📄 clothutils.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jmex.effects.cloth;
import com.jme.math.FastMath;
import com.jme.math.Vector3f;
import com.jme.math.spring.SpringPoint;
import com.jme.math.spring.SpringPointForce;
/**
* <code>ClothUtils</code>
* @author Joshua Slack
* @version $Id: ClothUtils.java,v 1.4 2006/01/13 19:39:57 renanse Exp $
*/
public final class ClothUtils {
/**
* Not used.
*/
private ClothUtils() {
}
/**
* Creates a basic wind that always blows in a single direction.
*
* @param windStr Max strength of wind.
* @param windDir Direction wind should blow.
* @param addRandom randomly alter the strength of the wind by 0-100%
* @return SpringPointForce
*/
public static SpringPointForce createBasicWind(final float windStr, final Vector3f windDir, final boolean addRandom) {
return new SpringPointForce() {
private final float strength = windStr;
private final Vector3f windDirection = windDir;
private final boolean random = addRandom;
public void apply(float dt, SpringPoint node) {
float tStr = (random ? FastMath.nextRandomFloat() * strength : strength);
node.acceleration.addLocal(windDirection.x * tStr,
windDirection.y * tStr,
windDirection.z * tStr);
}
};
}
/**
* Create a basic gravitational force.
*
* @return SpringPointForce
*/
public static SpringPointForce createBasicGravity() {
return new SpringPointForce() {
private Vector3f gravity = new Vector3f(0, -32.14f, 0); // ft/s2
public void apply(float dt, SpringPoint node) {
node.acceleration.addLocal(gravity.x, gravity.y,
gravity.z);
}
};
}
/**
* Create a basic drag force that will use the given drag coefficient.
* Drag is determined by figuring the current velocity and reversing it, then
* multiplying by the drag coefficient and dividing by the particle mass.
*
* @param dragCoef Should be positive. Larger values mean more drag but possibly more instability.
* @return SpringPointForce
*/
public static SpringPointForce createBasicDrag(final float dragCoef) {
return new SpringPointForce() {
private Vector3f velocity = new Vector3f();
private float dragCoefficient = dragCoef;
public void apply(float dt, SpringPoint node) {
// viscous drag
velocity.set(node.position);
velocity.subtractLocal(node.oldPos).divideLocal(dt);
node.acceleration.addLocal(velocity.multLocal(-dragCoefficient).multLocal(node.invMass));
}
};
}
}
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