动态模拟粒子溃堤效果.doc

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动态模拟粒子溃堤效果

动态模拟粒子溃堤效果?动态模拟粒子溃堤效果收藏 新一篇:?Arcglobe中平行于opengl的方法?|?旧一篇:?Arcglobe中平行于opengl的方法 ? using System; using System.Collections.Generic; using System.Text; using ESRI.ArcGIS.Geometry; using CsGL.Basecode; using CsGL.OpenGL; using System.Drawing.Imaging; using CsGL; using System.Drawing; using ESRI.ArcGIS.Analyst3D; namespace USTC { ??? /// summary ??? /// 使用如下: ??? ///? Particles pt = new Particles(); ??? /// pt.initParticles(@D:\rr.bmp,this.m_sceneViwer); ??? ///? pt.DrawParticles(pp.glX,pp.glY,pp.glZ); ??? /// /summary ??? class Particles ??? { ??????? #region Private Fields ??????? private const int MAX_PARTICLES = 300;??????????????????????????????????????????? // Number Of Particles To Create ??????? private static bool rainbow = true;??????????????????????????????????????????????? // Rainbow Mode? ??????? private static bool sbp;??????????????????????????????????????????????????????? // Space Bar Pressed? ??????? private static bool rp;??????????????????????????????????????????????????????????? // R Pressed? ??????? private static float slowdown = 2.0f;??????????????????????????????????????????? // Slow Down Particles ??????? private static float xspeed = 0.0f;??????????????????????????????????????????????? // Base X Speed (To Allow Keyboard Direction Of Tail) ??????? private static float yspeed = 0.0f;??????????????????????????????????????????????? // Base Y Speed (To Allow Keyboard Direction Of Tail) ??????? private static float zoom = -40.0f;??????????????????????????????????????????????? // Used To Zoom Out ??????? private static uint loop;??????????????????????????????????????????????????????? // Misc Loop Variable ??????? private static uint col;??????????????????????????????????????????????????????? // Current Color Selection ??????? private static uint delay;??????????????????????????????????????????????????????? // Rainbow Effect Delay ??????? private static uint[] texture = new uint[1];??????????????????????????????????? // O

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