OSG粒子系统特效-----雨雪、爆炸、烟雾

1、烟雾效果

OSG粒子系统特效-----雨雪、爆炸、烟雾_第1张图片飞机坠毁
OSG粒子系统特效-----雨雪、爆炸、烟雾_第2张图片
陨石坠落

源码:

// CMyOSGParticle.cpp : 此文件包含 "main" 函数。程序执行将在此处开始并结束。
//

#include 
#include 
#include 

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

#include  //事件监听
#include  //事件响应类,对渲染状态进行控制
#include  //简化几何体

#include 
#include 

#include 
#include 
#include < osgParticle/RandomRateCounter>
#include 
#include 
#include 
#include 
#include < osgParticle/ModularProgram>


#pragma comment(lib, "OpenThreadsd.lib")
#pragma comment(lib, "osgd.lib")
#pragma comment(lib, "osgDBd.lib")
#pragma comment(lib, "osgUtild.lib")
#pragma comment(lib, "osgGAd.lib")
#pragma comment(lib, "osgViewerd.lib")
#pragma comment(lib, "osgTextd.lib")
#pragma comment(lib, "osgParticled.lib")

//创建火球(燃烧)
void createFireBall(osg::MatrixTransform* smokeNode)
{
	// 创建粒子对象,设置其属性并交由粒子系统使用。
	osgParticle::Particle particleTempalte;
	particleTempalte.setShape(osgParticle::Particle::QUAD);
	particleTempalte.setLifeTime(1.5); // 单位:秒
	particleTempalte.setSizeRange(osgParticle::rangef(3.0f, 1.0f)); // 单位:米
	particleTempalte.setAlphaRange(osgParticle::rangef(1, 0));
	particleTempalte.setColorRange(osgParticle::rangev4(osg::Vec4(1.0f, 0.2f, 0.0f, 1.0f),//0.1f,0.3f,0.4f,1.0f
		osg::Vec4(0.1f, 0.1f, 0.1f, 0)//0.95f,0.75f,0,1(1,1,1,1)
	));
	particleTempalte.setPosition(osg::Vec3(0.0f, 0.0f, 0.0f));
	particleTempalte.setVelocity(osg::Vec3(0.0f, 0.0f, 0.0f));
	particleTempalte.setMass(0.1f); //单位:千克
	particleTempalte.setRadius(0.2f);
	particleTempalte.setSizeInterpolator(new osgParticle::LinearInterpolator);
	particleTempalte.setAlphaInterpolator(new osgParticle::LinearInterpolator);
	particleTempalte.setColorInterpolator(new osgParticle::LinearInterpolator);
	// 创建并初始化粒子系统。
	osgParticle::ParticleSystem* particleSystem = new osgParticle::ParticleSystem;
	particleSystem->setDataVariance(osg::Node::STATIC);
	// 设置材质,是否放射粒子,以及是否使用光照。
	particleSystem->setDefaultAttributes("D:\\data\\Images\\smoke.rgb", true, false);
	osg::Geode* geode = new osg::Geode;
	geode->addDrawable(particleSystem);
	smokeNode->addChild(geode);
	//设置为粒子系统的缺省粒子对象。
	particleSystem->setDefaultParticleTemplate(particleTempalte);
	//获取放射极中缺省计数器的句柄,调整每帧增加的新粒子数目
	osgParticle::RandomRateCounter* particleGenerateRate = new osgParticle::RandomRateCounter();
	particleGenerateRate->setRateRange(30, 50);
	// 每秒新生成的粒子范围
	particleGenerateRate->setDataVariance(osg::Node::DYNAMIC);
	// 自定义一个放置器,这里创建并初始化一个点放置器
	osgParticle::PointPlacer* particlePlacer = new osgParticle::PointPlacer;
	particlePlacer->setCenter(osg::Vec3(0.0f, 0.0f, 0.0f));
	particlePlacer->setDataVariance(osg::Node::DYNAMIC);
	// 自定义一个弧度发射器
	osgParticle::RadialShooter* particleShooter = new osgParticle::RadialShooter;
	// 设置发射器的属性
	particleShooter->setDataVariance(osg::Node::DYNAMIC);
	particleShooter->setThetaRange(-0.1f, 0.1f);
	// 弧度值,与Z 轴夹角
	particleShooter->setPhiRange(-0.1f, 0.1f);
	particleShooter->setInitialSpeedRange(5, 7.5f);//单位:米/秒
												   //创建标准放射极对象
	osgParticle::ModularEmitter* emitter = new osgParticle::ModularEmitter;
	emitter->setDataVariance(osg::Node::DYNAMIC);
	emitter->setCullingActive(false);
	// 将放射极对象与粒子系统关联。
	emitter->setParticleSystem(particleSystem);
	// 设置计数器
	emitter->setCounter(particleGenerateRate);
	// 设置放置器
	emitter->setPlacer(particlePlacer);
	// 设置发射器
	emitter->setShooter(particleShooter);
	// 把放射极添加为变换节点
	smokeNode->addChild(emitter);
	// 添加更新器,以实现每帧的粒子管理。
	osgParticle::ParticleSystemUpdater* particleSystemUpdater = new osgParticle::ParticleSystemUpdater;
	// 将更新器与粒子系统对象关联。
	particleSystemUpdater->addParticleSystem(particleSystem);
	// 将更新器节点添加到场景中。
	smokeNode->addChild(particleSystemUpdater);
	// 创建标准编程器对象并与粒子系统相关联。
	osgParticle::ModularProgram* particleMoveProgram = new osgParticle::ModularProgram;
	particleMoveProgram->setParticleSystem(particleSystem);
	// 最后,将编程器添加到场景中。
	smokeNode->addChild(particleMoveProgram);
}

