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
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; }
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); }
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(); }