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📄 wsphere.as

📁 一个2D基于verlet的Flash物理引擎。它用AS3编写而成。Fisix的目标是应用到游戏等计算量很大的实时应用中。尽管flash比c/c++要慢,很棒的物理引擎
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/** * WOW-Engine AS3 3D Physics Engine, http://www.wow-engine.com * Copyright (c) 2007-2008 Seraf ( Jerome Birembaut ) http://seraf.mediabox.fr *  * Based on APE by Alec Cove , http://www.cove.org/ape/ *       & Sandy3D by Thomas Pfeiffer, http://www.flashsandy.org/ * * This software is provided 'as-is', without any express or implied * warranty.  In no event will the authors be held liable for any damages * arising from the use of this software. *  * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: *  * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution.*/package fr.seraf.wow.primitive {		import fr.seraf.wow.core.data.WInterval;	import fr.seraf.wow.core.data.WVector;	import fr.seraf.wow.math.WVectorMath;	/**		 * A sphere object particle. 	 	 */	public class WSphere extends WParticle {			private var _radius:Number;				/**		 * @param x The initial x position of this particle.		 * @param y The initial y position of this particle.		 * @param z The initial z 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 WSphere (				x:Number, 				y:Number, 				z:Number, 				radius:Number, 				fixed:Boolean,				mass:Number = 1, 				elasticity:Number = 0.3,				friction:Number = 0) {								super(x, y, z,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;		}			// REVIEW FOR ANY POSSIBILITY OF PRECOMPUTING		/**		 * @private		 */		public override function getProjection(axis:WVector):WInterval {			var c:Number = WVectorMath.dot(curr,axis);			interval.min = c - _radius;			interval.max = c + _radius;			return interval;		}						/**		 * @private		 */		public function getIntervalX():WInterval {			interval.min = curr.x - _radius;			interval.max = curr.x + _radius;			return interval;		}						/**		 * @private		 */				public function getIntervalY():WInterval {			interval.min = curr.y - _radius;			interval.max = curr.y + _radius;			return interval;		}				/**		 * @private		 */				public function getIntervalZ():WInterval {			interval.min = curr.z - _radius;			interval.max = curr.z + _radius;			return interval;		}	}}		

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