//________________________________________________ SpinBoxData::SpinBoxData( QObject* parent, QWidget* target, int duration ): AnimationData( parent, target ) { _upArrowData._animation = new Animation( duration, this ); _downArrowData._animation = new Animation( duration, this ); setupAnimation( upArrowAnimation(), "upArrowOpacity" ); setupAnimation( downArrowAnimation(), "downArrowOpacity" ); }
//______________________________________________ TabBarData::TabBarData( QObject* parent, QWidget* target, int duration ): AnimationData( parent, target ) { current_.animation_ = new Animation( duration, this ); setupAnimation( currentIndexAnimation(), "currentOpacity" ); currentIndexAnimation().data()->setDirection( Animation::Forward ); previous_.animation_ = new Animation( duration, this ); setupAnimation( previousIndexAnimation(), "previousOpacity" ); previousIndexAnimation().data()->setDirection( Animation::Backward ); }
//______________________________________________ HeaderViewData::HeaderViewData( QObject* parent, QWidget* target, int duration ): AnimationData( parent, target ) { target->installEventFilter( this ); _current._animation = new Animation( duration, this ); setupAnimation( currentIndexAnimation(), "currentOpacity" ); currentIndexAnimation().data()->setDirection( Animation::Forward ); _previous._animation = new Animation( duration, this ); setupAnimation( previousIndexAnimation(), "previousOpacity" ); previousIndexAnimation().data()->setDirection( Animation::Backward ); }
//______________________________________________ MenuBarDataV1::MenuBarDataV1( QObject* parent, QWidget* target, int duration ): MenuBarData( parent, target ) { target->installEventFilter( this ); // setup timeLine _current._animation = new Animation( duration, this ); setupAnimation( currentAnimation(), "currentOpacity" ); currentAnimation().data()->setDirection( Animation::Forward ); _previous._animation = new Animation( duration, this ); setupAnimation( previousAnimation(), "previousOpacity" ); previousAnimation().data()->setDirection( Animation::Backward ); }
//______________________________________________ ScrollBarData::ScrollBarData( QObject* parent, QWidget* target, int duration ): WidgetStateData( parent, target, duration ), _position( -1, -1 ) { target->installEventFilter( this ); _addLineData._animation = new Animation( duration, this ); _subLineData._animation = new Animation( duration, this ); connect( addLineAnimation().data(), SIGNAL(finished()), SLOT(clearAddLineRect()) ); connect( subLineAnimation().data(), SIGNAL(finished()), SLOT(clearSubLineRect()) ); // setup animation setupAnimation( addLineAnimation(), "addLineOpacity" ); setupAnimation( subLineAnimation(), "subLineOpacity" ); }
void EnPlayerAnimation::initialize() { log_info << " initializing player animation instance '" << getInstanceName() << "' ..." << std::endl; if ( !_animCfgFile.length() ) { log_error << "*** missing animation config file parameter" << std::endl; return; } // setup and create a new model std::string file = yaf3d::Application::get()->getMediaPath() + _animCfgFile; std::string rootDir = yaf3d::extractPath( file ); std::string configfilename = yaf3d::extractFileName( file ); // all textures and cal3d files must be in root dir! if ( !setupAnimation( rootDir, configfilename ) ) return; // set initial animation _model->startLoop( _IdAnimIdle, 1.0f, 0.0f ); _anim = eIdle; // scale the model _coreModel->get()->scale( _scale ); // create a transform node in order to set position and rotation offsets _animNode = new osg::PositionAttitudeTransform; _animNode->setPosition( _position ); osg::Quat quat( _rotation.x() * osg::PI / 180.0f, osg::Vec3f( 1, 0, 0 ), _rotation.y() * osg::PI / 180.0f, osg::Vec3f( 0, 1, 0 ), _rotation.z() * osg::PI / 180.0f, osg::Vec3f( 0, 0, 1 ) ); _animNode->setAttitude( quat ); _animNode->addChild( _model.get() ); // setup the shaders for ( currently just disable glsl usage ) // first check if glsl is supported before setting up the shaders ( gl context 0 is assumed ) const osg::GL2Extensions* p_extensions = osg::GL2Extensions::Get( 0, true ); if ( p_extensions->isGlslSupported() ) { if ( !s_program.valid() ) { s_program = new osg::Program; s_program->setName( "_playerAnim_" ); s_program->addShader( new osg::Shader( osg::Shader::VERTEX, glsl_vp ) ); s_program->addShader( new osg::Shader( osg::Shader::FRAGMENT, glsl_fp ) ); } osg::StateSet* p_stateSet = _animNode->getOrCreateStateSet(); p_stateSet->setAttributeAndModes( s_program.get(), osg::StateAttribute::ON ); _animNode->setStateSet( p_stateSet ); } log << " initializing player animation instance completed" << std::endl; }
GameItem::GameItem(int x,int y,Game* game){ myPolygon << QPointF(-10, 0) << QPointF(0, 10) << QPointF(10, 0) << QPointF(0, -10) << QPointF(-10, 0); this->setPolygon(myPolygon); setSquare(x,y); this->game = game; setupAnimation(); }
GameItem::GameItem(Game* game) { myPolygon << QPointF(-10, 0) << QPointF(0, 10) << QPointF(10, 0) << QPointF(0, -10) << QPointF(-10, 0); this->setPolygon(myPolygon); setFlag(QGraphicsItem::ItemIsMovable, true); setFlag(QGraphicsItem::ItemIsSelectable, true); setSquare(0,0); this->game = game; setupAnimation(); }
CExplosion::CExplosion(CMap &map, const Ogre::Vector2 &vCenter, EExplosionTypes eExplosionType) : CAnimatedSprite(map, CIDGenerator::nextID("Explosion_"), map.getExplosionsEntity(), &map, map.get2dManager(), vCenter - EXPLOSION_RELATIVE_OFFSET[eExplosionType], EXPLOSION_SIZES[eExplosionType]), m_fFadingTimer(-1) { setType(eExplosionType); init(1, 1); CSpriteTexture::EMirrorTypes eMirrorType = CSpriteTexture::MIRROR_NONE; if (m_uiType == ET_BOLT) { setupAnimation(0, "bolt_explosion", 5, eMirrorType, &getBoltTexture); } else if (m_uiType == ET_BOMB) { m_vPosition += Ogre::Vector2(0, 0.4); setupAnimation(0, "bomb_explosion", 14, eMirrorType, &getBombTexture); } else if (m_uiType == ET_GREEN_MONSTER) { setupAnimation(0, "explosion", 7, eMirrorType, &getEnemyTexturePath<0>); } else if (m_uiType == ET_KNIGHT) { setupAnimation(0, "explosion_right", 5, eMirrorType, &getEnemyTexturePath<1>); } else if (m_uiType == ET_BEAR) { setupAnimation(0, "explosion_right", 1, eMirrorType, &getEnemyTexturePath<2>); } else if (m_uiType == ET_GHOST) { setupAnimation(0, "explosion_right", 4, eMirrorType, &getEnemyTexturePath<3>); } else if (m_uiType == ET_DARK_MAGICAN) { setupAnimation(0, "explosion_right", 4, eMirrorType, &getEnemyTexturePath<4>); } else if (m_uiType == ET_SANTA) { setupAnimation(0, "explosion_right", 9, eMirrorType, &getEnemyTexturePath<5>); } else if (m_uiType == ET_SKULL) { setupAnimation(0, "explosion", 3, eMirrorType, &getSkullTexture); } }
void Main::initialize() { //Set default sprite offset Sprite::setDefaultSpriteOffset(-(Vector2(getWidth(), getHeight()) * 0.5f)); //Create the scene _scene = Scene::load("res/basic.scene"); //lookAt(_scene->getActiveCamera()->getNode(), Vector3(-10, -100, -10), Vector3(), Vector3::unitY()); SpriteGroup* map = static_cast<SpriteGroup*>(_scene->findNode("Map_Node")->getSprite()); _tilesheet = map->getTileSheet(); //Setup lava Sprite* sprite = map->getSprite(2, 2); setupAnimation(sprite); _aniSprite = sprite; }