//创建浓烟
void createDarkSmoke(osg::MatrixTransform* smokeNode)
{
	// 创建粒子对象,设置其属性并交由粒子系统使用。
	osgParticle::Particle particleTempalte;
	particleTempalte.setShape(osgParticle::Particle::QUAD);
	particleTempalte.setLifeTime(10); // 单位:秒
	particleTempalte.setSizeRange(osgParticle::rangef(1.0f, 12.0f)); // 单位:米
	particleTempalte.setAlphaRange(osgParticle::rangef(1, 0));
	particleTempalte.setColorRange(osgParticle::rangev4(
		osg::Vec4(0.0f, 0.0f, 0.0f, 0.5f),//(0.1f,0.1f,0.1f,0.5f)
		osg::Vec4(0.5f, 0.5f, 0.5f, 1.5f)//0.95f,0.75f,0,1
	));
	particleTempalte.setPosition(osg::Vec3(0.0f, 0.0f, 0.0f));
	particleTempalte.setVelocity(osg::Vec3(0.0f, 0.0f, 0.0f));
	particleTempalte.setMass(0.1f); //单位:千克
	particleTempalte.setRadius(0.2f);
	particleTempalte.setSizeInterpolator(new osgParticle::LinearInterpolator);
	particleTempalte.setAlphaInterpolator(new osgParticle::LinearInterpolator);
	particleTempalte.setColorInterpolator(new osgParticle::LinearInterpolator);
	// 创建并初始化粒子系统。
	osgParticle::ParticleSystem* particleSystem = new osgParticle::ParticleSystem;
	particleSystem->setDataVariance(osg::Node::STATIC);
	// 设置材质,是否放射粒子,以及是否使用光照。
	particleSystem->setDefaultAttributes("D:\\data\\Images\\smoke.rgb", false, false);
	osg::Geode* geode = new osg::Geode;
	geode->addDrawable(particleSystem);
	smokeNode->addChild(geode);
	//设置为粒子系统的缺省粒子对象。
	particleSystem->setDefaultParticleTemplate(particleTempalte);
	//获取放射极中缺省计数器的句柄,调整每帧增加的新粒
	//子数目
	osgParticle::RandomRateCounter* particleGenerateRate = new osgParticle::RandomRateCounter();
	particleGenerateRate->setRateRange(30, 50);
	// 每秒新生成的粒子范围
	particleGenerateRate->setDataVariance(osg::Node::DYNAMIC);
	// 自定义一个放置器,这里我们创建并初始化一个点放置器
	osgParticle::PointPlacer* particlePlacer = new osgParticle::PointPlacer;
	particlePlacer->setCenter(osg::Vec3(0.0f, 0.0f, 0.05f));
	particlePlacer->setDataVariance(osg::Node::DYNAMIC);
	// 自定义一个弧度发射器
	osgParticle::RadialShooter* particleShooter = new osgParticle::RadialShooter;
	// 设置发射器的属性
	particleShooter->setDataVariance(osg::Node::DYNAMIC);
	particleShooter->setThetaRange(-0.1f, 0.1f);
	// 弧度值,与Z 轴夹角0.392699f
	particleShooter->setPhiRange(-0.1f, 0.1f);
	particleShooter->setInitialSpeedRange(10, 15);
	//单位:米/秒
	//创建标准放射极对象
	osgParticle::ModularEmitter* emitter = new osgParticle::
		ModularEmitter;
	emitter->setDataVariance(osg::Node::DYNAMIC);
	emitter->setCullingActive(false);
	// 将放射极对象与粒子系统关联。
	emitter->setParticleSystem(particleSystem);
	// 设置计数器
	emitter->setCounter(particleGenerateRate);
	// 设置放置器
	emitter->setPlacer(particlePlacer);
	// 设置发射器
	emitter->setShooter(particleShooter);
	// 把放射极添加为变换节点
	smokeNode->addChild(emitter);
	// 添加更新器,以实现每帧的粒子管理。
	osgParticle::ParticleSystemUpdater* particleSystemUpdater = new osgParticle::ParticleSystemUpdater;
	// 将更新器与粒子系统对象关联。
	particleSystemUpdater->addParticleSystem(particleSystem);
	// 将更新器节点添加到场景中。
	smokeNode->addChild(particleSystemUpdater);
	osgParticle::ModularProgram* particleMoveProgram = new osgParticle::ModularProgram;
	particleMoveProgram->setParticleSystem(particleSystem);
	// 最后,将编程器添加到场景中。
	smokeNode->addChild(particleMoveProgram);
}

