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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。
首先我们同样是创建场景中的几何体:
- 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:
- 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:
- 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)
- #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();
- }