文件名称:Fountain-Dance-win
- 所属分类:
- OpenGL
- 资源属性:
- [Windows] [Visual C] [源码]
- 上传时间:
- 2012-11-26
- 文件大小:
- 128kb
- 下载次数:
- 0次
- 提 供 者:
- w***
- 相关连接:
- 无
- 下载说明:
- 别用迅雷下载,失败请重下,重下不扣分!
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The Fountain Simulation
Here I ll explain
Some basic physical things (simulation of a water drop)
How to get antialiased points
How to use blending
Some basic physics...
The movement of a drop contains two factors: The direction, how the drop gets out of the fountain and the gravity. The position of a drop is pretty easy to compute if you know, how much time has passed since the drop has leaved the fountain. You have to multiplicate the vector of the constant moving (how the drop leaves the fountain) with the time and then subtract the squared time multiplicated with an acceleration factor. This acceleration factor contains the weight of a drop and the power of gravity. This is all. You now have to know the direction, how the drop comes out of the fountain, but this is just a bit calculating with sine and cosine. You can look at my code.-The Fountain Simulation
Here I ll explain
Some basic physical things (simulation of a water drop)
How to get antialiased points
How to use blending
Some basic physics...
The movement of a drop contains two factors: The direction, how the drop gets out of the fountain and the gravity. The position of a drop is pretty easy to compute if you know, how much time has passed since the drop has leaved the fountain. You have to multiplicate the vector of the constant moving (how the drop leaves the fountain) with the time and then subtract the squared time multiplicated with an acceleration factor. This acceleration factor contains the weight of a drop and the power of gravity. This is all. You now have to know the direction, how the drop comes out of the fountain, but this is just a bit calculating with sine and cosine. You can look at my code.
Here I ll explain
Some basic physical things (simulation of a water drop)
How to get antialiased points
How to use blending
Some basic physics...
The movement of a drop contains two factors: The direction, how the drop gets out of the fountain and the gravity. The position of a drop is pretty easy to compute if you know, how much time has passed since the drop has leaved the fountain. You have to multiplicate the vector of the constant moving (how the drop leaves the fountain) with the time and then subtract the squared time multiplicated with an acceleration factor. This acceleration factor contains the weight of a drop and the power of gravity. This is all. You now have to know the direction, how the drop comes out of the fountain, but this is just a bit calculating with sine and cosine. You can look at my code.-The Fountain Simulation
Here I ll explain
Some basic physical things (simulation of a water drop)
How to get antialiased points
How to use blending
Some basic physics...
The movement of a drop contains two factors: The direction, how the drop gets out of the fountain and the gravity. The position of a drop is pretty easy to compute if you know, how much time has passed since the drop has leaved the fountain. You have to multiplicate the vector of the constant moving (how the drop leaves the fountain) with the time and then subtract the squared time multiplicated with an acceleration factor. This acceleration factor contains the weight of a drop and the power of gravity. This is all. You now have to know the direction, how the drop comes out of the fountain, but this is just a bit calculating with sine and cosine. You can look at my code.
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下载文件列表
Fountain.dsp
Fountain.dsw
Fountain.exe
fountain.htm
main.cpp
water.bmp
Fountain.dsw
Fountain.exe
fountain.htm
main.cpp
water.bmp