1、烟雾效果

飞机坠毁

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 #include #include #include #include #include #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,1.0fosg::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0.392699fparticleShooter->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();}