摘要
由于VTree提供的火焰特效无法满足飞行视景仿真中飞行器尾焰的绘制要求,因此采用一种简化的基于粒子系统的尾焰模型,研究了基于回调机制的将OpenGL绘制程序移植到VTree中的方法,在应用中实现了粒子系统尾焰的对象化。解决了在VTree中使用OpenGL程序常出现的状态影响问题。通过对OpenGL和VTree编程代码的分离,使该文的方法有较大的适用范围。最后给出了应用仿真实例,仿真结果表明该粒子系统模型在VTree中取得了较为逼真的尾焰效果,并可以满足飞行视景仿真的实时性要求。
As the plume provided by VTree does not meet the requirement of drawing booster plume of aircrafts in virtual flight simulation, a simple booster plume model based on particle system is introduced in this paper. A method based on callback mechanism to add the booster plume achieved by OpenGL to VTree application is presented. The booster plume based on particle system can be used as an object in application. The problem of state effect caused by OpenGL rendering in VTree is solved. As the OpenGL program and VTree program are written separately, the method concerned above can be used in wide application. An example is given in the end of the paper. The result shows that the booster plume based on the particle system model achieves satisfactory effect in VTree and meets the requirement of real time in flight virtual simulation. .
出处
《计算机仿真》
CSCD
2007年第1期205-208,共4页
Computer Simulation
关键词
视景仿真
粒子系统
回调机制
Virtual simulation
Particle system
Callback mechanism