Reworked Disintegrate Effect

Reworked disintegrate effectI really liked this effect and decided to rework the code so that it reads easier and to give it controls that made it nicer to fiddle with than the previous demo. I have uploaded the reusable class to github (it can definitely be further refactored to be even easier to use).

I am going to keep this one short. You must press the button marked “Disintegrate Image”. A image will appear, which will then start to disintegrate given the parameters at that time. You can fiddle with the parameters and see the results on the effect.

Hopefully you will prefer this version of the demo. Email me if you would like to get the code. I have been very slack in uploading my code to either github or google code.

The code

package net.avdw.fx
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.BitmapDataChannel;
	import flash.display.BlendMode;
	import flash.display.DisplayObject;
	import flash.display.DisplayObjectContainer;
	import flash.display.GradientType;
	import flash.display.PixelSnapping;
	import flash.display.Sprite;
	import flash.geom.ColorTransform;
	import flash.geom.Matrix;
	import flash.geom.Point;
	import flash.geom.Rectangle;
	import flash.utils.Timer;

	 * Does not clear memory when done
	 * Currently leaves for garbage collection
	 * Consider caching a large area of perlin noise to pull effect data from
	 * ...
	 * @author Andrew van der Westhuizen
	public class DisintegrateFx
		static private const zeroPoint:Point = new Point();
		static private const particleColorTransform:ColorTransform = new ColorTransform(0.8, 0.85, 0.9);

		public var parameters:DisintegrateParameter = new DisintegrateParameter();

		private var effectArea:Rectangle;

		private var blackBmp:BitmapData;
		private var burnAreaBmp:BitmapData;
		private var burnColorBmp:BitmapData;
		private var generatedPerlin:BitmapData;
		private var imageBmp:BitmapData;
		private var particleSelectorBmp:BitmapData;
		private var particleSelectionMask:BitmapData;
		private var selectedBurnParticles:BitmapData;
		private var transparentBmp:BitmapData;

		private var parent:DisplayObjectContainer;
		private var effectContainer:Sprite;
		private var twinkleLayer:Bitmap;
		private var effectLayer:Bitmap;
		private var particleLayer:Bitmap;
		private var displayObject:DisplayObject;

		public function DisintegrateFx(displayObject:DisplayObject)
			this.displayObject = displayObject;

		public function start():void
			var margin:uint = parameters.particle.speed * 16;

			// setup common effect resources
			effectArea = new Rectangle(0, 0, displayObject.width, displayObject.height + 2 * margin);
			transparentBmp = new BitmapData(effectArea.width, effectArea.height, true, 0x00000000);
			blackBmp = new BitmapData(displayObject.width, effectArea.height, true, 0xff000000);

			// draw the display object into a bitmap
			imageBmp = transparentBmp.clone();
			imageBmp.draw(displayObject, new Matrix(1, 0, 0, 1, 0, margin));

			// setup the burn color bitmap to select from
			burnColorBmp = new BitmapData(effectArea.width, effectArea.height, true, parameters.burn.color);
			burnAreaBmp = burnColorBmp.clone();
			selectedBurnParticles = burnColorBmp.clone();
			particleSelectionMask = blackBmp.clone();

			// create the perlin noise to create mask from
			generatedPerlin = new BitmapData(effectArea.width, effectArea.height);
			generatedPerlin.perlinNoise(parameters.perlin.area, parameters.perlin.area, parameters.perlin.octaves, int(Math.random() * int.MAX_VALUE), false, true, 0, true);

			// overlay gradient over perlin noise to control effect direction
			var generatedGradient:Sprite = new Sprite();
			var gradientBox:Matrix = new Matrix();
			gradientBox.createGradientBox(effectArea.width, effectArea.height, parameters.gradient.direction, 0, 0);
			with (
				beginGradientFill(GradientType.LINEAR, [0x000000, 0xffffff], [parameters.gradient.strength, parameters.gradient.strength], [0, 255], gradientBox);
				drawRect(0, 0, effectArea.width, effectArea.height);

			// create the particle selector bitmap
			var generatedNoise:BitmapData = transparentBmp.clone();
			generatedNoise.noise(int(Math.random() * int.MAX_VALUE), 0, 255, 7, true);
			particleSelectorBmp = blackBmp.clone();
			particleSelectorBmp.threshold(generatedNoise, effectArea, zeroPoint, ">", 0x00f00000, 0x00000000, 0x00ff0000, false);

			// create a effectContainer for the layers
			effectContainer = new Sprite();
			effectContainer.x = displayObject.x;
			effectContainer.y = displayObject.y - margin;

			// particleLayer layer
			particleLayer = new Bitmap(transparentBmp.clone());
			particleLayer.blendMode = BlendMode.ADD;

			// twinkleLayer layer
			twinkleLayer = new Bitmap(new BitmapData(effectArea.width / parameters.twinkle.size, effectArea.height / parameters.twinkle.size, true, 0x00000000), PixelSnapping.ALWAYS, true);
			twinkleLayer.blendMode = BlendMode.ADD;

