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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><html><head><!-- 这篇文章由Dancingwind翻译,作者的联系方式zhouwei02@mails.tsinghua.edu.cn --><title>NeHe OpenGL教程第三十九课,DancingWind翻译</title>


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    <td align="center" valign="middle" width="75%"><font color="#ffccaa" size="+3"><b><i>第39课</i></b></font></td>
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            <td width="25%"><img src="Tutorial_39_files/lesson39.jpg" height="180" width="240"></td>
            <td width="75%"><p><font class="head">物理模拟简介:</font></p>
              <p><font size="3">还记得高中的物理吧,直线运动,自由落体运动,弹簧。在这一课里,我们将创造这一切。</font></p></td>
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  <table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_39_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_39_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_39_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_39_files/l.png"><img src="Tutorial_39_files/l.png"></td>
    <td valign="top" width="100%"><u>物理模拟介绍</u><br> <br>
      如果你很熟悉物理规律,并且想实现它,这篇文章很适合你。<br> <br>
      在这篇教程里,你会创建一个非常简单的物理引擎,我们将创建以下类:<br> <br> <u>内容:</u> <br> <br> <table border="0">
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            <th align="left">位置类</th>
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            <td><font color="#aaffaa">* class Vector3D</font></td>
            <td>---&gt; </td>
            <td><font color="#ffffaa">用来记录物体的三维坐标的类</font></td>
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            <th align="left">力和运动</th>
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            <td><font color="#aaffaa">* class Mass</font></td>
            <td>---&gt; </td>
            <td><font color="#ffffaa">表示一个物体的物理属性</font></td>
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            <th align="left">模拟类</th>
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            <td><font color="#aaffaa">* class Simulation</font></td>
            <td>---&gt; </td>
            <td><font color="#ffffaa">模拟物理规律</font></td>
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            <th align="left">模拟匀速运动</th>
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            <td><font color="#aaffaa">* class ConstantVelocity : public Simulation</font></td>
            <td>---&gt; </td>
            <td><font color="#ffffaa">模拟匀速运动</font></td>
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            <th align="left">模拟在力的作用下运动</th>
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            <td><font color="#aaffaa">* class MotionUnderGravitation : public Simulation</font></td>
            <td>---&gt; </td>
            <td><font color="#ffffaa">模拟在引力的作用下运动</font></td>
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            <td><font color="#aaffaa">* class MassConnectedWithSpring : public Simulation</font></td>
            <td>---&gt; </td>
            <td><font color="#ffffaa">模拟在弹簧的作用下运动</font></td>
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<pre>class Mass
{
public:
	float m;									<font color="#ffffaa">// 质量</font>
	Vector3D pos;								<font color="#ffffaa">// 位置</font>
	Vector3D vel;								<font color="#ffffaa">// 速度</font>
	Vector3D force;								<font color="#ffffaa">// 力</font>

	Mass(float m)								<font color="#ffffaa">// 构造函数</font>
	{
		this-&gt;m = m;
	}

	...
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    <td valign="top" width="100%"><p>下面的代码给物体增加一个力,在初始时这个力为0</p>
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<pre>	void applyForce(Vector3D force)
	{
		this-&gt;force += force;						<font color="#ffffaa">// 增加一个力</font>
	}

	void init()								<font color="#ffffaa">// 初始时设为0</font>
	{
		force.x = 0;
		force.y = 0;
		force.z = 0;
	}

	...
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    <td valign="top" width="100%"><p>下面的步骤完成一个模拟:</p>
        <p>1.设置力<br>
          2.应用外力<br>
          3.根据力的时间,计算物体的位置和速度</p>
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<pre>	void simulate(float dt)
	{
		vel += (force / m) * dt;					<font color="#ffffaa">// 更新速度</font>
								

		pos += vel * dt;						<font color="#ffffaa">// 更新位置</font>
										
	}
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      <td valign="top" width="100%"><u>模拟类怎样运作:</u> <br> <br>
        在一个物理模拟中,我们按以下规律进行模拟,设置力,更新物体的位置和速度,按时间一次又一次的进行模拟。下面是它的实现代码:</td>
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<pre>class Simulation
{
public:
	int numOfMasses;								<font color="#ffffaa">// 物体的个数</font>
	Mass** masses;								<font color="#ffffaa">// 指向物体结构的指针</font>

	Simulation(int numOfMasses, float m)						<font color="#ffffaa">// 构造函数</font>
	{
		this-&gt;numOfMasses = numOfMasses;

		masses = new Mass*[numOfMasses];				

		for (int a = 0; a &lt; numOfMasses; ++a)				
			masses[a] = new Mass(m);			
	}

	virtual void release()							<font color="#ffffaa">// 释放所有的物体</font>
	{
		for (int a = 0; a &lt; numOfMasses; ++a)				
		{
			delete(masses[a]);
			masses[a] = NULL;
		}

		delete(masses);
		masses = NULL;
	}

	Mass* getMass(int index)
	{
		if (index &lt; 0 || index &gt;= numOfMasses)				<font color="#ffffaa">// 返回第i个物体</font>
			return NULL;						

		return masses[index];						
	}

...
</pre>
</font> <font color="#aaffaa" size="3"> 
<pre>	(class Simulation continued)

	virtual void init()							<font color="#ffffaa">// 初始化所有的物体</font>
	{
		for (int a = 0; a &lt; numOfMasses; ++a)				
			masses[a]-&gt;init();					
	}

	virtual void solve()							<font color="#ffffaa">//虚函数,在具体的应用中设置各个施加给各个物体的力 </font>
	{
									
	}

	virtual void simulate(float dt)						<font color="#ffffaa">//让所有的物体模拟一步</font>
	{
		for (int a = 0; a &lt; numOfMasses; ++a)				
			masses[a]-&gt;simulate(dt);				
	}

	...
</pre>
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      <td valign="top" width="100%">整个模拟的部分被封装到下面的函数中</td>
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<font color="#aaffaa" size="3"> 
</font><pre><font color="#aaffaa" size="3">	(class Simulation continued)

	virtual void operate(float dt)						<font color="#ffffaa">//  完整的模拟过程</font>

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