}
private function onEnterframe(e:Event):void{
var fLen:Number = 250;
var m:Number;
var i:int;
var cx:Number = bmpd.width/2;
var cy:Number = bmpd.height/2;
var ix:int;
var iy:int;
var dphi:Number = 0.015*Math.cos(getTimer()*0.000132);
var dtheta:Number = 0.017*Math.cos(getTimer()*0.000244);
phi = (phi+dphi) % PI2
theta = (theta+dtheta) % PI2;
var cosp:Number = Math.cos(phi);
var sinp:Number = Math.sin(phi);
var cost:Number = Math.cos(theta);
var sint:Number = Math.sin(theta);
var M11:Number = cost*sinp;
var M12:Number = sint*sinp;
var M31:Number = -cost*cosp;
var M32:Number = -sint*cosp;
var depth1:Number = 120;
var depth0:Number = -120;
var maxLevel:Number = 13;
var fadeRate:Number = (maxLevel-1)/(depth1-depth0);
var level:Number;
var increment:int;
var color:uint;
var blur:BlurFilter = new BlurFilter(3,3,5);
var n:int = buffer.length;
while(--n > -1){
buffer[n] = 0x000000;
}
var p:Particle = particle;
do{
var u:Number = M11*p.x + M12*p.y + cosp*p.z;
//if(u < fLen){
m = fLen/(fLen-u)
ix = int((-sint*p.x+cost*p.y)*m+cx);
iy = int((M31*p.x+M32*p.y+sinp*p.z)*m+cy);
i = int(ix+iy*bmpd.width);
color = bmpd.getPixel(ix,iy);
increment = fadeRate*(u-depth0)+1;
increment = (increment > maxLevel) ? maxLevel : (increment < 0 ? 0 : increment);
level = (color >> 16)+increment;
//level = level << 1;
level = (level > 255)?255:level;
color = (level << 16) | (level << 8) | level >> 1;
buffer[i] = color;
//}
p = p.next;
}while(p);
bmpd.lock();
bmpd.setVector(bmpd.rect,buffer);
bmpd.unlock(bmpd.rect);
}
}
}
转载请注明:陈童的博客 » Flash三维粒子光线变化4
