在一维弹性物体基础上设计实现二维弹性物体模拟,并加入和环境的交互;OpenGL
时间: 2024-05-04 10:20:47 浏览: 284
要实现二维弹性物体模拟,需要进行以下步骤:
1. 定义物体的形状和大小,可以通过多边形网格来表示物体的形状。
2. 定义物体的质量和弹性系数,这些参数可以影响物体的运动状态和形变程度。
3. 根据物体的形状和质量,计算物体的受力情况,包括重力、弹性力和摩擦力等。
4. 根据物体受力情况,更新物体的位置和速度状态,这些状态可以通过欧拉法或者其他数值方法进行模拟。
5. 加入与环境的交互,例如碰撞检测和反弹,可以使用OpenGL的碰撞检测函数和反弹函数来实现。
下面是一个简单的二维物体模拟的示例代码:
```c++
#include <iostream>
#include <cmath>
#include <GL/glut.h>
const int WIDTH = 800, HEIGHT = 600;
const int GRID_SIZE = 20;
const float MASS = 1.0f;
const float K = 100.0f;
const float DAMPING = 0.1f;
const float GRAVITY = 9.8f;
struct Vector2 {
float x, y;
Vector2() : x(0.0f), y(0.0f) {}
Vector2(float x, float y) : x(x), y(y) {}
Vector2 operator+(const Vector2& v) const {
return Vector2(x + v.x, y + v.y);
}
Vector2 operator-(const Vector2& v) const {
return Vector2(x - v.x, y - v.y);
}
Vector2 operator*(float s) const {
return Vector2(x * s, y * s);
}
Vector2 operator/(float s) const {
return Vector2(x / s, y / s);
}
float length() const {
return std::sqrt(x * x + y * y);
}
Vector2 normalize() const {
float len = length();
if (len > 0.0f) {
return (*this) / len;
}
return Vector2();
}
};
struct Particle {
Vector2 position;
Vector2 velocity;
Vector2 force;
float mass;
Particle() : position(), velocity(), force(), mass(MASS) {}
Particle(Vector2 position, Vector2 velocity, float mass) :
position(position), velocity(velocity), force(), mass(mass) {}
void applyForce(const Vector2& f) {
force = force + f;
}
void update(float dt) {
Vector2 acceleration = force / mass;
velocity = velocity + acceleration * dt;
position = position + velocity * dt;
force = Vector2();
}
void draw() {
glColor3f(1.0f, 1.0f, 1.0f);
glPointSize(6.0f);
glBegin(GL_POINTS);
glVertex2f(position.x, position.y);
glEnd();
}
};
struct Spring {
Particle* p1;
Particle* p2;
float restLength;
float k;
float damping;
Spring() : p1(nullptr), p2(nullptr), restLength(0.0f), k(K), damping(DAMPING) {}
Spring(Particle* p1, Particle* p2, float restLength, float k) :
p1(p1), p2(p2), restLength(restLength), k(k), damping(DAMPING) {}
void update() {
Vector2 delta = p2->position - p1->position;
float length = delta.length();
Vector2 direction = delta.normalize();
Vector2 relativeVelocity = p2->velocity - p1->velocity;
float velocityAlongAxis = relativeVelocity.x * direction.x + relativeVelocity.y * direction.y;
float forceMagnitude = -k * (length - restLength);
forceMagnitude -= damping * velocityAlongAxis;
Vector2 force = direction * forceMagnitude;
p1->applyForce(force);
p2->applyForce(-force);
}
void draw() {
glColor3f(0.0f, 1.0f, 1.0f);
glLineWidth(2.0f);
glBegin(GL_LINES);
glVertex2f(p1->position.x, p1->position.y);
glVertex2f(p2->position.x, p2->position.y);
glEnd();
}
};
Particle* particles[GRID_SIZE][GRID_SIZE];
Spring* springs[GRID_SIZE][GRID_SIZE];
void initParticlesAndSprings() {
// create particles
for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
particles[i][j] = new Particle(Vector2(i * 20.0f, j * 20.0f), Vector2(), MASS);
}
}
// create springs
for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
if (i < GRID_SIZE - 1) {
springs[i][j] = new Spring(particles[i][j], particles[i + 1][j], 20.0f, K);
}
if (j < GRID_SIZE - 1) {
springs[i][j] = new Spring(particles[i][j], particles[i][j + 1], 20.0f, K);
}
}
}
}
void update(float dt) {
// apply gravity
for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
particles[i][j]->applyForce(Vector2(0.0f, -particles[i][j]->mass * GRAVITY));
}
}
// update particles
for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
particles[i][j]->update(dt);
}
}
// update springs
for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
if (i < GRID_SIZE - 1) {
springs[i][j]->update();
}
if (j < GRID_SIZE - 1) {
springs[i][j]->update();
}
}
}
}
void draw() {
glClear(GL_COLOR_BUFFER_BIT);
// draw particles
for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
particles[i][j]->draw();
}
}
// draw springs
for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
if (i < GRID_SIZE - 1) {
springs[i][j]->draw();
}
if (j < GRID_SIZE - 1) {
springs[i][j]->draw();
}
}
}
glutSwapBuffers();
}
void reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w, h, 0);
glMatrixMode(GL_MODELVIEW);
}
void timer(int value) {
const float dt = 0.01f;
update(dt);
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow("Elastic Body Simulation");
glutDisplayFunc(draw);
glutReshapeFunc(reshape);
glutTimerFunc(0, timer, 0);
initParticlesAndSprings();
glutMainLoop();
return 0;
}
```
在这个示例代码中,定义了一个二维网格状的物体,并通过粒子和弹簧模型来模拟物体的弹性特性。在每个时间步中,先计算物体的受力情况,然后根据欧拉法来更新物体的位置和速度状态。最后在OpenGL中绘制物体的形状和弹簧模型,形成一个二维弹性物体模拟系统。
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