OpenSceneGraph实现的NeHe OpenGL教程 - 第四十课
2016-08-18 10:08
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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:[cpp] view
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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:
[cpp] view
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![](https://code.csdn.net/assets/CODE_ico.png)
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:
[cpp] view
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![](https://code.csdn.net/assets/CODE_ico.png)
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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![](https://code.csdn.net/assets/CODE_ico.png)
#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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