/* convenience interface to setupAnimation */ void setupAnimationF(EZ_Widget *widget, char *dir, char *base, int digits, int start) { if(widget) { char format[256], fname[256]; EZ_LabelPixmap *pmps[100]; int i, end = start+100; sprintf(format, "%s/%s%%0%dd.xpm", dir, base, digits); for(i = start; i < end; i++) { sprintf(fname, format, i); pmps[i] = EZ_CreateLabelPixmapFromXpmFile(fname); if(pmps[i] == NULL) break; } i -= start; if(i > 0) setupAnimation(widget, pmps, i); } }
void MImRotationAnimation::appOrientationChangeFinished(int toAngle) { qDebug() << __PRETTY_FUNCTION__ << " - toAngle: " << toAngle << " startOrientationAngle: " << startOrientationAngle; currentOrientationAngle = toAngle; if (!mApp->passThruWindow()->isVisible() || toAngle == startOrientationAngle || !aboutToChangeReceived) { clearScene(); aboutToChangeReceived = false; return; } setupAnimation(startOrientationAngle, toAngle); damageMonitor->waitForDamage(); }
void makeNanobotPath(NanobotDetails& Nanobot, OctreePtr TheOctree, WindowEventProducer* TheWindow, const Pnt3f& Min, const Pnt3f& Max) { //Get the nanobots current location Pnt3f NonobotLoc(Nanobot._Transform->getMatrix() * Pnt3f(0.0f,0.0f,0.0f)); std::vector<Pnt3f> NanobotPath; do { //Randomly find a destination location Pnt3f Goal(randomOpenPosition(Min,Max,TheOctree)); //Try and find a path to that location OctreeAStarAlgorithm AlgorithmObj; SLOG << "Started AStar Search" << std::endl; Time StartTime = getSystemTime(); NanobotPath = AlgorithmObj.search(TheOctree,NonobotLoc,Goal); SLOG << "Finished AStar Search: " << getSystemTime() - StartTime << " s" << std::endl; if(NanobotPath.size() > 2) { NanobotPath.front() = NonobotLoc; NanobotPath.back() = Goal; NanobotPath = smooth(NanobotPath,4); //Make an animation for the nanobot to that location if(Nanobot._Animation != NULL) { Nanobot._Animation->stop(); Nanobot._Animation->detachUpdateProducer(); } Nanobot._Animation = setupAnimation(NanobotPath, Nanobot._Transform); Nanobot._Animation->attachUpdateProducer(TheWindow); Nanobot._Animation->start(); Nanobot._PathVisNode->setCore(createPathGeometry(NanobotPath)); } }while(NanobotPath.size() <= 2); }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); //Torus Material SimpleMaterialUnrecPtr TheTorusMaterial = SimpleMaterial::create(); TheTorusMaterial->setAmbient(Color3f(0.3,0.3,0.3)); TheTorusMaterial->setDiffuse(Color3f(0.7,0.7,0.7)); TheTorusMaterial->setSpecular(Color3f(1.0,1.0,1.0)); TheTorusMaterial->setShininess(20.0); //Torus Geometry GeometryUnrecPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeUnrecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); // add the torus as a child scene->addChild(TorusNode); AnimationGroupUnrecPtr TheAnimation = setupAnimation(TheTorusMaterial, TorusNodeTrans); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TheAnimation.get(), TutorialWindow.get())); TheAnimation->attachUpdateProducer(TutorialWindow); TheAnimation->start(); // tell the manager what to manage sceneManager.setRoot (scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "07AnimationGroup"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); //Initialize Window TutorialWindow->initWindow(); //Torus Material TheTorusMaterial = SimpleMaterial::create(); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setAmbient(Color3f(0.2,0.2,0.2)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setSpecular(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setShininess(100.0f); //Torus Geometry GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeRefPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeRefPtr TorusNode = Node::create(); TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeRefPtr scene = Node::create(); Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); scene->addChild(TorusNode); setupAnimation(); commitChanges(); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); // tell the manager what to manage mgr->setRoot (scene); // show the whole scene mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "OpenSG 02TransformAnimation Window"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
//______________________________________________ GenericData::GenericData( QObject* parent, QWidget* target, int duration ): AnimationData( parent, target ), _animation( new Animation( duration, this ) ), _opacity(0) { setupAnimation( _animation, "opacity" ); }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "1 Play first example animation" << std::endl; std::cout << "2 Play second example animation" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //Joint JointUnrecPtr ExampleRootJoint = Joint::create(); JointUnrecPtr TempRootJoint; TempRootJoint = ExampleRootJoint; Matrix TempMat; //Create a set of randomly placed joints for (Real32 i = 1.0f; i < 9.0f; i++) { JointUnrecPtr ExampleChildJoint; TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f)); ExampleChildJoint = Joint::create(); //create a joint called ExampleChildJoint //Set ExampleChildJoint's current and bind transformations to TempMat (calculated above) ExampleChildJoint->setRelativeTransformation(TempMat); ExampleChildJoint->setBindRelativeTransformation(TempMat); ExampleChildJoint->setUseParentTranslation(true); //Add ExampleChildJoint as a child to the previously created joint TempRootJoint->pushToChildJoints(ExampleChildJoint);//add a Child to the previous joint //ExampleChildJoint will be the next parent joint TempRootJoint = TempRootJoint->getChildJoints(0); } //Skeleton SkeletonUnrecPtr ExampleSkeleton = Skeleton::create(); ExampleSkeleton->pushToRootJoints(ExampleRootJoint); //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we won't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When the skeleton's bind pose is rendered, it will be green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose is rendered in blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); //Create scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(ExampleRootJoint, ExampleRootJoint->getChildJoints(0)); //Set the currently playing animation to TheJointAnimation (can be switched at runtime via a key command) TheCurrentAnimation = TheJointAnimation; // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "11BoneAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindowEventProducer = createDefaultWindowEventProducer(); WindowPtr MainWindow = TutorialWindowEventProducer->initWindow(); TutorialWindowEventProducer->setDisplayCallback(display); TutorialWindowEventProducer->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindowEventProducer->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener); TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener); TutorialUpdateListener TheTutorialUpdateListener; TutorialWindowEventProducer->addUpdateListener(&TheTutorialUpdateListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindowEventProducer->getWindow()); //////////////// // Create the Graphics GraphicsPtr TutorialGraphics = osg::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Create an Button Component and a simple Font. See 17Label_Font for more information about Fonts. ******************************************************/ ButtonPtr ExampleButton = osg::Button::create(); UIFontPtr ExampleFont = osg::UIFont::create(); beginEditCP(ExampleButton, Button::MinSizeFieldMask | Button::MaxSizeFieldMask | Button::PreferredSizeFieldMask | Button::ToolTipTextFieldMask | Button::TextFieldMask | Button::FontFieldMask | Button::TextColorFieldMask | Button::RolloverTextColorFieldMask | Button::ActiveTextColorFieldMask | Button::AlignmentFieldMask); ExampleButton->setMinSize(Vec2f(50, 25)); ExampleButton->setMaxSize(Vec2f(200, 100)); ExampleButton->setPreferredSize(Vec2f(100, 50)); ExampleButton->setToolTipText("Click to start/pause"); ExampleButton->setText("start/pause"); ExampleButton->setFont(ExampleFont); ExampleButton->setTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); ExampleButton->setRolloverTextColor(Color4f(1.0, 0.0, 1.0, 1.0)); ExampleButton->setActiveTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); ExampleButton->setAlignment(Vec2f(.5,0.5)); endEditCP(ExampleButton, Button::MinSizeFieldMask | Button::MaxSizeFieldMask | Button::PreferredSizeFieldMask | Button::ToolTipTextFieldMask | Button::TextFieldMask | Button::FontFieldMask | Button::TextColorFieldMask | Button::RolloverTextColorFieldMask | Button::ActiveTextColorFieldMask | Button::AlignmentFieldMask); // Create an ActionListener and assign it to ExampleButton // This Class is defined above, and will cause the output // window to display "Button 1 Action" when pressed ExampleButtonActionListener TheExampleButtonActionListener; ExampleButton->addActionListener(&TheExampleButtonActionListener); ////////////////// //Torus Material TheTorusMaterial = SimpleMaterial::create(); beginEditCP(TheTorusMaterial); SimpleMaterialPtr::dcast(TheTorusMaterial)->setAmbient(Color3f(0.3,0.3,0.3)); SimpleMaterialPtr::dcast(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); SimpleMaterialPtr::dcast(TheTorusMaterial)->setSpecular(Color3f(1.0,1.0,1.0)); endEditCP(TheTorusMaterial); //Torus Geometry GeometryPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); beginEditCP(TorusGeometry); TorusGeometry->setMaterial(TheTorusMaterial); endEditCP (TorusGeometry); NodePtr TorusGeometryNode = Node::create(); beginEditCP(TorusGeometryNode, Node::CoreFieldMask); TorusGeometryNode->setCore(TorusGeometry); endEditCP (TorusGeometryNode, Node::CoreFieldMask); //Make Torus Node NodePtr TorusNode = Node::create(); TransformPtr TorusNodeTrans; TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); beginEditCP(TorusNode, Node::CoreFieldMask | Node::ChildrenFieldMask); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); endEditCP (TorusNode, Node::CoreFieldMask | Node::ChildrenFieldMask); //Make Main Scene Node NodePtr scene = Node::create(); ComponentTransformPtr Trans; Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); { scene->setCore(Trans); // add the torus as a child scene->addChild(TorusNode); } endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask); setupAnimation(); // Create Background to be used with the Main InternalWindow ColorLayerPtr MainInternalWindowBackground = osg::ColorLayer::create(); beginEditCP(MainInternalWindowBackground, ColorLayer::ColorFieldMask); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); endEditCP(MainInternalWindowBackground, ColorLayer::ColorFieldMask); InternalWindowPtr MainInternalWindow = osg::InternalWindow::create(); LayoutPtr MainInternalWindowLayout = osg::FlowLayout::create(); beginEditCP(MainInternalWindow, InternalWindow::ChildrenFieldMask | InternalWindow::LayoutFieldMask | InternalWindow::BackgroundsFieldMask | InternalWindow::AlignmentInDrawingSurfaceFieldMask | InternalWindow::ScalingInDrawingSurfaceFieldMask | InternalWindow::DrawTitlebarFieldMask | InternalWindow::ResizableFieldMask); MainInternalWindow->getChildren().push_back(ExampleButton); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); endEditCP(MainInternalWindow, InternalWindow::ChildrenFieldMask | InternalWindow::LayoutFieldMask | InternalWindow::BackgroundsFieldMask | InternalWindow::AlignmentInDrawingSurfaceFieldMask | InternalWindow::ScalingInDrawingSurfaceFieldMask | InternalWindow::DrawTitlebarFieldMask | InternalWindow::ResizableFieldMask); // Create the Drawing Surface UIDrawingSurfacePtr TutorialDrawingSurface = UIDrawingSurface::create(); beginEditCP(TutorialDrawingSurface, UIDrawingSurface::GraphicsFieldMask | UIDrawingSurface::EventProducerFieldMask); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindowEventProducer); endEditCP(TutorialDrawingSurface, UIDrawingSurface::GraphicsFieldMask | UIDrawingSurface::EventProducerFieldMask); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundPtr TutorialUIForeground = osg::UIForeground::create(); beginEditCP(TutorialUIForeground, UIForeground::DrawingSurfaceFieldMask); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); endEditCP(TutorialUIForeground, UIForeground::DrawingSurfaceFieldMask); mgr->setRoot(scene); // Add the UI Foreground Object to the Scene ViewportPtr TutorialViewport = mgr->getWindow()->getPort(0); beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask); TutorialViewport->getForegrounds().push_back(TutorialUIForeground); beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask); // show the whole scene mgr->showAll(); TheAnimationAdvancer->start(); Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5); TutorialWindowEventProducer->openWindow(WinPos, WinSize, "24AnimationAction"); //Enter main Loop TutorialWindowEventProducer->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //Skeleton ExampleSkeleton = SkeletonBlendedGeometry::create(); //===========================================Joints================================================================== Matrix TempMat; Matrix InvBind; /*================================================================================================*/ /* Pelvis */ Pelvis = Joint::create(); //create a joint called Pelvis TempMat.setTranslate(0.0,7.0,0.0); Pelvis->setJointTransformation(TempMat); NodeRecPtr PelvisNode = makeNodeFor(Pelvis); InvBind = PelvisNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Pelvis, InvBind); setName(Pelvis, "Pelvis Joint"); setName(PelvisNode, "Pelvis Node"); /*================================================================================================*/ /* Clavicle */ Clavicle = Joint::create(); //create a joint called Clavicle TempMat.setTranslate(0.0,5.0,0.0); Clavicle->setJointTransformation(TempMat); NodeRecPtr ClavicleNode = makeNodeFor(Clavicle); PelvisNode->addChild(ClavicleNode); InvBind = ClavicleNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Clavicle, InvBind); setName(Clavicle, "Clavicle Joint"); setName(ClavicleNode, "Clavicle Node"); /*================================================================================================*/ /* Left Shoulder */ LeftShoulder = Joint::create(); //create a joint called LeftShoulder TempMat.setTranslate(1.0,-0.5,0.0); LeftShoulder->setJointTransformation(TempMat); NodeRecPtr LeftShoulderNode = makeNodeFor(LeftShoulder); ClavicleNode->addChild(LeftShoulderNode); InvBind = LeftShoulderNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftShoulder, InvBind); setName(LeftShoulder, "Left Shoulder Joint"); setName(LeftShoulderNode, "Left Shoulder Node"); /*================================================================================================*/ /* Left Elbow */ LeftElbow = Joint::create(); //create a joint called LeftElbow TempMat.setTranslate(2.0,0.0,0.0); LeftElbow->setJointTransformation(TempMat); NodeRecPtr LeftElbowNode = makeNodeFor(LeftElbow); LeftShoulderNode->addChild(LeftElbowNode); InvBind = LeftElbowNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftElbow, InvBind); setName(LeftElbow, "Left Elbow Joint"); setName(LeftElbowNode, "Left Elbow Node"); /*================================================================================================*/ /* Left Hand */ LeftHand = Joint::create(); //create a joint called LeftHand TempMat.setTranslate(2.0,0.0,0.0); LeftHand->setJointTransformation(TempMat); NodeRecPtr LeftHandNode = makeNodeFor(LeftHand); LeftElbowNode->addChild(LeftHandNode); InvBind = LeftHandNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftHand, InvBind); setName(LeftHand, "Left Hand Joint"); setName(LeftHandNode, "Left Hand Node"); /*================================================================================================*/ /* Left Fingers */ LeftFingers = Joint::create(); //create a joint called LeftFingers TempMat.setTranslate(1.0,0.0,0.0); LeftFingers->setJointTransformation(TempMat); NodeRecPtr LeftFingersNode = makeNodeFor(LeftFingers); LeftHandNode->addChild(LeftFingersNode); InvBind = LeftFingersNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftFingers, InvBind); setName(LeftFingers, "Left Fingers Joint"); setName(LeftFingersNode, "Left Fingers Node"); /*================================================================================================*/ /* Right Shoulder */ RightShoulder = Joint::create(); //create a joint called RightShoulder TempMat.setTranslate(-1.0,-0.5,0.0); RightShoulder->setJointTransformation(TempMat); NodeRecPtr RightShoulderNode = makeNodeFor(RightShoulder); ClavicleNode->addChild(RightShoulderNode); InvBind = RightShoulderNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightShoulder, InvBind); setName(RightShoulder, "Right Shoulder Joint"); setName(RightShoulderNode, "Right Shoulder Node"); /*================================================================================================*/ /* Right Elbow */ RightElbow = Joint::create(); //create a joint called RightElbow TempMat.setTranslate(-2.0,0.0,0.0); RightElbow->setJointTransformation(TempMat); NodeRecPtr RightElbowNode = makeNodeFor(RightElbow); RightShoulderNode->addChild(RightElbowNode); InvBind = RightElbowNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightElbow, InvBind); setName(RightElbow, "Right Elbow Joint"); setName(RightElbowNode, "Right Elbow Node"); /*================================================================================================*/ /* Right Hand */ RightHand = Joint::create(); //create a joint called RightHand TempMat.setTranslate(-2.0,0.0,0.0); RightHand->setJointTransformation(TempMat); NodeRecPtr RightHandNode = makeNodeFor(RightHand); RightElbowNode->addChild(RightHandNode); InvBind = RightHandNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightHand, InvBind); setName(RightHand, "Right Hand Joint"); setName(RightHandNode, "Right Hand Node"); /*================================================================================================*/ /* Right Fingers */ RightFingers = Joint::create(); //create a joint called RightFingers TempMat.setTranslate(-1.0,0.0,0.0); RightFingers->setJointTransformation(TempMat); NodeRecPtr RightFingersNode = makeNodeFor(RightFingers); RightHandNode->addChild(RightFingersNode); InvBind = RightFingersNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightFingers, InvBind); setName(RightFingers, "Right Fingers Joint"); setName(RightFingersNode, "Right Fingers Node"); /*================================================================================================*/ /* Head */ Head = Joint::create(); //create a joint called Head TempMat.setTranslate(0.0,1.0,0.0); Head->setJointTransformation(TempMat); NodeRecPtr HeadNode = makeNodeFor(Head); ClavicleNode->addChild(HeadNode); InvBind = HeadNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Head, InvBind); setName(Head, "Head Joint"); setName(HeadNode, "Head Node"); /*================================================================================================*/ /* Left Hip */ LeftHip = Joint::create(); //create a joint called LeftHip TempMat.setTranslate(1.0,-1.0,0.0); LeftHip->setJointTransformation(TempMat); NodeRecPtr LeftHipNode = makeNodeFor(LeftHip); PelvisNode->addChild(LeftHipNode); InvBind = LeftHipNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftHip, InvBind); setName(LeftHip, "Left Hip Joint"); setName(LeftHipNode, "Left Hip Node"); /*================================================================================================*/ /* Left Knee */ LeftKnee = Joint::create(); //create a joint called LeftKnee TempMat.setTranslate(0.0,-3.0,0.0); LeftKnee->setJointTransformation(TempMat); NodeRecPtr LeftKneeNode = makeNodeFor(LeftKnee); LeftHipNode->addChild(LeftKneeNode); InvBind = LeftKneeNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftKnee, InvBind); setName(LeftKnee, "Left Knee Joint"); setName(LeftKneeNode, "Left Knee Node"); /*================================================================================================*/ /* Left Foot */ LeftFoot = Joint::create(); //create a joint called LeftFoot TempMat.setTranslate(0.0,-3.0,0.0); LeftFoot->setJointTransformation(TempMat); NodeRecPtr LeftFootNode = makeNodeFor(LeftFoot); LeftKneeNode->addChild(LeftFootNode); InvBind = LeftFootNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftFoot, InvBind); setName(LeftFoot, "Left Foot Joint"); setName(LeftFootNode, "Left Foot Node"); /*================================================================================================*/ /* Left Toes */ LeftToes = Joint::create(); //create a bone called ExampleChildbone TempMat.setTranslate(0.0,0.0,1.0); LeftToes->setJointTransformation(TempMat); NodeRecPtr LeftToesNode = makeNodeFor(LeftToes); LeftFootNode->addChild(LeftToesNode); InvBind = LeftToesNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftToes, InvBind); setName(LeftToes, "Left Toes Joint"); setName(LeftToesNode, "Left Toes Node"); /*================================================================================================*/ /* Right Hip */ RightHip = Joint::create(); //create a joint called RightHip TempMat.setTranslate(-1.0,-1.0,0.0); RightHip->setJointTransformation(TempMat); NodeRecPtr RightHipNode = makeNodeFor(RightHip); PelvisNode->addChild(RightHipNode); InvBind = RightHipNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightHip, InvBind); setName(RightHip, "Right Hip Joint"); setName(RightHipNode, "Right Hip Node"); /*================================================================================================*/ /* Right Knee */ RightKnee = Joint::create(); //create a joint called RightKnee TempMat.setTranslate(0.0,-3.0,0.0); RightKnee->setJointTransformation(TempMat); NodeRecPtr RightKneeNode = makeNodeFor(RightKnee); RightHipNode->addChild(RightKneeNode); InvBind = RightKneeNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightKnee, InvBind); setName(RightKnee, "Right Knee Joint"); setName(RightKneeNode, "Right Knee Node"); /*================================================================================================*/ /* Right Foot */ RightFoot = Joint::create(); //create a joint called RightFoot TempMat.setTranslate(0.0,-3.0,0.0); RightFoot->setJointTransformation(TempMat); NodeRecPtr RightFootNode = makeNodeFor(RightFoot); RightKneeNode->addChild(RightFootNode); InvBind = RightFootNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightFoot, InvBind); setName(RightFoot, "Right Foot Joint"); setName(RightFootNode, "Right Foot Node"); /*================================================================================================*/ /* Right Toes */ RightToes = Joint::create(); //create a joint called RightToes TempMat.setTranslate(0.0,0.0,1.0); RightToes->setJointTransformation(TempMat); NodeRecPtr RightToesNode = makeNodeFor(RightToes); RightFootNode->addChild(RightToesNode); InvBind = RightToesNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightToes, InvBind); setName(RightToes, "Right Toes Joint"); setName(RightToesNode, "Right Toes Node"); //Create a geometry to attach to the skeleton (i.e-> skin) GeoUInt8PropertyUnrecPtr type = GeoUInt8Property::create(); type->push_back(GL_QUADS); GeoUInt32PropertyUnrecPtr lens = GeoUInt32Property::create(); lens->push_back(72); GeoPnt3fPropertyUnrecPtr pnts = GeoPnt3fProperty ::create(); // the points of the Quads //Back pnts->push_back(Pnt3f(-0.5, 6.0, 0)); pnts->push_back(Pnt3f( 0.5, 6.0, 0)); pnts->push_back(Pnt3f( 0.5, 12.0, 0)); pnts->push_back(Pnt3f(-0.5, 12.0, 0)); //Head pnts->push_back(Pnt3f(-0.5, 12, 0)); pnts->push_back(Pnt3f( 0.5, 12, 0)); pnts->push_back(Pnt3f( 0.5, 13, 0)); pnts->push_back(Pnt3f(-0.5, 13, 0)); //Left Shoulder pnts->push_back(Pnt3f(0.0, 11.5, 0)); pnts->push_back(Pnt3f(0.0, 12.5, 0)); pnts->push_back(Pnt3f(1.0, 12.0, 0)); pnts->push_back(Pnt3f(1.0, 11.0, 0)); //Left Humerus pnts->push_back(Pnt3f(1.0, 11.0, 0)); pnts->push_back(Pnt3f(1.0, 12.0, 0)); pnts->push_back(Pnt3f(3.0, 12.0, 0)); pnts->push_back(Pnt3f(3.0, 11.0, 0)); //Left Radius pnts->push_back(Pnt3f(3.0, 11.0, 0)); pnts->push_back(Pnt3f(3.0, 12.0, 0)); pnts->push_back(Pnt3f(5.0, 12.0, 0)); pnts->push_back(Pnt3f(5.0, 11.0, 0)); //Left Hand pnts->push_back(Pnt3f(5.0, 11.0, 0)); pnts->push_back(Pnt3f(5.0, 12.0, 0)); pnts->push_back(Pnt3f(6.0, 12.0, 0)); pnts->push_back(Pnt3f(6.0, 11.0, 0)); //Right Shoulder pnts->push_back(Pnt3f(0.0, 11.5, 0)); pnts->push_back(Pnt3f(0.0, 12.5, 0)); pnts->push_back(Pnt3f(-1.0, 12.0, 0)); pnts->push_back(Pnt3f(-1.0, 11.0, 0)); //Right Humerus pnts->push_back(Pnt3f(-1.0, 11.0, 0)); pnts->push_back(Pnt3f(-1.0, 12.0, 0)); pnts->push_back(Pnt3f(-3.0, 12.0, 0)); pnts->push_back(Pnt3f(-3.0, 11.0, 0)); //Right Radius pnts->push_back(Pnt3f(-3.0, 11.0, 0)); pnts->push_back(Pnt3f(-3.0, 12.0, 0)); pnts->push_back(Pnt3f(-5.0, 12.0, 0)); pnts->push_back(Pnt3f(-5.0, 11.0, 0)); //Right Hand pnts->push_back(Pnt3f(-5.0, 11.0, 0)); pnts->push_back(Pnt3f(-5.0, 12.0, 0)); pnts->push_back(Pnt3f(-6.0, 12.0, 0)); pnts->push_back(Pnt3f(-6.0, 11.0, 0)); //Left Hip pnts->push_back(Pnt3f(0.0, 6.5, 0)); pnts->push_back(Pnt3f(0.5, 7.5, 0)); pnts->push_back(Pnt3f( 1.5, 6.0, 0)); pnts->push_back(Pnt3f(0.5, 6.0, 0)); //Left Femur pnts->push_back(Pnt3f(0.5, 6.0, 0)); pnts->push_back(Pnt3f( 1.5, 6.0, 0)); pnts->push_back(Pnt3f( 1.5, 3.0, 0)); pnts->push_back(Pnt3f(0.5, 3.0, 0)); //Left Tibia pnts->push_back(Pnt3f(0.5, 3.0, 0)); pnts->push_back(Pnt3f( 1.5, 3.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 0)); pnts->push_back(Pnt3f(0.5, 0.0, 0)); //Left Foot pnts->push_back(Pnt3f(0.5, 0.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 1.0)); pnts->push_back(Pnt3f(0.5, 0.0, 1.0)); //Right Hip pnts->push_back(Pnt3f(0.0, 6.5, 0)); pnts->push_back(Pnt3f(-0.5, 7.5, 0)); pnts->push_back(Pnt3f( -1.5, 6.0, 0)); pnts->push_back(Pnt3f(-0.5, 6.0, 0)); //Right Femur pnts->push_back(Pnt3f(-0.5, 6.0, 0)); pnts->push_back(Pnt3f( -1.5, 6.0, 0)); pnts->push_back(Pnt3f( -1.5, 3.0, 0)); pnts->push_back(Pnt3f(-0.5, 3.0, 0)); //Right Tibia pnts->push_back(Pnt3f(-0.5, 3.0, 0)); pnts->push_back(Pnt3f( -1.5, 3.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 0)); pnts->push_back(Pnt3f(-0.5, 0.0, 0)); //Right Foot pnts->push_back(Pnt3f(-0.5, 0.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 1.0)); pnts->push_back(Pnt3f(-0.5, 0.0, 1.0)); //Normals GeoVec3fPropertyUnrecPtr norms = GeoVec3fProperty ::create(); geo=Geometry::create(); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Hip norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Femur norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Tibia norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Foot norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); //Right Hip norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Femur norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Tibia norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Foot norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); //Tell the geometry (geo) to use the points and normals we just defined geo->setTypes (type); geo->setLengths (lens); geo->setPositions(pnts); geo->setNormals(norms); // assign a material to the geometry to make it visible. The details // of materials are defined later. geo->setMaterial(getDefaultMaterial()); //Create unbound geometry node (for displaying mesh in its bind pose) UnboundGeometry = Node::create(); UnboundGeometry->setCore(geo); UnboundGeometry->setTravMask(0); //By default, we won't show the mesh's bind pose //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we don't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When drawn, the skeleton's bind pose renders green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose renders blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); // Skeleton Blended Geometry // Here we are attaching the "skin" to the skeleton so that when the skeleton is animated, the skin moves with it ExampleSkeleton->setBaseGeometry(geo); //Back ExampleSkeleton->addJointBlending(0,Pelvis,1.0f); ExampleSkeleton->addJointBlending(1,Pelvis,1.0f); ExampleSkeleton->addJointBlending(2,Clavicle,1.0f); ExampleSkeleton->addJointBlending(3,Clavicle,1.0f); //Head ExampleSkeleton->addJointBlending(4,Clavicle,1.0f); ExampleSkeleton->addJointBlending(5,Clavicle,1.0f); ExampleSkeleton->addJointBlending(6,Head,1.0f); ExampleSkeleton->addJointBlending(7,Head,1.0f); //Left Shoulder ExampleSkeleton->addJointBlending(8,Clavicle,1.0f); ExampleSkeleton->addJointBlending(9,Clavicle,1.0f); ExampleSkeleton->addJointBlending(10,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(11,LeftShoulder,1.0f); //Left Humerus ExampleSkeleton->addJointBlending(12,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(13,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(14,LeftElbow,0.8f); ExampleSkeleton->addJointBlending(15,LeftElbow,0.8f); ExampleSkeleton->addJointBlending(14,LeftHand,0.2f); ExampleSkeleton->addJointBlending(15,LeftHand,0.2f); //Left Radius ExampleSkeleton->addJointBlending(16,LeftElbow,1.0f); ExampleSkeleton->addJointBlending(17,LeftElbow,1.0f); ExampleSkeleton->addJointBlending(18,LeftHand,1.0f); ExampleSkeleton->addJointBlending(19,LeftHand,1.0f); //Left Hand ExampleSkeleton->addJointBlending(20,LeftHand,1.0f); ExampleSkeleton->addJointBlending(21,LeftHand,1.0f); ExampleSkeleton->addJointBlending(22,LeftFingers,1.0f); ExampleSkeleton->addJointBlending(23,LeftFingers,1.0f); //Right Shoulder ExampleSkeleton->addJointBlending(24,Clavicle,1.0f); ExampleSkeleton->addJointBlending(25,Clavicle,1.0f); ExampleSkeleton->addJointBlending(26,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(27,RightShoulder,1.0f); //Right Humerus