.. | .. |
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242 | 242 | // wind.y -= worldTransform.origin.y; |
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243 | 243 | // wind.z -= worldTransform.origin.z; |
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244 | 244 | |
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245 | | -// this.collisionShape.getAabb(worldTransform, min, max); |
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246 | | -// |
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247 | | -// if (pos.x < min.x || pos.x > max.x) |
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248 | | -// return; |
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249 | | -// if (pos.y < min.y || pos.y > max.y) |
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250 | | -// return; |
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251 | | -// if (pos.z < min.z || pos.z > max.z) |
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252 | | -// return; |
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| 245 | + this.collisionShape.getAabb(worldTransform, min, max); |
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| 246 | + |
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| 247 | + if (pos.x < min.x || pos.x > max.x) |
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| 248 | + return; |
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| 249 | + if (pos.y < min.y || pos.y > max.y) |
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| 250 | + return; |
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| 251 | + if (pos.z < min.z || pos.z > max.z) |
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| 252 | + return; |
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253 | 253 | |
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254 | 254 | float dot = pos.x * wind.x + pos.y * wind.y + pos.z * wind.z; |
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255 | 255 | |
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256 | | - dot = 10; |
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| 256 | + dot = 100; |
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257 | 257 | |
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258 | 258 | w.x = wind.x * gravity.z * dot; |
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259 | 259 | w.y = wind.y * gravity.z * dot; |
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260 | 260 | w.z = wind.z * gravity.z * dot; |
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261 | 261 | |
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| 262 | + System.out.print("min = " + min); |
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| 263 | + System.out.println("; max = " + max); |
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| 264 | + |
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262 | 265 | applyCentralForce(w); |
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263 | 266 | } |
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264 | 267 | |
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