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OpenSceneGraph实现的NeHe OpenGL教程 - 第四十课

2016-08-18 10:08 591 查看

简介

NeHe教程在这节课向我们介绍了如何模拟一根绳子的运动状态,简单的说,就是把绳子先离散化,把它想象成一个个紧密排列的点,每两个点之间有弹性约束。其实这就是简单的有限元思想。这节课的内容和上节课一样,主要是和物理、数学有关系,和图形图像的关系不大。

实现

首先我们同样是创建场景中的几何体:

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root->addChild(createGround()); //地面

root->addChild(createRopeShadow()); //绳子阴影

root->addChild(createRope()); //绳子

接下来设置各个几何体的更新回调:

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osg::Geode* createRope()

{

osg::Geode *geode = new osg::Geode;

osg::Geometry *geometry = new osg::Geometry;

geometry->setUpdateCallback(new RopeUpdateCallback);

osg::Vec3Array *vertexArray = new osg::Vec3Array;

osg::Vec3Array *colorArray = new osg::Vec3Array;

colorArray->push_back(osg::Vec3(1, 1, 0));

for (int a = 0; a < ropeSimulation->numOfMasses - 1; ++a)

{

Mass* mass1 = ropeSimulation->getMass(a);

Vector3D* pos1 = &mass1->pos;

Mass* mass2 = ropeSimulation->getMass(a + 1);

Vector3D* pos2 = &mass2->pos;

vertexArray->push_back(osg::Vec3(pos1->x, pos1->y, pos1->z));

vertexArray->push_back(osg::Vec3(pos2->x, pos2->y, pos2->z));

}

geometry->setVertexArray(vertexArray);

geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);

geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

geometry->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, false);

geometry->getOrCreateStateSet()->setAttributeAndModes(new osg::LineWidth(4.0));

geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size()));

geode->addDrawable(geometry);

return geode;

}

在帧循环中更新绳子的各项参数:

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case (osgGA::GUIEventAdapter::FRAME):

{

double dt = 0.0;

_currentTick = osg::Timer::instance()->tick();

if (_currentTick != _lastTick)

{

dt = osg::Timer::instance()->delta_s(_lastTick, _currentTick);

_lastTick = _currentTick;

}

ropeSimulation->setRopeConnectionVel(ropeConnectionVel);

float maxPossible_dt = 0.002f;

int numOfIterations = (int)(dt / maxPossible_dt) + 1;

if (numOfIterations != 0)

dt = dt / numOfIterations;

for (int a = 0; a < numOfIterations; ++a)

ropeSimulation->operate(dt);

}

将各部分添加到场景根节点,编译运行程序:



附:本课源码(源码中可能存在错误和不足,仅供参考)

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#include "../osgNeHe.h"

#include <QtCore/QTimer>

#include <QtGui/QApplication>

#include <QtGui/QVBoxLayout>

#include <osgViewer/Viewer>

#include <osgDB/ReadFile>

#include <osgQt/GraphicsWindowQt>

#include <osg/MatrixTransform>

#include <osg/LineWidth>

#include "Physics2.h"

//////////////////////////////////////////////////////////////////////////

RopeSimulation* ropeSimulation = new RopeSimulation(

80, // 80 Particles (Masses)

0.05f, // Each Particle Has A Weight Of 50 Grams

10000.0f, // springConstant In The Rope

0.05f, // Normal Length Of Springs In The Rope

0.2f, // Spring Inner Friction Constant

Vector3D(0, -9.81f, 0), // Gravitational Acceleration

0.02f, // Air Friction Constant

100.0f, // Ground Repel Constant

0.2f, // Ground Slide Friction Constant

2.0f, // Ground Absoption Constant

-1.5f); // Height Of Ground

bool initialize ()

{

ropeSimulation->getMass(ropeSimulation->numOfMasses - 1)->vel.z = 10.0f;

return true;

}

//////////////////////////////////////////////////////////////////////////

class GroundUpdateCallback : public osg::Drawable::UpdateCallback

{

public:

virtual void update(osg::NodeVisitor*, osg::Drawable* d)

{

osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(d);

if (!geometry)

return;

osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());

if (!vertexArray)

return;

vertexArray->clear();

vertexArray->push_back(osg::Vec3(20, ropeSimulation->groundHeight, 20));

vertexArray->push_back(osg::Vec3(-20, ropeSimulation->groundHeight, 20));

vertexArray->push_back(osg::Vec3(-20, ropeSimulation->groundHeight, -20));

vertexArray->push_back(osg::Vec3(20, ropeSimulation->groundHeight, -20));

geometry->setVertexArray(vertexArray);

vertexArray->dirty();

}

};

class RopeShadowUpdateCallback : public osg::Drawable::UpdateCallback

{

public:

virtual void update(osg::NodeVisitor*, osg::Drawable* d)