ExampleSkeleton->addJointBlending(28,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(29,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(30,RightElbow,1.0f); ExampleSkeleton->addJointBlending(31,RightElbow,1.0f); //Right Radius ExampleSkeleton->addJointBlending(32,RightElbow,1.0f); ExampleSkeleton->addJointBlending(33,RightElbow,1.0f); ExampleSkeleton->addJointBlending(34,RightHand,1.0f); ExampleSkeleton->addJointBlending(35,RightHand,1.0f); //Right Hand ExampleSkeleton->addJointBlending(36,RightHand,1.0f); ExampleSkeleton->addJointBlending(37,RightHand,1.0f); ExampleSkeleton->addJointBlending(38,RightFingers,1.0f); ExampleSkeleton->addJointBlending(39,RightFingers,1.0f); //Left Hip ExampleSkeleton->addJointBlending(40,Pelvis,1.0f); ExampleSkeleton->addJointBlending(41,Pelvis,1.0f); ExampleSkeleton->addJointBlending(42,LeftHip,1.0f); ExampleSkeleton->addJointBlending(43,LeftHip,1.0f); //Left Femur ExampleSkeleton->addJointBlending(44,LeftHip,1.0f); ExampleSkeleton->addJointBlending(45,LeftHip,1.0f); ExampleSkeleton->addJointBlending(46,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(47,LeftKnee,1.0f); //Left Tibia ExampleSkeleton->addJointBlending(48,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(49,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(50,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(51,LeftFoot,1.0f); //Left Foot ExampleSkeleton->addJointBlending(52,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(53,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(54,LeftToes,1.0f); ExampleSkeleton->addJointBlending(55,LeftToes,1.0f); //Right Hip ExampleSkeleton->addJointBlending(56,Pelvis,1.0f); ExampleSkeleton->addJointBlending(57,Pelvis,1.0f); ExampleSkeleton->addJointBlending(58,RightHip,1.0f); ExampleSkeleton->addJointBlending(59,RightHip,1.0f); //Right Femur ExampleSkeleton->addJointBlending(60,RightHip,1.0f); ExampleSkeleton->addJointBlending(61,RightHip,1.0f); ExampleSkeleton->addJointBlending(62,RightKnee,1.0f); ExampleSkeleton->addJointBlending(63,RightKnee,1.0f); //Right Tibia ExampleSkeleton->addJointBlending(64,RightKnee,1.0f); ExampleSkeleton->addJointBlending(65,RightKnee,1.0f); ExampleSkeleton->addJointBlending(66,RightFoot,1.0f); ExampleSkeleton->addJointBlending(67,RightFoot,1.0f); //Right Foot ExampleSkeleton->addJointBlending(68,RightFoot,1.0f); ExampleSkeleton->addJointBlending(69,RightFoot,1.0f); ExampleSkeleton->addJointBlending(70,RightToes,1.0f); ExampleSkeleton->addJointBlending(71,RightToes,1.0f); MeshNode = Node::create(); MeshNode->setCore(ExampleSkeleton); //Create scene node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(UnboundGeometry); scene->addChild(SkeletonNode); scene->addChild(MeshNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(); //Save to an xml file FCFileType::FCPtrStore Containers; Containers.insert(ExampleSkeleton); Containers.insert(PelvisNode); Containers.insert(TheSkeletonAnimation); //Use an empty Ignore types vector FCFileType::FCTypeVector IgnoreTypes; //IgnoreTypes.push_back(Node::getClassType().getId()); //Write the Field Containers to a xml file FCFileHandler::the()->write(Containers,BoostPath("./13Output.xml"),IgnoreTypes); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "13MeshBlending"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl << "space Play/Pause the animation" << std::endl << "B Show/Hide the bind pose skeleton" << std::endl << "P Show/Hide the current pose skeleton" << std::endl << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //===========================================Joints================================================================== Matrix TempMat; /*================================================================================================*/ /* Left Fingers */ LeftFingers = Joint::create(); //create a joint called LeftFingers TempMat.setTranslate(1.0,0.0,0.0); LeftFingers->setRelativeTransformation(TempMat); LeftFingers->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Right Fingers */ RightFingers = Joint::create(); //create a joint called RightFingers TempMat.setTranslate(-1.0,0.0,0.0); RightFingers->setRelativeTransformation(TempMat); RightFingers->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Left Hand */ LeftHand = Joint::create(); //create a joint called LeftHand TempMat.setTranslate(2.0,0.0,0.0); LeftHand->setRelativeTransformation(TempMat); LeftHand->setBindRelativeTransformation(TempMat); LeftHand->pushToChildJoints(LeftFingers); /*================================================================================================*/ /* Right Hand */ RightHand = Joint::create(); //create a joint called RightHand TempMat.setTranslate(-2.0,0.0,0.0); RightHand->setRelativeTransformation(TempMat); RightHand->setBindRelativeTransformation(TempMat); RightHand->pushToChildJoints(RightFingers); /*================================================================================================*/ /* Left Elbow */ LeftElbow = Joint::create(); //create a joint called LeftElbow TempMat.setTranslate(2.0,0.0,0.0); LeftElbow->setRelativeTransformation(TempMat); LeftElbow->setBindRelativeTransformation(TempMat); LeftElbow->pushToChildJoints(LeftHand); /*================================================================================================*/ /* Right Elbow */ RightElbow = Joint::create(); //create a joint called RightElbow TempMat.setTranslate(-2.0,0.0,0.0); RightElbow->setRelativeTransformation(TempMat); RightElbow->setBindRelativeTransformation(TempMat); RightElbow->pushToChildJoints(RightHand); /*================================================================================================*/ /* Left Shoulder */ LeftShoulder = Joint::create(); //create a joint called LeftShoulder TempMat.setTranslate(1.0,-0.5,0.0); LeftShoulder->setRelativeTransformation(TempMat); LeftShoulder->setBindRelativeTransformation(TempMat); LeftShoulder->pushToChildJoints(LeftElbow); /*================================================================================================*/ /* Right Shoulder */ RightShoulder = Joint::create(); //create a joint called RightShoulder TempMat.setTranslate(-1.0,-0.5,0.0); RightShoulder->setRelativeTransformation(TempMat); RightShoulder->setBindRelativeTransformation(TempMat); RightShoulder->pushToChildJoints(RightElbow); /*================================================================================================*/ /* Head */ Head = Joint::create(); //create a joint called Head TempMat.setTranslate(0.0,1.0,0.0); Head->setRelativeTransformation(TempMat); Head->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Clavicle */ Clavicle = Joint::create(); //create a joint called Clavicle TempMat.setTranslate(0.0,5.0,0.0); Clavicle->setRelativeTransformation(TempMat); Clavicle->setBindRelativeTransformation(TempMat); Clavicle->pushToChildJoints(LeftShoulder); Clavicle->pushToChildJoints(RightShoulder); Clavicle->pushToChildJoints(Head); /*================================================================================================*/ /* Left Toes */ LeftToes = Joint::create(); //create a bone called ExampleChildbone TempMat.setTranslate(0.0,0.0,1.0); LeftToes->setRelativeTransformation(TempMat); LeftToes->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Right Toes */ RightToes = Joint::create(); //create a joint called RightToes