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📄 paperplane.as.svn-base

📁 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
💻 SVN-BASE
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/*
 *  PAPER    ON   ERVIS  NPAPER ISION  PE  IS ON  PERVI IO  APER  SI  PA
 *  AP  VI  ONPA  RV  IO PA     SI  PA ER  SI NP PE     ON AP  VI ION AP
 *  PERVI  ON  PE VISIO  APER   IONPA  RV  IO PA  RVIS  NP PE  IS ONPAPE
 *  ER     NPAPER IS     PE     ON  PE  ISIO  AP     IO PA ER  SI NP PER
 *  RV     PA  RV SI     ERVISI NP  ER   IO   PE VISIO  AP  VISI  PA  RV3D
 *  ______________________________________________________________________
 *  papervision3d.org • blog.papervision3d.org • osflash.org/papervision3d
 */

/*
 * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com.
 *
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use,
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following
 * conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */

// _______________________________________________________________________ PaperPlane
package org.papervision3d.objects.primitives
{
	import flash.display.BitmapData;
	import org.papervision3d.core.geom.renderables.Triangle3D;
	import org.papervision3d.core.geom.renderables.Vertex3D;
	import org.papervision3d.core.geom.TriangleMesh3D;
	import org.papervision3d.core.proto.MaterialObject3D;
	
	
	
	/**
	* The PaperPlane class lets you create a paper plane object.
	* <p/>
	* Paper planes are useful for testing, when you want to know the direction an object is facing.
	*/
	public class PaperPlane extends TriangleMesh3D
	{
		/**
		* Default value of segments.
		*/
		static public var DEFAULT_SCALE :Number = 1;
	
	
		// ___________________________________________________________________________________________________
		//                                                                                               N E W
		// NN  NN EEEEEE WW    WW
		// NNN NN EE     WW WW WW
		// NNNNNN EEEE   WWWWWWWW
		// NN NNN EE     WWW  WWW
		// NN  NN EEEEEE WW    WW
	
		/**
		* Creates a new PaperPlane object.
		* <p/>
		* @param	material	A Material3D object that contains the material properties of the object.
		* <p/>
		* @param	scale		[optional] - Scaling factor
		* <p/>
		* @param	initObject	[optional] - An object that contains user defined properties with which to populate the newly created GeometryObject3D.
		* <p/>
		* It includes x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY scaleZ and a user defined extra object.
		* <p/>
		* If extra is not an object, it is ignored. All properties of the extra field are copied into the new instance. The properties specified with extra are publicly available.
		*/
		public function PaperPlane( material :MaterialObject3D=null, scale :Number=0, initObject :Object=null )
		{
			super( material, new Array(), new Array(), null, initObject );
	
			scale = scale || DEFAULT_SCALE;
	
			buildPaperPlane( scale );
		}
	
	
		private function buildPaperPlane( scale :Number ):void
		{
			var a :Number = 100 * scale;
			var b :Number = a/2;
			var c :Number = b/3;
	
			var v:Array =
			[
				new Vertex3D(  0,  0,  a ),
				new Vertex3D( -b,  c, -a ),
				new Vertex3D( -c,  c, -a ),
				new Vertex3D(  0, -c, -a ),
				new Vertex3D(  c,  c, -a ),
				new Vertex3D(  b,  c, -a )
			];
	
			this.geometry.vertices = v;
	
			this.geometry.faces =
			[
				new Triangle3D( this, [v[0], v[1], v[2]] ),
				new Triangle3D( this, [v[0], v[2], v[3]] ),
				new Triangle3D( this, [v[0], v[3], v[4]] ),
				new Triangle3D( this, [v[0], v[4], v[5]] )
			];
			
			this.projectTexture( "x", "z" );
	
			this.geometry.ready = true;
		}
	}
}

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