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📄 daeblendweight.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
💻 AS
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/*
 * Copyright 2007 (c) Tim Knip, ascollada.org.
 *
 * 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.
 */
 
package org.ascollada.core
{
	/**
	 * 
	 */
	public class DaeBlendWeight
	{
		public var vertexIndex:uint;
		public var joint:String;
		public var weight:Number;
		
		public var originalWeight:Number;
		
		/**
		 * 
		 * @param	vertexIndex
		 * @param	weight
		 */
		public function DaeBlendWeight( vertexIndex:uint = 0, joint:String = "", weight:Number = 0.0 )
		{
			this.vertexIndex = vertexIndex;
			this.joint = joint;
			this.originalWeight = this.weight = weight;
		}
		
		/**
		 * 
		 * @return
		 */
		public function toString():String
		{
			return "[v:" + this.vertexIndex + " j:" + this.joint + " w:" + this.weight + "]"; 
		}
	}
}

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