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.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 ParticleShape4 extends Sprite{
private const PI2:Number = Math.PI*2;
private var bmpd:BitmapData = new BitmapData(800,600,false,0);
private var buffer:Vector.
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 ParticleShape4(){
init();
createParticles();
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;
perspectiveProjection.projectionCenter = new Point(400,300);
focalLength = perspectiveProjection.focalLength;
addChild(new Bitmap(bmpd,PixelSnapping.NEVER,false));
}
private function createParticles():void{
var radius1:Number = 90;
var radius2:Number = 20;
var s:Number;
var t:Number;
var sMin:Number = -Math.PI;
var tMin:Number = -1;
var sMax:Number = Math.PI;
var tMax:Number = 1;
var numS:int = 400;
var numT:int = 400;
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 = sInc;
var tFuzz:Number = tInc;
var push:Number = 2.5;
var p:Particle = particle;
for(var j:int=0;j
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);
level = fadeRate*(u-depth0)+1;
if(level > (bmpd.getPixel(ix,iy) >> 16)){
level = (level > 255)?255:level;
var color:uint = (level << 16) | level*0.8 << 8 | level*0.3;
buffer[i] = color;
}
}
p = p.next;
}while(p);
bmpd.lock();
bmpd.setVector(bmpd.rect,buffer);
bmpd.unlock(bmpd.rect);
}
}
}
[/code]
转载请注明:陈童的博客 » Flash三维粒子之混沌形状4