Ejemplo n.º 1
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);

    //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;
}
Ejemplo n.º 2
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;
}