摘要
介绍了纹理动画的基本原理,利用面向对象的核心思想,针对在复杂虚拟视景系统中实现与管理大量特殊效果的困难,对各类特殊效果进行了封装和集成,设计并实现了一个特殊效果接口。该接口由一组相互关联的类构成,使用方便、易于扩展,方便了复杂虚拟视景系统中特殊效果的实现与管理。给出了该接口的设计思路和具体的定义,最后给出了一个实际应用示例。
The general theory of texture animation was introduced. Opposed to the difficulty of managing many special effects, all kinds of special effects were encapsulated and integrated using the thinking of object-oriented technology, and a special effect interface was designed and implemented . This interface is composed of a group of classes, and it is easy to use and expand. It becomes very simple to implement and manage the special effects in complex virtual scene system through using this interface. The designation and definition of the special effect interface and an application instance were given.
出处
《系统仿真学报》
CAS
CSCD
北大核心
2006年第z1期140-142,146,共4页
Journal of System Simulation
关键词
面向对象
特殊效果
视景仿真
接口设计
纹理动画
object-oriented
special effect
scene visualization simulation
interface design
texture animation