{

osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(d);

if (!geometry)

return;

osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());

if (!vertexArray)

return;

vertexArray->clear();

for (int a = 0; a < ropeSimulation->numOfMasses - 1; ++a)

{

Mass* mass1 = ropeSimulation->getMass(a);

Vector3D* pos1 = &mass1->pos;

Mass* mass2 = ropeSimulation->getMass(a + 1);

Vector3D* pos2 = &mass2->pos;

vertexArray->push_back(osg::Vec3(pos1->x, ropeSimulation->groundHeight, pos1->z)); // Draw Shadow At groundHeight

vertexArray->push_back(osg::Vec3(pos2->x, ropeSimulation->groundHeight, pos2->z)); // Draw Shadow At groundHeight

}

geometry->setVertexArray(vertexArray);

vertexArray->dirty();

}

};

class RopeUpdateCallback : public osg::Drawable::UpdateCallback

{

public:

virtual void update(osg::NodeVisitor*, osg::Drawable* d)

{

osg::Geometry *geometry = dynamic_cast<osg::Geometry*>(d);

if (!geometry)

return;

osg::Vec3Array *vertexArray = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());

if (!vertexArray)

return;

vertexArray->clear();

for (int a = 0; a < ropeSimulation->numOfMasses - 1; ++a)

{

Mass* mass1 = ropeSimulation->getMass(a);

Vector3D* pos1 = &mass1->pos;

Mass* mass2 = ropeSimulation->getMass(a + 1);

Vector3D* pos2 = &mass2->pos;

vertexArray->push_back(osg::Vec3(pos1->x, pos1->y, pos1->z));

vertexArray->push_back(osg::Vec3(pos2->x, pos2->y, pos2->z));

}

geometry->setVertexArray(vertexArray);

vertexArray->dirty();

}

};

osg::Geode* createGround()

{

osg::Geode *geode = new osg::Geode;

osg::Geometry *geometry = new osg::Geometry;

geometry->setUpdateCallback(new GroundUpdateCallback);

osg::Vec3Array *vertexArray = new osg::Vec3Array;

osg::Vec3Array *colorArray = new osg::Vec3Array;

colorArray->push_back(osg::Vec3(0, 0, 1.0));

vertexArray->push_back(osg::Vec3(20, ropeSimulation->groundHeight, 20));

colorArray->push_back(osg::Vec3(0, 0, 1.0));

vertexArray->push_back(osg::Vec3(-20, ropeSimulation->groundHeight, 20));

colorArray->push_back(osg::Vec3(0,0,0));

vertexArray->push_back(osg::Vec3(-20, ropeSimulation->groundHeight, -20));

colorArray->push_back(osg::Vec3(0,0,0));

vertexArray->push_back(osg::Vec3(20, ropeSimulation->groundHeight, -20));

geometry->setVertexArray(vertexArray);

geometry->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX);

geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertexArray->size()));

geode->addDrawable(geometry);

return geode;

}

osg::Geode* createRopeShadow()

{

osg::Geode *geode = new osg::Geode;

osg::Geometry *geometry = new osg::Geometry;

geometry->setUpdateCallback(new RopeShadowUpdateCallback);

osg::Vec3Array *vertexArray = new osg::Vec3Array;

osg::Vec3Array *colorArray = new osg::Vec3Array;

colorArray->push_back(osg::Vec3(0, 0, 0));

for (int a = 0; a < ropeSimulation->numOfMasses - 1; ++a)

{

Mass* mass1 = ropeSimulation->getMass(a);

Vector3D* pos1 = &mass1->pos;

Mass* mass2 = ropeSimulation->getMass(a + 1);

Vector3D* pos2 = &mass2->pos;

vertexArray->push_back(osg::Vec3(pos1->x, ropeSimulation->groundHeight, pos1->z)); // Draw Shadow At groundHeight

vertexArray->push_back(osg::Vec3(pos2->x, ropeSimulation->groundHeight, pos2->z)); // Draw Shadow At groundHeight

}

geometry->setVertexArray(vertexArray);

geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);

geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

geometry->getOrCreateStateSet()->setAttributeAndModes(new osg::LineWidth(2.0));

geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size()));

geode->addDrawable(geometry);

return geode;

}

osg::Geode* createRope()

{

osg::Geode *geode = new osg::Geode;

osg::Geometry *geometry = new osg::Geometry;

geometry->setUpdateCallback(new RopeUpdateCallback);

osg::Vec3Array *vertexArray = new osg::Vec3Array;

osg::Vec3Array *colorArray = new osg::Vec3Array;

colorArray->push_back(osg::Vec3(1, 1, 0));

for (int a = 0; a < ropeSimulation->numOfMasses - 1; ++a)

{

Mass* mass1 = ropeSimulation->getMass(a);

Vector3D* pos1 = &mass1->pos;

Mass* mass2 = ropeSimulation->getMass(a + 1);

