📄 floorinfluence.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.particles;
import com.jme.math.Plane;
import com.jme.math.Quaternion;
import com.jme.math.Vector3f;
/**
* @author andgra
*/
public class FloorInfluence extends ParticleInfluence {
/**
* Bouncyness is the factor of multiplication when bouncing off the floor. A
* bouncyness factor of 1 means the ball leaves the floor with the same
* velocity as it hit the floor.
*/
private float bouncyness = 1;
/**
* The normal vector of the floor. Same semantics as in math.Plane.
*/
private Vector3f normal;
/**
* The position vector for the (imaginary) center of the floor.
*/
private Vector3f pos;
private Plane floor;
/**
* @param pos
* The position vector for the (imaginary) center of the floor.
* @param normal
* The normal vector of the floor. Same semantics as in
* math.Plane.
* @param bouncynessBouncyness
* is the factor of multiplication when bouncing off the floor. A
* bouncyness factor of 1 means the ball leaves the floor with
* the same velocity as it hit the floor, much like a rubber
* ball.
*/
public FloorInfluence(Vector3f pos, Vector3f normal, float bouncyness) {
this.bouncyness = bouncyness;
this.normal = normal;
this.pos = pos;
this.floor = new Plane(normal, normal.dot(pos));
}
@Override
public void apply(float dt, Particle particle, int index) {
if (particle.getStatus() == Particle.Status.Alive
&& floor.pseudoDistance(particle.getPosition()) <= 0) {
float t = (floor.getNormal().dot(particle.getPosition()) - floor
.getConstant())
/ floor.getNormal().dot(particle.getVelocity());
Vector3f s = particle.getPosition().subtract(
particle.getVelocity().mult(t));
this.normal.normalizeLocal();
Vector3f v1 = this.normal.cross(s.subtract(pos));
Vector3f v2 = this.normal.cross(v1);
v1.normalizeLocal();
v2.normalizeLocal();
Vector3f newVel = new Vector3f(particle.getVelocity());
newVel.y *= -bouncyness;
Quaternion q = new Quaternion();
q.fromAxes(v1, this.normal, v2);
newVel = q.mult(newVel);
particle.setVelocity(newVel);
} // if
}
public float getBouncyness() {
return bouncyness;
}
public void setBouncyness(float bouncyness) {
this.bouncyness = bouncyness;
}
public Plane getFloor() {
return floor;
}
public void setFloor(Plane floor) {
this.floor = floor;
}
public Vector3f getNormal() {
return normal;
}
public void setNormal(Vector3f normal) {
this.normal = normal;
this.floor = new Plane(normal, normal.dot(pos));
}
public Vector3f getPos() {
return pos;
}
public void setPos(Vector3f pos) {
this.pos = pos;
this.floor = new Plane(normal, normal.dot(pos));
}
}
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