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“模型-视图-控制器”体系结构视景仿真系统的设计与应用
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摘要
随着视景仿真的发展,视景仿真表现技术及其引擎的开发步入新的阶段——合成化仿真。如果合成化视景仿真系统具有良好的体系结构,只需修改其部分内容就可以进行移植。从而,研究可重用、可移植的合成化视景仿真系统的体系结构是当前视景仿真研究的重点之一。正是基于此,本文开展了下面的研究工作。
     首先,本文介绍了视景仿真表现技术的发展过程和研究内容,分析了开发独立的视景仿真的意义,阐述本课题的立题背景。提出“合成化视景仿真”软件系统,建立了“模型-视图-控制器”(简称MVC)体系结构,概述视景仿真引擎在该视景仿真软件体系结构中的地位。随后,本文阐述了“合成化视景仿真”软件系统的MVC体系结构,对该体系结构的各个组成部分进行了深入的研究,说明相应的实现技术,特别对视景仿真的引擎系统进行了全新的划分,深入分析引擎各子系统的功能。并进一步说明“合成化视景仿真”系统引擎的场景管理方法。
     其次,用Microsoft DirectX8.1~(?)的组件实现了“合成化视景仿真”软件系统及其体系结构,重点研究了视景仿真引擎的实现方案。特别是,针对各种图形显示特效,本文给出了Direct3D的实现方法。并提出了视景仿真系统的运行框架DXFrame,该运行框架集成了图形、声音和其它功能。
     再次,将“合成化视景仿真”系统及其引擎应用到实际中,开发飞行实时仿真系统。在飞行实时仿真系统中,对于九架典型飞机,用面向对象的方法建立了飞机的实体模型;并用3DMAX3.1~(?)和MultiGen Creator2.5~(?)等建模软件建立了相应的三维表现模型;模拟了飞机的主要系统:飞行系统、视景系统、仪表系统和音响系统。随后,将“合成化视景仿真”系统及其引擎移植到天基综合信息网合成化视景仿真系统中。天基综合信息网合成化视景仿真系统逼真地表现整个天基仿真环境,以及各种卫星的运行状态,以最为直观的方式,为天基综合信息网的改进提供依据。
     最后,本文对合成化视景仿真表现技术进行总结,并展望了合成化视景仿真的发展前景。在论文中,对视景仿真及其引擎做了一些大胆的构想,并编程实现了部分构想。在充分考虑移植性和扩展性基础上,用面向对象的方法,提高视景仿真系统的柔性。
With the development of scene simulation technology, the development of its representation and engine is stepping into the new stage-synthetic simulation. If the architecture of the synthetic simulation system is very intellective, a few ports of it are modified when transplanted. Thereby it is a reasonable and effective research to study the reusable and transplantable simulation's architecture. The research addressed in this thesis represents a step towards ameliorating this situation.
    Firstly, in the thesis, it is introduced the representing technology and research contents of scene simulation, and the importance of development is analyzed, so this project's background is expatiated. In this thesis, scene simulation software architecture is put forward, and then the architecture of "Model-View-Controller", for thort that is MVC, is established, the status of simulation engine is summarized. In the following, it is expounded the studying actuality, and then the "MVC" architechure is maken out. One by one, the component of the architecture is thoroughly studed, the realizing mothod is explained, especially, the scene simulation engine is brain-new measured off, the ruction of parts is analyzed. And the scene graph of engine is deeply narrated.
    Secondly, the synthetic scene simulation system and its architechture is programmed by Microsoft DirectX8.1COM components. Especially, aiming at all kinds of graphic representing special effects, the thesis gives the actual realized arithmetic method in Direct3D, and bring forward the scene simulation running frame "DXFrame". In the frame, the graphic, sound and other functionality are all integrated.
    Thirdly, the synthetic scene simulaiotn is transplanted from theory into practice, the flight real-time simulation system is realized with the help of it. hi the flight real-time simulation system, nine fights are designed with the object-oriented mothod, and the representing model of aircraft is set up by use of the 3DMAX3.1 and MultiGen Creator2.5 tools. The flight's atmospheric dynamic characteristics is considered, the aircraft is modeled as a combination of objects. Most compositions, such as scene system, flight system, flight's sound and control surface are all simulated. In the following, with its engine the idea and realizing methods of synthetic scene simulation are transfered, the air-based synthetic information network system is puted on. The air-based synthetic information network simulation system realistically represents the whole air-base network's situation, and all kinds of satellite's running topsy-turvydom. In the most intuitionistically way, the better information is supported for the air-based synthetic network system.
    At the end, in this thesis, the total representing technologic method in scene simulation is summed up, and the evolutional prospect is exposed. In this thesis, many hypotheses are formed,
    and then some are programly realized. With respect to the transplantation and expansibility, the
    
    
    flexibility of simulation engine is enhanced using the object-oriented methods.
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