TempMat.setTranslate(0.0,0.0,1.0); RightToes->setRelativeTransformation(TempMat); RightToes->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Left Foot */ LeftFoot = Joint::create(); //create a joint called LeftFoot TempMat.setTranslate(0.0,-3.0,0.0); LeftFoot->setRelativeTransformation(TempMat); LeftFoot->setBindRelativeTransformation(TempMat); LeftFoot->pushToChildJoints(LeftToes); /*================================================================================================*/ /* Right Foot */ RightFoot = Joint::create(); //create a joint called RightFoot TempMat.setTranslate(0.0,-3.0,0.0); RightFoot->setRelativeTransformation(TempMat); RightFoot->setBindRelativeTransformation(TempMat); RightFoot->pushToChildJoints(RightToes); /*================================================================================================*/ /* Left Knee */ LeftKnee = Joint::create(); //create a joint called LeftKnee TempMat.setTranslate(0.0,-3.0,0.0); LeftKnee->setRelativeTransformation(TempMat); LeftKnee->setBindRelativeTransformation(TempMat); LeftKnee->pushToChildJoints(LeftFoot); /*================================================================================================*/ /* Right Knee */ RightKnee = Joint::create(); //create a joint called RightKnee TempMat.setTranslate(0.0,-3.0,0.0); RightKnee->setRelativeTransformation(TempMat); RightKnee->setBindRelativeTransformation(TempMat); RightKnee->pushToChildJoints(RightFoot); /*================================================================================================*/ /* Left Hip */ LeftHip = Joint::create(); //create a joint called LeftHip TempMat.setTranslate(1.0,-1.0,0.0); LeftHip->setRelativeTransformation(TempMat); LeftHip->setBindRelativeTransformation(TempMat); LeftHip->pushToChildJoints(LeftKnee); /*================================================================================================*/ /* Right Hip */ RightHip = Joint::create(); //create a joint called RightHip TempMat.setTranslate(-1.0,-1.0,0.0); RightHip->setRelativeTransformation(TempMat); RightHip->setBindRelativeTransformation(TempMat); RightHip->pushToChildJoints(RightKnee); /*================================================================================================*/ /* Pelvis */ Pelvis = Joint::create(); //create a joint called Pelvis TempMat.setTranslate(0.0,7.0,0.0); Pelvis->setRelativeTransformation(TempMat); Pelvis->setBindRelativeTransformation(TempMat); Pelvis->pushToChildJoints(LeftHip); Pelvis->pushToChildJoints(RightHip); Pelvis->pushToChildJoints(Clavicle); //Skeleton ExampleSkeleton = Skeleton::create(); ExampleSkeleton->pushToRootJoints(Pelvis); //Set Pelvis as root joint of skeleton //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //Be default, we won't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When drawn, the skeleton's bind pose renders green ExampleSkeletonDrawable->setDrawPose(true); //Be default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose renders blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); //Create scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "12SkeletonAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Setup the Animation setupAnimation(); //Box Geometry GeometryUnrecPtr BoxGeometry = makeBoxGeo(1.0,1.0,1.0,1,1,1); BoxGeometry->setMaterial(TheBoxMaterial); NodeUnrecPtr BoxGeometryNode = Node::create(); BoxGeometryNode->setCore(BoxGeometry); //Make Box Node NodeUnrecPtr BoxNode = Node::create(); TransformUnrecPtr BoxNodeTrans; BoxNodeTrans = Transform::create(); BoxNode->setCore(BoxNodeTrans); BoxNode->addChild(BoxGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans; Trans = ComponentTransform::create(); scene->setCore(Trans); // add the torus as a child scene->addChild(BoxNode); // tell the manager what to manage mgr->setRoot (scene); // show the whole scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "05TextureAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TutorialWindow.get())); //Shader Chunk SimpleSHLChunkUnrecPtr TheSHLChunk = SimpleSHLChunk::create(); TheSHLChunk->setVertexProgram(createSHLVertexProg()); TheSHLChunk->setFragmentProgram(createSHLFragProg()); //TheSHLChunk->addUniformVariable("Color1",Vec4f(0.0f,1.0f,0.0f,1.0f)); //TheSHLChunk->addUniformVariable("Color2",Vec4f(1.0f,1.0f,1.0f,1.0f)); //Shader Parameter Chunk SimpleSHLVariableChunkUnrecPtr SHLParameters = SimpleSHLVariableChunk::create(); //Color Parameter SHLParameters->addUniformVariable("Color1",Vec4f(0.0f,1.0f,0.0f,1.0f)); SHLParameters->addUniformVariable("Color2",Vec4f(1.0f,1.0f,1.0f,1.0f)); ChunkMaterialUnrecPtr ShaderMaterial = ChunkMaterial::create(); ShaderMaterial->addChunk(TheSHLChunk); ShaderMaterial->addChunk(SHLParameters); //Torus Node GeometryUnrecPtr TorusGeometry = makeTorusGeo(5.0f,20.0f, 32,32); TorusGeometry->setMaterial(ShaderMaterial); NodeUnrecPtr TorusNode = Node::create(); TorusNode->setCore(TorusGeometry); // Make Main Scene Node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusNode); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); //Create the Animations ShaderVariableVec4fUnrecPtr Color1Parameter; ShaderVariableVec4fUnrecPtr Color2Parameter; Color1Parameter = dynamic_cast<ShaderVariableVec4f*>(const_cast<ShaderVariable*>(SHLParameters->getVariables()->getVariable("Color1"))); Color2Parameter = dynamic_cast<ShaderVariableVec4f*>(const_cast<ShaderVariable*>(SHLParameters->getVariables()->getVariable("Color2"))); commitChanges(); AnimationUnrecPtr TheAnimation = setupAnimation(Color1Parameter, "value"); TheAnimation->attachUpdateProducer(TutorialWindow); TheAnimation->start(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04ShaderAnimation"); //Main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize OpenSG and set up the scene int main(int argc, char **argv) { //Set the number of aspects ThreadManager::setNumAspects(2); ChangeList::setReadWriteDefault(true); // OSG init osgInit(argc,argv); { // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->setUseCallbackForDraw(true); TutorialWindow->setUseCallbackForReshape(true); //Initialize Window TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); //Torus Material MaterialRecPtr TheTorusMaterial = SimpleMaterial::create(); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setAmbient(Color3f(0.2,0.2,0.2)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setSpecular(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setShininess(100.0f); //Torus Geometry GeometryRecPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeRecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeRecPtr TorusNode = Node::create(); TransformRecPtr TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeRecPtr scene = Node::create(); ComponentTransformRecPtr Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); scene->addChild(TorusNode); AnimationRecPtr TheAnimation = setupAnimation(TorusNodeTrans, TutorialWindow); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TheAnimation.get(), TutorialWindow.get())); TheAnimation->connectAnimationStarted(boost::bind(animationStarted, _1)); TheAnimation->connectAnimationStopped(boost::bind(animationStopped, _1)); TheAnimation->connectAnimationPaused(boost::bind(animationPaused, _1)); TheAnimation->connectAnimationUnpaused(boost::bind(animationUnpaused, _1)); TheAnimation->connectAnimationEnded(boost::bind(animationEnded, _1)); TheAnimation->connectAnimationCycled(boost::bind(animationCycled, _1)); commitChanges(); // tell the manager what to manage sceneManager.setRoot (scene); // show the whole scene sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "OpenSG 01Animation Window"); // store a pointer to the application thread ApplicationThread = dynamic_cast<OSG::Thread *>(OSG::ThreadManager::getAppThread()); //create the thread that will run generation of new matrices RenderThread = OSG::dynamic_pointer_cast<OSG::Thread>( OSG::ThreadManager::the()->getThread("render", true)); //Start the render thread on aspect 1 RenderThread->runFunction(draw, 1, static_cast<void *>(&sceneManager)); //Enter main Loop TutorialWindow->mainLoop(); //Stop the render thread RenderThread->terminate(); } osgExit(); return 0; }
