Ryoji CG Memo

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float second = step*TimeInc;

float dragRate = 1 - Drag*TimeInc/@mass;
float dragingInTime = ( pow(dragRate,step) - 1 ) / (dragRate - 1);

vector constantPos = @v*TimeInc * dragingInTime;
vector accelPos = g*pow(TimeInc,2) * ( (step-dragingInTime) / (1-dragRate) );

@P += constantPos + accelPos;
@v = @v*pow(dragRate,step) + g*TimeInc*dragingInTime;
vector g = {0,-9.8,0};
float Drag = 1;
float step = Frame - 1;
float second = step*TimeInc;

float dragRate = 1 - Drag*TimeInc/@mass;
float dragingInTime = ( pow(dragRate,step) - 1 ) / (dragRate - 1);

vector constantPos = @v*TimeInc * dragingInTime;
vector accelPos = g*pow(TimeInc,2) * ( (step-dragingInTime) / (1-dragRate) );

@P += constantPos + accelPos;
@v = @v*pow(dragRate,step) + g*TimeInc*dragingInTime;

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Memo