📄 rimparticle.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 {
internal class RimParticle {
internal var curr:Vector;
internal var prev:Vector;
private var wr:Number;
private var av:Number;
private var sp:Number;
private var maxTorque:Number;
/**
* The RimParticle is really just a second component of the wheel model.
* The rim particle is simulated in a coordsystem relative to the wheel's
* center, not in worldspace.
*
* Origins of this code are from Raigan Burns, Metanet Software
*/
public function RimParticle(r:Number, mt:Number) {
curr = new Vector(r, 0);
prev = new Vector(0, 0);
sp = 0;
av = 0;
maxTorque = mt;
wr = r;
}
internal function get speed():Number {
return sp;
}
internal function set speed(s:Number):void {
sp = s;
}
internal function get angularVelocity():Number {
return av;
}
internal function set angularVelocity(s:Number):void {
av = s;
}
/**
* Origins of this code are from Raigan Burns, Metanet Software
*/
internal function update(dt:Number):void {
// USE VECTOR METHODS HERE
//clamp torques to valid range
sp = Math.max(-maxTorque, Math.min(maxTorque, sp + av));
//apply torque
//this is the tangent vector at the rim particle
var dx:Number = -curr.y;
var dy:Number = curr.x;
//normalize so we can scale by the rotational speed
var len:Number = Math.sqrt(dx * dx + dy * dy);
dx /= len;
dy /= len;
curr.x += sp * dx;
curr.y += sp * dy;
var ox:Number = prev.x;
var oy:Number = prev.y;
var px:Number = prev.x = curr.x;
var py:Number = prev.y = curr.y;
curr.x += APEngine.damping * (px - ox);
curr.y += APEngine.damping * (py - oy);
// hold the rim particle in place
var clen:Number = Math.sqrt(curr.x * curr.x + curr.y * curr.y);
var diff:Number = (clen - wr) / clen;
curr.x -= curr.x * diff;
curr.y -= curr.y * diff;
}
}
}
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