osgParticle.BounceOperator
是 OpenSceneGraph 中的一个可弹性碰撞特效操作类,用于对粒子进行弹性碰撞的模拟。
class OSGPARTICLE_EXPORT BounceOperator : public Operator
osgParticle.BounceOperator
继承自 osgParticle.Operator
,因此也是一个特效操作类。
osgParticle.BounceOperator
用于模拟粒子与碰撞物体的碰撞行为,可以模拟出粒子碰撞到碰撞物体后会反弹的效果。在实际的应用场景中,通常使用其它操作类(如 osgParticle.ModularEmitter
),在发射粒子时将碰撞检测和弹性反弹操作加入到粒子系统中,从而得到更真实的效果。
BounceOperator()
构造函数,创建一个空的 BounceOperator
对象。
BounceOperator() : Operator()
BounceOperator(const BounceOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY)
拷贝构造函数,用于复制一个已有的 BounceOperator
对象。
BounceOperator(const BounceOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY) : Operator(copy, copyop)
bool isStillAlive(unsigned int particleIndex) const
该函数用于判断指定索引的粒子是否还存活(未被消亡)。
bool isStillAlive(unsigned int particleIndex) const
void beginOperate(osgParticle::Program* prg) const
每次处理粒子前调用的函数,用于为当前粒子操作做初始化工作。
void beginOperate(osgParticle::Program* prg) const
void operate(osgParticle::Program* prg, Particle* ptcl, double dt) const
每次处理一个粒子时调用的函数,用于对其进行操作。
void operate(osgParticle::Program* prg, Particle* ptcl, double dt) const
以下示例展示了如何使用 osgParticle.BounceOperator
,在一个场景中模拟出粒子发射和碰撞反弹的效果。
osg::ref_ptr<osgParticle::ModularEmitter> emitter = new osgParticle::ModularEmitter;
emitter->setParticleSystem(particleSystem.get());
osg::ref_ptr<osgParticle::RandomRateCounter> rateCounter = new osgParticle::RandomRateCounter;
rateCounter->setRateRange(10, 20);
emitter->setCounter(rateCounter.get());
osg::ref_ptr<osgParticle::BoxPlacer> placer = new osgParticle::BoxPlacer;
placer->setXRange(-10, 10);
placer->setYRange(0, 0);
placer->setZRange(-10, 10);
emitter->setPlacer(placer.get());
osg::ref_ptr<osgParticle::RandomDirection> direction = new osgParticle::RandomDirection;
direction->setThetaRange(0.0f, osg::PI_2);
emitter->setParticleDirection(direction.get());
osg::ref_ptr<osgParticle::SphereSegmentEmitter> sphere = new osgParticle::SphereSegmentEmitter;
sphere->setCenter(0, 1, 0);
sphere->setRadius(10);
sphere->setThetaRange(-osg::PI_2, osg::PI_2);
sphere->setPhiRange(0.0f, osg::PI_2);
emitter->addEmitter(sphere.get());
osg::ref_ptr<osgParticle::BounceOperator> bounce = new osgParticle::BounceOperator;
osg::ref_ptr<osgParticle::ModularProgram> program = new osgParticle::ModularProgram;
program->setParticleSystem(particleSystem.get());
program->addOperator(bounce.get());
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(emitter.get());
osg::ref_ptr<osg::Group> root = new osg::Group;
root->addChild(geode.get());
root->addChild(createGround());
osgViewer::Viewer viewer;
viewer.setSceneData(root.get());
viewer.setUpViewInWindow(50, 50, 800, 600);
viewer.run();
在示例中,我们创建了一个 osgParticle.ModularEmitter
对象,将其与一个粒子系统关联。然后分别设置发射计数器、放置器和粒子方向设置器,用于指定粒子发射的数量、位置和发射方向。接着将碰撞反弹操作 osgParticle.BounceOperator
加入到粒子系统中,从而可以实现粒子和碰撞体之间的弹性碰撞。最后将发射器放置在场景中,调用 OpenSceneGraph 的渲染窗口类 osgViewer.Viewer
来展示场景。