Vector3D* pos2 = &mass2->pos;

vertexArray->push_back(osg::Vec3(pos1->x, pos1->y, pos1->z));

vertexArray->push_back(osg::Vec3(pos2->x, pos2->y, pos2->z));

}

geometry->setVertexArray(vertexArray);

geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);

geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

geometry->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, false);

geometry->getOrCreateStateSet()->setAttributeAndModes(new osg::LineWidth(4.0));

geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, vertexArray->size()));

geode->addDrawable(geometry);

return geode;

}

//////////////////////////////////////////////////////////////////////////

class ManipulatorSceneHandler : public osgGA::GUIEventHandler

{

public:

ManipulatorSceneHandler()

{

_lastTick = osg::Timer::instance()->tick();

_currentTick = _lastTick;

}

public:

virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)

{

osgViewer::Viewer *viewer = dynamic_cast<osgViewer::Viewer*>(&aa);

if (!viewer)

return false;

if (!viewer->getSceneData())

return false;

if (ea.getHandled())

return false;

osg::Group *root = viewer->getSceneData()->asGroup();

switch(ea.getEventType())

{

case (osgGA::GUIEventAdapter::FRAME):

{

double dt = 0.0;

_currentTick = osg::Timer::instance()->tick();

if (_currentTick != _lastTick)

{

dt = osg::Timer::instance()->delta_s(_lastTick, _currentTick);

_lastTick = _currentTick;

}

ropeSimulation->setRopeConnectionVel(ropeConnectionVel);

float maxPossible_dt = 0.002f;

int numOfIterations = (int)(dt / maxPossible_dt) + 1;

if (numOfIterations != 0)

dt = dt / numOfIterations;

for (int a = 0; a < numOfIterations; ++a)

ropeSimulation->operate(dt);

}

break;

case(osgGA::GUIEventAdapter::KEYDOWN):

{

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Up)

{

ropeConnectionVel.z -= 1.0f;

}

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Down)

{

ropeConnectionVel.z += 1.0f;

}

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Left)

{

ropeConnectionVel.x -= 1.0f;

}

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Right)

{

ropeConnectionVel.x += 1.0f;

}

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Home)

{

ropeConnectionVel.y += 1.0f;

}

if (ea.getKey() == osgGA::GUIEventAdapter::KEY_End)

{

ropeConnectionVel.y -= 1.0f;

}

}

break;

default: break;

}

return false;

}

osg::Timer_t _lastTick;

osg::Timer_t _currentTick;

Vector3D ropeConnectionVel;

};

class ViewerWidget : public QWidget, public osgViewer::Viewer

{

public:

ViewerWidget(osg::Node *scene = NULL)

{

QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,100,100), scene);

QVBoxLayout* layout = new QVBoxLayout;

layout->addWidget(renderWidget);

layout->setContentsMargins(0, 0, 0, 1);

setLayout( layout );

connect( &_timer, SIGNAL(timeout()), this, SLOT(update()) );

_timer.start( 10 );

}

QWidget* getRenderWidget( osgQt::GraphicsWindowQt* gw, osg::Node* scene )

{

osg::Camera* camera = this->getCamera();

camera->setGraphicsContext( gw );

const osg::GraphicsContext::Traits* traits = gw->getTraits();

camera->setClearColor( osg::Vec4(0.0, 0.0, 0.0, 0.5) );

camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );

camera->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 0.1f, 100.0f );

camera->setViewMatrixAsLookAt(osg::Vec3d(0, 0, 4), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));

this->setSceneData( scene );

this->addEventHandler(new ManipulatorSceneHandler);

return gw->getGLWidget();

}

osgQt::GraphicsWindowQt* createGraphicsWindow( int x, int y, int w, int h, const std::string& name="", bool windowDecoration=false )

{

osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();

osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;

traits->windowName = name;

traits->windowDecoration = windowDecoration;

traits->x = x;

traits->y = y;

traits->width = w;

traits->height = h;

traits->doubleBuffer = true;

traits->alpha = ds->getMinimumNumAlphaBits();

traits->stencil = ds->getMinimumNumStencilBits();

traits->sampleBuffers = ds->getMultiSamples();

traits->samples = ds->getNumMultiSamples();

return new osgQt::GraphicsWindowQt(traits.get());

}

virtual void paintEvent( QPaintEvent* event )

{

frame();

}

protected:

QTimer _timer;

};

osg::Node* buildScene()

{

initialize();

osg::Group *root = new osg::Group;

root->addChild(createGround());

root->addChild(createRopeShadow());

root->addChild(createRope());

return root;

}

int main( int argc, char** argv )

{

QApplication app(argc, argv);

ViewerWidget* viewWidget = new ViewerWidget(buildScene());

viewWidget->setGeometry( 100, 100, 640, 480 );

viewWidget->show();

return app.exec();

}
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