void WriteFireballAndSmoke()
{
	osg::ref_ptr<osg::Group> root = new osg::Group();
	osg::MatrixTransform* flightTransform = new osg::MatrixTransform();
	root->addChild(flightTransform);
	//引擎烟雾
	osg::MatrixTransform* fireballAndSmoke = new osg::MatrixTransform();
	createFireBall(fireballAndSmoke);

	fireballAndSmoke->setMatrix(osg::Matrix::rotate(-osg::PI / 2, 1, 0, 0) * osg::Matrix::translate(-8, -10, -3));
	flightTransform->addChild(fireballAndSmoke);
	createDarkSmoke(fireballAndSmoke);

	osgDB::writeNodeFile(*(root.get()), "D:\\data\\Images\\MyScene.osg");
}

void ReadFireballAndSmoke()
{
	osg::ref_ptr<osg::Group> root = new osg::Group();
	osg::Node* flightNode = osgDB::readNodeFile("D:\\data\\Images\\MyScene.osg");
	if (!flightNode)
	{
		return;
	}
	osg::MatrixTransform* flightTransform = new osg::MatrixTransform();
	flightTransform->addChild(flightNode);
	root->addChild(flightTransform);
	osgViewer::Viewer viewer;

	osgUtil::Simplifier simplifier(0.3f, 4.0f);
	osgUtil::Optimizer optimzer;

	optimzer.optimize(root.get());
	viewer.setSceneData(root.get());

	//添加一个事件句柄 相当于添加一个响应 响应鼠标或是键盘 响应L键(控制灯光开关)
	viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));

	//窗口大小变化事件 添加窗口大小改变的句柄 这里响应的是F键
	viewer.addEventHandler(new osgViewer::WindowSizeHandler);

	//添加一些常用状态设置  添加常用的状态操作,这里会响应S键、W键等等 
	viewer.addEventHandler(new osgViewer::StatsHandler);
	viewer.realize();
	viewer.run();
}

//陨石坠落
//int main()
//{
//	WriteFireballAndSmoke();
//	ReadFireballAndSmoke();
//
//	return 0;
//}

int main()
{
	osg::ref_ptr<osg::Group> root = new osg::Group();
	osg::Node* flightNode = osgDB::readNodeFile("D:\\data\\cessna.osgt");//需要经模型放在项目根目录下(而不是在cpp所在目录)
	if (!flightNode)
	{
		return -1;
	}
	//飞机变换节点
	osg::MatrixTransform* flightTransform = new osg::MatrixTransform();
	flightTransform->addChild(flightNode);
	root->addChild(flightTransform);
	//引擎烟雾
	osg::MatrixTransform* fireballAndSmoke = new osg::MatrixTransform();
	createFireBall(fireballAndSmoke);

	fireballAndSmoke->setMatrix(osg::Matrix::rotate(-osg::PI / 2, 1, 0, 0) * osg::Matrix::translate(-8, -10, -3));
	flightTransform->addChild(fireballAndSmoke);
	createDarkSmoke(fireballAndSmoke);
	osgViewer::Viewer viewer;

	osgUtil::Simplifier simplifier(0.3f, 4.0f);
	osgUtil::Optimizer optimzer;

	optimzer.optimize(root.get());
	viewer.setSceneData(root.get());

