📄 circleparticle.as
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/*
APE (Actionscript Physics Engine) is an AS3 open source 2D physics engine
Copyright 2006, Alec Cove
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Contact: ape@cove.org
*/
package org.cove.ape {
/**
* A circle shaped particle.
*/
public class CircleParticle extends AbstractParticle {
private var _radius:Number;
/**
* @param x The initial x position of this particle.
* @param y The initial y position of this particle.
* @param radius The radius of this particle.
* @param fixed Determines if the particle is fixed or not. Fixed particles
* are not affected by forces or collisions and are good to use as surfaces.
* Non-fixed particles move freely in response to collision and forces.
* @param mass The mass of the particle.
* @param elasticity The elasticity of the particle. Higher values mean more elasticity or 'bounciness'.
* @param friction The surface friction of the particle.
*/
public function CircleParticle (
x:Number,
y:Number,
radius:Number,
fixed:Boolean,
mass:Number = 1,
elasticity:Number = 0.3,
friction:Number = 0) {
super(x, y, fixed, mass, elasticity, friction);
_radius = radius;
}
/**
* The radius of the particle.
*/
public function get radius():Number {
return _radius;
}
/**
* @private
*/
public function set radius(r:Number):void {
_radius = r;
}
/**
* The default paint method for the particle. Note that you should only use
* the default painting methods for quick prototyping. For anything beyond that
* you should always write your own particle classes that either extend one of the
* APE particle and constraint classes, or is a composite of them. Then within that
* class you can define your own custom painting method.
*/
public function paint():void {
if (dc == null) dc = getDefaultContainer();
dc.graphics.clear();
if (! visible) return;
dc.graphics.lineStyle(0, 0x666666, 100);
dc.graphics.drawCircle(curr.x, curr.y, radius);
}
// REVIEW FOR ANY POSSIBILITY OF PRECOMPUTING
/**
* @private
*/
internal override function getProjection(axis:Vector):Interval {
var c:Number = curr.dot(axis);
interval.min = c - _radius;
interval.max = c + _radius;
return interval;
}
/**
* @private
*/
internal function getIntervalX():Interval {
interval.min = curr.x - _radius;
interval.max = curr.x + _radius;
return interval;
}
/**
* @private
*/
internal function getIntervalY():Interval {
interval.min = curr.y - _radius;
interval.max = curr.y + _radius;
return interval;
}
}
}
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