Flash三维粒子——Lorenz attractor

三维粒子 everyinch 3480℃ 0评论

本博客中关于Flash平台三维粒子的示例,以前都利用了pv3d引擎。不通过三维引擎,直接利用Flash Player 10的API能达到什么样的效果呢,下面就让我们通过构造粒子形状、粒子灯光和粒子图片运动来展示下。
Edward Lorenz通过美丽而简单的方程向我们论证了动态系统的混沌行为,由于Lorenz的发现,这个方程在混沌历史十分有名。它有4个参数,a,b,c和dt,方程为:

利用链表、Vector等优化技术构造30万个粒子来构造Lorenz attractor,方程使用ActionScript表示为:
参数:a,b,c,d
公式: finalX = x+ad(y-x)
finalY = y+d(bx-y-zx)
finalZ = z+d(xy-cz)

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.StageQuality;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	import flash.geom.Matrix3D;
	import flash.geom.PerspectiveProjection;
	import flash.geom.Rectangle;
	import flash.geom.Vector3D;

	import net.everyinch.geom.Particle;

	[SWF(width="800",height="600",frameRate="32",backgroundColor="0x000000")]
	public class ParticleShape1 extends Sprite{
		private const MAX_PARTICLES:int = 1024*300;
		private var bmpd:BitmapData = new BitmapData(800,600,false,0);
		private var buffer:Vector. = new Vector.(800*600,true);
		private var focalLength:Number;
		private var matrix:Matrix3D = new Matrix3D();
		private var particle:Particle;
		private var targetX:Number = 0.0;
		private var targetY:Number = 0.0;

		public function ParticleShape1(){
			init();
			createParticles();
			positionParticles();

			addEventListener(Event.ENTER_FRAME,onEnterframe);
		}

		private function init():void{
			stage.align = StageAlign.TOP_LEFT;
			stage.scaleMode = StageScaleMode.NO_SCALE;
			stage.frameRate = 32;
			stage.quality = StageQuality.LOW;
			stage.fullScreenSourceRect = new Rectangle(0,0,550,400);

			var perspectiveProjection:PerspectiveProjection = new PerspectiveProjection();
			perspectiveProjection.fieldOfView = 60;
			focalLength = perspectiveProjection.focalLength;

			addChild(new Bitmap(bmpd,PixelSnapping.NEVER,false));
		}

		private function createParticles():void{
			if(MAX_PARTICLES < 1) return;
			particle = new Particle();
			var p:Particle = particle;
			var numbers:int = MAX_PARTICLES;
			while(--numbers != 0){
				p.next = new Particle();
				p = p.next;
			}
		}

		// Lorenz Attractors
		// 参数:a,b,c,d
		// 公式: finalX = x+ad(y-x)
		//      finalY = y+d(bx-y-zx)
		//      finalZ = z+d(xy-cz)
		private function positionParticles():void{
			var a:Number = 16.29;
			var b:Number = 11.426;
			var c:Number = 4.699;
			var dt:Number = 0.058;

			var cx:Number = 1;
			var cy:Number = 1;
			var cz:Number = 1;
			var mx:Number = 0;
			var my:Number = 0;
			var mz:Number = 0;

			var scale:Number = 11;
			var p:Particle = particle;
			while(p != null){
				mx = cx + a*dt*(cy-cx);
				my = cy + dt*(b*cx-cy-cx*cz);
				mz = cz + dt*(cx*cy-c*cz);
				cx = mx;
				cy = my;
				cz = mz;
				p.x = mx*scale;
				p.y = my*scale;
				p.z = mz*scale;
				p = p.next;
			}
		}

		private function onEnterframe(e:Event):void{
			targetX += (mouseX - targetX)*0.1;
			targetY += (mouseY - targetY)*0.1;

			matrix.identity();
			matrix.appendRotation(targetX,Vector3D.Y_AXIS);
			matrix.appendRotation(targetY,Vector3D.X_AXIS);
			matrix.appendTranslation(0,0,10);

			var p:Particle = particle;
			var x:Number;
			var y:Number;
			var z:Number;
			var w:Number;
			var pz:Number;
			var ix:int;
			var iy:int;

			var p00:Number = matrix.rawData[0x0];
			var p01:Number = matrix.rawData[0x1];
			var p02:Number = matrix.rawData[0x2];
			var p10:Number = matrix.rawData[0x4];
			var p11:Number = matrix.rawData[0x5];
			var p12:Number = matrix.rawData[0x6];
			var p20:Number = matrix.rawData[0x8];
			var p21:Number = matrix.rawData[0x9];
			var p22:Number = matrix.rawData[0xa];
			var p32:Number = matrix.rawData[0xe];

			var width:int = 800;
			var min:int = -1;
			var max:int = buffer.length;
			var i:int;
			var b:Vector. = buffer;

			var color:uint;
			var increment:uint = 0x204444;
			var colorMax:uint = 0xFFFFFF;

			var cx:Number = 400.0;
			var cy:Number = 300.0;
			var minZ:Number = 0.0;

			var n:int = max;
			while(--n > -1){
				b[n] = 0x000000;
			}
			do{
				x = p.x;
				y = p.y;
				z = p.z;
				pz = focalLength + x*p02 + y*p12 + z*p22 + p32
				if(pz > minZ){
					w = focalLength/pz;
					ix = int(w*(x*p00+y*p10+z*p20)+cx);
					iy = int(w*(x*p01+y*p11+z*p21)+cy);
					i = int(ix+int(iy*width));
					if(i > min && i < max){ 						color = b[i]+increment; 						b[i] = color > colorMax ? colorMax : color;
					}
				}
				p = p.next;
			}while(p);
			bmpd.lock();
			bmpd.setVector(bmpd.rect,b);
			bmpd.unlock(bmpd.rect);
		}
	}
}

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