	//添加一个事件句柄 相当于添加一个响应 响应鼠标或是键盘 响应L键(控制灯光开关)
	viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));

	//窗口大小变化事件 添加窗口大小改变的句柄 这里响应的是F键
	viewer.addEventHandler(new osgViewer::WindowSizeHandler);

	//添加一些常用状态设置  添加常用的状态操作,这里会响应S键、W键等等 
	viewer.addEventHandler(new osgViewer::StatsHandler);

	viewer.realize();
	viewer.run();

	return 0;
}

2、爆炸效果

#include 
#include 
#include 
#include 
#include 

//创建爆炸效果
osg::ref_ptr<osg::Node> createExplode()
{
	osg::ref_ptr<osg::Group> explode = new osg::Group();
	//风向
	osg::Vec3 wind(1.0f, 0.0f, 0.0f);
	osg::Vec3 position(0.0f, 0.0f, -1.0f);
	//爆炸模拟,10.0f为缩放比,默认为1.0f,不缩放
	osg::ref_ptr<osgParticle::ExplosionEffect> explosion = new osgParticle::ExplosionEffect(position, 10.0f);
	osg::ref_ptr<osgParticle::ExplosionDebrisEffect> explosionDebri =
		new osgParticle::ExplosionDebrisEffect(position, 10.0f);
	//烟模拟
	osg::ref_ptr<osgParticle::SmokeEffect> smoke = new osgParticle::SmokeEffect(position, 10.0f);
	//火焰模拟
	osg::ref_ptr<osgParticle::FireEffect> fire = new osgParticle::FireEffect(position, 10.0f);
	//设置风向
	explosion->setWind(wind);
	explosionDebri->setWind(wind);
	smoke->setWind(wind);
	fire->setWind(wind);

	//添加子节点
	explode->addChild(explosion.get());
	explode->addChild(explosionDebri.get());
	explode->addChild(smoke.get());
	explode->addChild(fire.get());
	return explode.get();
}

int main()
{
	osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();
	osg::ref_ptr<osg::Group> root = new osg::Group();
	//添加爆炸效果
	root->addChild(createExplode());
	//优化场景数据
	osgUtil::Optimizer optimizer;
	optimizer.optimize(root.get());
	//设置场景数据
	viewer->setSceneData(root.get());
	//初始化并创建窗口
	viewer->realize();
	//viewer->setUpViewInWindow(200, 200, 800, 800);
	viewer->run();
}

3、雨雪效果


源码:

#include 
void main() 
{
	osgViewer::Viewer viewer;

	//设置雪花类
	osg::ref_ptr<osgParticle::PrecipitationEffect> precipitationEffect = new osgParticle::PrecipitationEffect;

	//设置雪花浓度
	precipitationEffect->snow(0.5);

	//设置雪花颜色 
	precipitationEffect->setParticleColor(osg::Vec4(1, 1, 1, 1));

	//设置风向
	precipitationEffect->setWind(osg::Vec3(2, 0, 0));

	osg::ref_ptr <osg::Group> pRoot = new osg::Group();

	//把雪花加入到场景结点
	pRoot->addChild(precipitationEffect.get());
	osg::ref_ptr<osg::Node> glider = osgDB::readNodeFile("D:\\data\\cessna.osgt");
	pRoot->addChild(glider.get());
	viewer.setSceneData(pRoot);

	//添加一个事件句柄 相当于添加一个响应 响应鼠标或是键盘 响应L键(控制灯光开关)
	viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));

	//窗口大小变化事件 添加窗口大小改变的句柄 这里响应的是F键
	viewer.addEventHandler(new osgViewer::WindowSizeHandler);

	//添加一些常用状态设置  添加常用的状态操作,这里会响应S键、W键等等 
	viewer.addEventHandler(new osgViewer::StatsHandler);

	viewer.realize();
	viewer.run();
}

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