			// image layer
			effectLayer = new Bitmap(transparentBmp.clone());

			// remove display object and add the effectContainer
			parent = displayObject.parent;
			var childIndex:int = parent.getChildIndex(displayObject);
			parent.addChildAt(effectContainer, childIndex);

			// animation controls
			var animationTimer:Timer = new Timer(1000 / 30, 0.03 * parameters.duration);
			animationTimer.addEventListener(TimerEvent.TIMER, animationStep);
			animationTimer.addEventListener(TimerEvent.TIMER_COMPLETE, animationComplete);

		private function animationStep(e:TimerEvent):void
			var upperThresholdColor:uint = / * 0xff0000;
			var lowerThresholdColor:uint = ( - parameters.burn.width) / * 0xff0000;

			// lock the viewable layers

			// reset the effect layer with the full image bitmap
			effectLayer.bitmapData.copyPixels(blackBmp, effectArea, zeroPoint);
			effectLayer.bitmapData.copyPixels(imageBmp, effectArea, zeroPoint);

			// reset the burn area and remove what is above and below the width threshold using the generated perlin as a mask
			burnAreaBmp.copyPixels(burnColorBmp, effectArea, zeroPoint);
			burnAreaBmp.threshold(generatedPerlin, effectArea, zeroPoint, ">", upperThresholdColor, 0x00000000, 0x00ff0000, false);
			burnAreaBmp.threshold(generatedPerlin, effectArea, zeroPoint, "<", lowerThresholdColor, 0x00000000, 0x00ff0000, false);

			// overlay the burn area over the image and remove from the image that which is below the threshold
			effectLayer.bitmapData.copyPixels(burnAreaBmp, effectArea, zeroPoint, null, null, true);
			effectLayer.bitmapData.copyChannel(imageBmp, effectArea, zeroPoint, BitmapDataChannel.ALPHA, BitmapDataChannel.ALPHA);
			effectLayer.bitmapData.threshold(generatedPerlin, effectArea, zeroPoint, "<", lowerThresholdColor, 0x00000000, 0x00ff0000, false);

			// setup the mask for the particle selection using the particle selector bitmap
			particleSelectionMask.copyPixels(blackBmp, effectArea, zeroPoint);
			burnAreaBmp.copyChannel(imageBmp, effectArea, zeroPoint, BitmapDataChannel.ALPHA, BitmapDataChannel.ALPHA);
			particleSelectionMask.copyPixels(burnAreaBmp, effectArea, zeroPoint, null, null, true);
			particleSelectionMask.copyPixels(particleSelectorBmp, effectArea, zeroPoint, null, null, true);

			// use the particle selection mask to select particles from the burn color bitmap
			selectedBurnParticles.copyPixels(burnColorBmp, effectArea, zeroPoint);
			selectedBurnParticles.copyChannel(particleSelectionMask, effectArea, zeroPoint, BitmapDataChannel.RED, BitmapDataChannel.ALPHA);

			// overlay the particles into the particle layer and run the color transform
			particleLayer.bitmapData.copyPixels(selectedBurnParticles, effectArea, zeroPoint, null, null, true);
			particleLayer.bitmapData.colorTransform(effectArea, particleColorTransform);

			// move the particles upwards
			var particlePoint:Point = new Point(0, -parameters.particle.speed);
			particleLayer.bitmapData.copyPixels(particleLayer.bitmapData, effectArea, particlePoint);

			// neat trick to generate a glow on particles by pixelsnapping when scaling down whereafter you scale up for the glow
			twinkleLayer.bitmapData.copyPixels(transparentBmp, effectArea, zeroPoint);
			twinkleLayer.scaleX = twinkleLayer.scaleY = parameters.twinkle.size;
			var twinkleMatrix:Matrix = new Matrix(1 / parameters.twinkle.size, 0, 0, 1 / parameters.twinkle.size);
			twinkleLayer.bitmapData.draw(particleLayer.bitmapData, twinkleMatrix);

			// unlock the viewable layers

		private function animationComplete(e:TimerEvent):void
		{, animationComplete);, animationStep);



class DisintegrateParameter
	public var duration:uint = 4000;
	public var twinkle:Twinkle = new Twinkle();
	public var particle:Particle = new Particle();
	public var burn:Burn = new Burn();
	public var perlin:Perlin = new Perlin();
	public var gradient:Gradient = new Gradient();

	public function DisintegrateParameter()


class Twinkle
	public var size:uint = 4;

class Particle
	public var speed:Number = 2;

class Perlin
	public var octaves:int = 8;
	public var area:int = 150;

class Gradient
	public var strength:Number = 0.5;
	public var direction:Number = Math.PI * 0.5;

class Burn
	public var width:Number = 1;

	private var _color:uint = 0xFFFFFFFF;

	public function get color():uint
		return _color;

	public function set color(value:uint):void
		if ((value & 0xFF000000) == 0)
			value |= 0xFF000000;
		_color = value;