osgParticle.ParticleProcessor是OpenSceneGraph中的一个类,用于管理和处理颗粒系统的发射和更新过程。它是osgParticle库中的一部分,该库提供了一个强大的粒子引擎,可用于创建各种类型的粒子系统。
osgParticle.ParticleProcessor被设计为一个可重用的类,可用于创建具有不同系统的粒子系统。它可以在多个场景中使用,因此是可扩展和灵活的。它的主要任务是管理颗粒的处理过程,包括创建、更新、渲染和删除颗粒。
osgParticle.ParticleProcessor可以通过以下步骤使用:
1.定义所有必需的参数,例如颗粒的数量、大小、发射速度、颜色等。
2.创建一个osgParticle.ParticleProcessor实例并将其添加到场景图中。
3.定义一个osgParticle.Emitter对象,该对象将与ParticleProcessor一起使用,用于发射颗粒。
4.将Emitter添加到ParticleProcessor中。
5.为ParticleProcessor设置适当的粒子绘制器和粒子更新程序。
6.在帧循环中调用ParticleProcessor的update()方法,以便更新所有颗粒的状态。
以下是使用osgParticle.ParticleProcessor创建简单的粒子系统的示例代码:
#include <osg/Geometry>
#include <osg/PointSprite>
#include <osg/BlendFunc>
#include <osgParticle/Emitter>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ModularEmitter>
#include <osgParticle/ModularProgram>
#include <osgParticle/ModularEmitter>
#include <osgParticle/FluidProgram>
#include <osg/PositionAttitudeTransform>
osg::ref_ptr<osgParticle::ParticleProcessor> particleProcessor;
osg::ref_ptr<osgParticle::Emitter> emitter;
osg::ref_ptr<osg::Geode> geode;
void createParticleSystem()
{
//创建随机粒子发射器
osg::ref_ptr<osgParticle::RandomRateCounter> rrc = new osgParticle::RandomRateCounter;
//设置颗粒的属性
osg::ref_ptr<osgParticle::Particle> prt = new osgParticle::Particle;
prt->setLifeTime(1.0f); //生命周期为1秒
prt->setRadius(0.2f);
prt->setColor(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f)); //黄色
//创建粒子发射器类型对象
osg::ref_ptr<osgParticle::ModularEmitter> emitterType = new osgParticle::ModularEmitter;
//创建流体计算玄学程序
osg::ref_ptr<osgParticle::FluidProgram> program = new osgParticle::FluidProgram;
//设置发射器和玄学程序
emitterType->setParticleSystem(particleProcessor->getParticleSystem());
particleProcessor->setEmitter(emitterType);
particleProcessor->setProgram(program);
//创建粒子系统Geode节点
geode = new osg::Geode;
geode->addDrawable(particleProcessor.get());
//设置粒子系统节点的位置变换
osg::ref_ptr<osg::PositionAttitudeTransform> pat = new osg::PositionAttitudeTransform;
pat->addChild(geode.get());
pat->setPosition(osg::Vec3(0.0f, 0.0f, 0.0f));
pat->setName("Particle System");
//返回变换节点
return pat;
}
int main()
{
//创建一个场景图
osg::ref_ptr<osg::Group> sceneGraph = new osg::Group;
//创建一个视点
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setClearColor(osg::Vec4(0.2f, 0.2f, 0.4f, 1.0f));
camera->setProjectionMatrixAsPerspective(30.0f, (double)1024 / (double)768, 1.0f, 10000.0f);
camera->setViewport(0, 0, 1024, 768);
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrixAsLookAt(osg::Vec3d(0.0f, -20.0f, 0.0f), osg::Vec3d(0.0f, 0.0f, 0.0f), osg::Vec3d(0.0f, 0.0f, 1.0f));
//创建颗粒处理器
particleProcessor = new osgParticle::ParticleProcessor;
particleProcessor->setMaxNumberOfParticles(1000); //最多1000个颗粒
particleProcessor->setStartTime(0.0f); //开始时间为0秒
particleProcessor->setReferenceFrame(osgParticle::ParticleProcessor::ABSOLUTE_RF);
//创建粒子系统节点
osg::ref_ptr<osg::PositionAttitudeTransform> patParticleSystem = createParticleSystem();
//将相机和粒子系统节点分别添加到场景图中
sceneGraph->addChild(camera.get());
sceneGraph->addChild(patParticleSystem.get());
//创建一个帧循环对象
osgViewer::Viewer viewer;
viewer.setSceneData(sceneGraph.get());
//启动帧循环
while(!viewer.done())
{
//更新颗粒系统
particleProcessor->update(viewer.frameStamp()->getReferenceTime());
//绘制场景图
viewer.frame();
}
return 0;
}
OpenSceneGraph 3.4: osgParticle ParticleProcessor Class Reference. URL: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00379.html
OpenSceneGraph osgParticleLibrary Reference. URL: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00369.html
Paul Martz and John L. Montgomery. OpenGL Distilled (2nd Edition), Chapter 7. Addison-Wesley, 2006.
Rui Wang and Xuehui He. An Interactive Particle System with OpenSceneGraph. Journal of Computational Information Systems, Vol. 8, No. 13, 2012.