// Initialize OpenSG and set up the scene int main(int argc, char **argv) { //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Torus Geometry TorusGeometry = makeTorusGeo(.5, 2, 16, 16); NodeUnrecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans; TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); //ComponentTransformUnrecPtr Trans; //Trans = ComponentTransform::create(); //setName(Trans, std::string("MainTransformationCore")); scene->setCore(Group::create()); // add the torus as a child scene->addChild(TorusNode); setupAnimation(); mgr->setRoot (scene); // show the whole scene mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "15LoadXMLAnimation"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { OSG::preloadSharedObject("OSGFileIO"); OSG::preloadSharedObject("OSGImageFileIO"); // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TutorialWindow.get())); //Box Geometry GeometryUnrecPtr BoxGeometry = makeBoxGeo(1.0,1.0,1.0,1,1,1); ChunkMaterialUnrecPtr TheBoxMaterial = ChunkMaterial::create(); BoxGeometry->setMaterial(TheBoxMaterial); NodeUnrecPtr BoxGeometryNode = Node::create(); BoxGeometryNode->setCore(BoxGeometry); //Make Box Node NodeUnrecPtr BoxNode = Node::create(); TransformUnrecPtr BoxNodeTrans; BoxNodeTrans = Transform::create(); BoxNode->setCore(BoxNodeTrans); BoxNode->addChild(BoxGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans; Trans = ComponentTransform::create(); scene->setCore(Trans); // add the torus as a child scene->addChild(BoxNode); //Setup the Animation AnimationUnrecPtr TheAnimation = setupAnimation(TheBoxMaterial); TheAnimation->attachUpdateProducer(TutorialWindow); TheAnimation->start(); // tell the manager what to manage sceneManager.setRoot (scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "09TextureSelectAnimation"); //Main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TutorialWindow.get())); //Torus Node NodeUnrecPtr TorusGeometryNode = makeTorus(.5, 2, 32, 32); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans; TorusNodeTrans = Transform::create(); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans; Trans = ComponentTransform::create(); scene->setCore(Trans); // add the torus as a child scene->addChild(TorusNode); //Make a gradient Background GradientBackgroundUnrecPtr TutorialBackground = GradientBackground::create(); TutorialBackground->addLine(Color3f(1.0,0.0,0.0),0.0); TutorialBackground->addLine(Color3f(0.0,1.0,0.0),0.5); TutorialBackground->addLine(Color3f(0.0,0.0,1.0),1.0); setName(TutorialBackground, std::string("TutorialGradientBackground")); AnimationUnrecPtr TheAnimation = setupAnimation(TutorialBackground); TheAnimation->attachUpdateProducer(TutorialWindow); TheAnimation->start(); // tell the manager what to manage sceneManager.setRoot (scene); sceneManager.getWindow()->getPort(0)->setBackground(TutorialBackground); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "03MFieldAnimation"); //Main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "1 Play first example animation" << std::endl; std::cout << "2 Play second example animation" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); GeometryRefPtr SphereGeometry = makeSphereGeo(2, 0.25f); GeometryRefPtr BoxGeometry = makeBoxGeo(0.5f,0.5f,0.5f,1,1,1); //Skeleton SkeletonBlendedGeometryUnrecPtr ExampleSkeleton = SkeletonBlendedGeometry::create(); //Joint JointRecPtr ExampleRootJoint = Joint::create(); //Add this joint to the skeleton ExampleSkeleton->pushToJoints(ExampleRootJoint, Matrix()); NodeRecPtr ExampleRootJointNode = makeNodeFor(ExampleRootJoint); NodeRecPtr TempRootJointNode = ExampleRootJointNode; NodeRefPtr GeoNode = makeNodeFor(BoxGeometry); TempRootJointNode->addChild(GeoNode); Matrix TempMat; //Create a set of randomly placed child joints for (Real32 i = 0.0f; i < 5.0f; ++i) { JointRecPtr ExampleChildJoint = Joint::create(); NodeRecPtr ExampleChildJointNode = makeNodeFor(ExampleChildJoint); GeoNode = makeNodeFor(SphereGeometry); ExampleChildJointNode->addChild(GeoNode); //TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f)); switch((static_cast<UInt32>(i) % 3)) { case 0: TempMat.setTranslate(2.0f,0.0f,0.0f); break; case 1: TempMat.setTranslate(0.0f,2.0f,0.0f); break; case 2: TempMat.setTranslate(0.0f,0.0f,2.0f); break; } //Set bind and current transformations to TempMat (calculated above) ExampleChildJoint->setJointTransformation(TempMat); //Add ExampleChildJoint as a child to the previous joint TempRootJointNode->addChild(ExampleChildJointNode);//add a Child to the root joint //ExampleChildJoint will be the next parent joint TempRootJointNode = ExampleChildJointNode; //Add this joint to the skeleton Matrix InvBind(TempRootJointNode->getToWorld()); InvBind.invert(); ExampleSkeleton->pushToJoints(ExampleChildJoint, InvBind); } //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we won't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When the skeleton's bind pose is rendered, it will be green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose is rendered in blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); //Create scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); scene->addChild(ExampleRootJointNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(ExampleRootJoint, dynamic_cast<Joint*>(ExampleRootJointNode->getChild(1)->getCore())); //Set the currently playing animation to TheJointAnimation (can be switched at runtime via a key command) TheCurrentAnimation = TheJointAnimation; // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "11BoneAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Torus Node NodeUnrecPtr TorusGeometryNode = makeTorus(.5, 2, 32, 32); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans; TorusNodeTrans = Transform::create(); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans; Trans = ComponentTransform::create(); scene->setCore(Trans); // add the torus as a child scene->addChild(TorusNode); //Make a gradient Background TutorialBackground = GradientBackground::create(); TutorialBackground->addLine(Color3f(1.0,0.0,0.0),0.0); TutorialBackground->addLine(Color3f(0.0,1.0,0.0),0.5); TutorialBackground->addLine(Color3f(0.0,0.0,1.0),1.0); setName(TutorialBackground, std::string("TutorialGradientBackground")); setupAnimation(); // tell the manager what to manage mgr->setRoot (scene); mgr->getWindow()->getPort(0)->setBackground(TutorialBackground); // show the whole scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "03MFieldAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }