int main(int argc, char **argv)
{
    preloadSharedObject("OSGImageFileIO");
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        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));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        // Creating the Particle System Material
        // Here, the image is loaded.  The entire image sequence is conatined in one image,
        // which reduces texture memory overhead and runs faster.
        TextureObjChunkRefPtr QuadTextureChunk = TextureObjChunk::create();
        ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/SpriteExplode.png");    
        QuadTextureChunk->setImage(LoadedImage);

        TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
        QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
        PSMaterialChunk->setAmbient(Color4f(0.3f,0.0f,0.0f,1.0f));
        PSMaterialChunk->setDiffuse(Color4f(0.7f,0.0f,0.0f,1.0f));
        PSMaterialChunk->setSpecular(Color4f(0.9f,0.0f,0.0f,1.0f));
        PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(QuadTextureChunk);
        PSMaterial->addChunk(QuadTextureEnvChunk);
        PSMaterial->addChunk(PSMaterialChunk);
        PSMaterial->addChunk(PSBlendChunk);

        //Particle System
        ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Age Particle Function.  Controls which image is shown when, based on the age of a particle.
        AgeParticleFunctionRecPtr AgeFunc = AgeParticleFunction::create();
        AgeFunc->setSequenceTime(0.1f); // image changes every 0.1 seconds.
        AgeFunc->setSequenceOrder(AgeParticleFunction::CUSTOM); // using the custom sequence below.
        /*
           Here, a custom sequence for the image ordering is assembled.  The image sequence will be shown in 
           the order specified here.  Once the end of the sequence is reached, the sequence repeats.
           */
        AgeFunc->editMFCustomSequence()->push_back(0);
        AgeFunc->editMFCustomSequence()->push_back(1);
        AgeFunc->editMFCustomSequence()->push_back(2);
        AgeFunc->editMFCustomSequence()->push_back(3);
        AgeFunc->editMFCustomSequence()->push_back(4);
        AgeFunc->editMFCustomSequence()->push_back(5);
        AgeFunc->editMFCustomSequence()->push_back(4);
        AgeFunc->editMFCustomSequence()->push_back(3);
        AgeFunc->editMFCustomSequence()->push_back(2);
        AgeFunc->editMFCustomSequence()->push_back(1);

        //Particle System Drawer - 
        QuadSequenceParticleSystemDrawerRecPtr ExampleParticleSystemDrawer = QuadSequenceParticleSystemDrawer::create();
        // image dimensions (in pixels) are required if there is a border on the images.
        ExampleParticleSystemDrawer->setImageDimensions(Vec2us(780,520));
        // The "dimensions" of the sequence contained in the image.  For this image,
        // there are 3 images in the "x" direction, and two in the "y" direction, for a 
        // total of 6.
        ExampleParticleSystemDrawer->setSequenceDimensions(Vec2b(3,2));
        // width of the border on each side of the image, in pixels.
        ExampleParticleSystemDrawer->setBorderOffsets(Vec2b(0,0));
        // this is the age function we just created above.
        ExampleParticleSystemDrawer->setSequenceFunction(AgeFunc);

        RateParticleGeneratorRecPtr ExampleParticleGenerator = RateParticleGenerator::create();
        //Attach the function objects to the Generator
        ExampleParticleGenerator->setPositionDistribution(createPositionDistribution());
        ExampleParticleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleParticleGenerator->setVelocityDistribution(createVelocityDistribution());
        ExampleParticleGenerator->setAccelerationDistribution(createAccelerationDistribution());
        ExampleParticleGenerator->setSizeDistribution(createSizeDistribution());
        ExampleParticleGenerator->setGenerationRate(40.0f);

        //Particle System Node
        ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);
        ParticleNodeCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT);

        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);

        ExampleParticleSystem->addParticle(Pnt3f(10.0,0.0,0.0),
                                           Vec3f(0.0,1.0,0.0),
                                           Color4f(1.0,1.0,1.0,1.0),
                                           Vec3f(1.0,1.0,1.0),
                                           0.01,
                                           Vec3f(0.0,0.0,0.0),
                                           Vec3f(0.0,0.0,0.0));

        ExampleParticleSystem->addParticle(Pnt3f(-10.0,0.0,0.0),
                                           Vec3f(0.0,1.0,0.0),
                                           Color4f(1.0,1.0,1.0,1.0),
                                           Vec3f(1.0,1.0,1.0),
                                           0.01,
                                           Vec3f(0.0,0.0,0.0),
                                           Vec3f(0.0,0.0,0.0));

        ExampleParticleSystem->pushToGenerators(ExampleParticleGenerator);
        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = makeCoredNode<Group>();
        scene->addChild(ParticleNode);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1,
                                                    &sceneManager,
                                                    AgeFunc.get()));

        sceneManager.setRoot(scene);

        // 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,
                                   "05a - QuadSequenceParticleDrawer");

        //Enter 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);

    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);

    //Particle System Material
    TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create();
    ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Cloud.png");    
    QuadTextureObjChunk->setImage(LoadedImage);

    TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
    QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
    PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(QuadTextureObjChunk);
    PSMaterial->addChunk(QuadTextureEnvChunk);
    PSMaterial->addChunk(PSMaterialChunk);
    PSMaterial->addChunk(PSBlendChunk);



    //Affector
    ExampleAgeSizeParticleAffector = OSG::AgeSizeParticleAffector::create();
    //ages
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.0);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.05);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.2);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.36);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.7);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.8);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(1.0);

    //sizes
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,0.5,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,0.5,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(20.0,0.5,30.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.0,60.0,6.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,3.0,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(10.0,1.0,10.0));

    //Particle System
    ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);
    ExampleParticleSystem->pushToAffectors(ExampleAgeSizeParticleAffector);

    //Particle System Drawer
    ExampleParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();


    ExampleBurstGenerator = OSG::BurstParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleBurstGenerator->setPositionDistribution(createPositionDistribution());
    ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleBurstGenerator->setBurstAmount(10.0);
    ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution());
    //ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution());
    ExampleBurstGenerator->setSizeDistribution(createSizeDistribution());

    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);

    //Ground Node
    NodeRefPtr GoundNode = makePlane(30.0,30.0,10,10);

    Matrix GroundTransformation;
    GroundTransformation.setRotate(Quaternion(Vec3f(1.0f,0.0,0.0), -3.14195f));
    TransformRefPtr GroundTransformCore = Transform::create();
    GroundTransformCore->setMatrix(GroundTransformation);

    NodeRefPtr GroundTransformNode = Node::create();
    GroundTransformNode->setCore(GroundTransformCore);
    GroundTransformNode->addChild(GoundNode);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);
    scene->addChild(GroundTransformNode);

    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,
                               "07AgeSizeParticleAffector");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        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));


        // Material blend chunk
        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        //load up images for PS drawer
        ImageRefPtr rocket = ImageFileHandler::the()->read("Data/rocket.png");
        ImageRefPtr smoke = ImageFileHandler::the()->read("Data/Smokey.png");

        //Texture Chunk
        TextureObjChunkRefPtr PSRocketTexChunk = TextureObjChunk::create();
        PSRocketTexChunk->setImage(rocket);

        TextureEnvChunkRefPtr PSRocketTexEnvChunk = TextureEnvChunk::create();
        PSRocketTexEnvChunk->setEnvMode(GL_MODULATE);

        TextureObjChunkRefPtr SmokeTexChunk = TextureObjChunk::create();
        SmokeTexChunk->setImage(smoke);

        TextureEnvChunkRefPtr SmokeTexEnvChunk = TextureEnvChunk::create();
        SmokeTexEnvChunk->setEnvMode(GL_MODULATE);

        //Particle System Material
        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(1.0f,0.5f,0.3f,1.0f));
        PSMaterialChunkChunk->setDiffuse(Color4f(1.0f,0.5f,0.3f,0.6f));
        PSMaterialChunkChunk->setSpecular(Color4f(1.0f,0.5f,0.3f,0.6f));
        PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        // Assembling materials
        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);
        PSMaterial->addChunk(PSRocketTexChunk);

        ChunkMaterialRefPtr TrailMaterial = ChunkMaterial::create();
        TrailMaterial->addChunk(PSMaterialChunkChunk);
        TrailMaterial->addChunk(PSBlendChunk);
        TrailMaterial->addChunk(SmokeTexChunk);

        AgeFadeParticleAffectorRefPtr AgeFadeAffector = AgeFadeParticleAffector::create();
        AgeFadeAffector->setFadeInTime(0.0f);
        AgeFadeAffector->setStartAlpha(1.0f);
        AgeFadeAffector->setEndAlpha(0.0f);
        AgeFadeAffector->setFadeOutTime(0.35f);
        AgeFadeAffector->setFadeToAlpha(1.0f);

        // Creating a particle generator
        RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create();
        //Attach the function objects to the Generator
        ExampleGenerator->setPositionDistribution(createPositionDistribution());
        ExampleGenerator->setGenerationRate(3.0);
        ExampleGenerator->setVelocityDistribution(createVelocityDistribution());
        ExampleGenerator->setNormalDistribution(createNormalDistribution());
        ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleGenerator->setSizeDistribution(createSizeDistribution());


        //Creating Particle System
        ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->addParticle(Pnt3f(0,0,-100),Vec3f(0,1,0),Color4f(1,1,1,1),Vec3f(1,1,1),0.1,Vec3f(0,0,0),Vec3f(0,0,0));
        ExampleParticleSystem->addParticle(Pnt3f(0,0,100),Vec3f(0,1,0),Color4f(1,1,1,1),Vec3f(1,1,1),0.1,Vec3f(0,0,0),Vec3f(0,0,0));
        ExampleParticleSystem->setMaxParticles(5); // 5 rockets max to avoid collisions.  they are bad.
        ExampleParticleSystem->pushToAffectors(AgeFadeAffector);
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Creating Particle System Drawer
        QuadParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = QuadParticleSystemDrawer::create();
        ExampleParticleSystemDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_VIEW_DIRECTION,
                QuadParticleSystemDrawer::UP_VELOCITY);

        QuadParticleSystemDrawerRefPtr ExampleTrailDrawer = QuadParticleSystemDrawer::create();
        ExampleTrailDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_VIEW_DIRECTION,
                QuadParticleSystemDrawer::UP_PARTICLE_NORMAL);

        // Attaching affector and generator to the particle system
        ExampleParticleSystem->pushToGenerators(ExampleGenerator);

        //Particle System Core, setting its system, drawer, and material
        ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);

        // create Particle System Particle Trail generator
        ParticleSystemParticleTrailGeneratorRecPtr ExamplePSTrailGenerator = ParticleSystemParticleTrailGenerator::create();
        ExamplePSTrailGenerator->setTrailResolution(0.05f);
        ExamplePSTrailGenerator->setTrailLength(1.2);
        ExamplePSTrailGenerator->setTrailLengthMethod(ParticleTrailGenerator::TIME);
        ExamplePSTrailGenerator->setTrailResolutionMethod(ParticleTrailGenerator::TIME_SPACING);
        ExamplePSTrailGenerator->setTrailMaterial(TrailMaterial);
        ExamplePSTrailGenerator->setTrailDrawer(ExampleTrailDrawer);
        ExamplePSTrailGenerator->setSizeDistribution(createTrailSizeDistribution());
        ExamplePSTrailGenerator->setColorDistribution(createColorDistribution());
        ExamplePSTrailGenerator->setNormalDistribution(createNormalDistribution());
        ExamplePSTrailGenerator->setVelocityDistribution(createNormalDistribution());

        // create affectors for particle trails
        GravityParticleAffectorRefPtr GravAffector = GravityParticleAffector::create();
        GravAffector->setBeacon(ExamplePSTrailGenerator);

        AgeFadeParticleAffectorRefPtr TrailAgeFadeAffector = AgeFadeParticleAffector::create();
        TrailAgeFadeAffector->setFadeInTime(0.2f);
        TrailAgeFadeAffector->setStartAlpha(0.0f);
        TrailAgeFadeAffector->setEndAlpha(0.0f);
        TrailAgeFadeAffector->setFadeOutTime(1.0f);
        TrailAgeFadeAffector->setFadeToAlpha(0.6f);

        // now we attach the affector to the particle trail generator's particle system
        ExamplePSTrailGenerator->getParticleSystem()->pushToAffectors(TrailAgeFadeAffector);


        // attach listener for trail generator to the particle system
        ExamplePSTrailGenerator->setSystemToTrail(ExampleParticleSystem);

        //Attach the the update producer to the particle system particle trail generator.
        ExamplePSTrailGenerator->attachUpdateProducer(TutorialWindow);

        // Set up node with the particle system at its core
        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);
        ParticleNode->addChild(ExamplePSTrailGenerator);

        // Make Main Scene Node
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);

        sceneManager.setRoot(scene);

        // Show the whole Scene
        sceneManager.showAll();
        sceneManager.getCamera()->setFar(10000.0f);
        sceneManager.getCamera()->setNear(0.1f);
        sceneManager.setStatistics(false);

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "02ParticleSystemParticleTrail");

        std::cout << "Controls: " << std::endl
                  << "P: Increase Trail Resolution" << std::endl
                  << "L: Decrease Trail Resolution" << std::endl
                  << "O: Increase Trail Length" << std::endl
                  << "K: Decrease Trail Length" << std::endl
                  << "J: Toggle calculating trail length by num points/time" << std::endl
                  << "Y: Toggle calculating trail point spacing by time/distance" << std::endl
                  << "B: Particle burst" << std::endl;

        //Enter main Loop
        TutorialWindow->mainLoop();
    }

    osgExit();

    return 0;
}
void keyPressed(KeyEventDetails* const details, SimpleSceneManager *mgr, ParticleSystem* const ExampleParticleSystem, SimpleParticleTrailGenerator* const ExampleTrailGenerator)
{
    if(details->getKey() == KeyEventDetails::KEY_Q && details->getModifiers() & KeyEventDetails::KEY_MODIFIER_CONTROL)
    {
        dynamic_cast<WindowEventProducer*>(details->getSource())->closeWindow();
    }
    else
    {
        switch(details->getKey())
        {
        case KeyEventDetails::KEY_R:
        {

        }
        break;
        case KeyEventDetails::KEY_B:
        {   // check if the burst generator is null
            if(ExampleBurstGen == NULL)
            {
                ExampleBurstGen = BurstParticleGenerator::create();
                ExampleBurstGen->setPositionDistribution(createPositionDistribution());
                ExampleBurstGen->setBurstAmount(100);
                ExampleBurstGen->setVelocityDistribution(createVelocityDistribution());
                ExampleBurstGen->setNormalDistribution(createNormalDistribution());
                ExampleBurstGen->setLifespanDistribution(createLifespanDistribution());
                ExampleBurstGen->setSizeDistribution(createSizeDistribution());
            }
            // attach the burst generator
            ExampleParticleSystem->pushToGenerators(ExampleBurstGen);
        }
        break;
        case KeyEventDetails::KEY_P:
        {   // increase trail resolution
            ExamplePSTrailGenerator->setTrailResolution(ExamplePSTrailGenerator->getTrailResolution() * 0.70 + 0.0001);
            std::cout << "Trail Resolution:  " << ExamplePSTrailGenerator->getTrailResolution() << std::endl;
            break;
        }
        case KeyEventDetails::KEY_L:
        {   // decrease trail resolution
            ExamplePSTrailGenerator->setTrailResolution(ExamplePSTrailGenerator->getTrailResolution() * 1.25);
            std::cout << "Trail Resolution:  " << ExamplePSTrailGenerator->getTrailResolution() << std::endl;
            break;
        }
        case KeyEventDetails::KEY_O:
        {   // increase trail length
            ExamplePSTrailGenerator->setTrailLength(ExamplePSTrailGenerator->getTrailLength() * 1.25 + 0.1);
            std::cout << "Trail Length:  " << ExamplePSTrailGenerator->getTrailLength() << std::endl;
            break;
        }
        case KeyEventDetails::KEY_K:
        {   // decrease trail length
            ExamplePSTrailGenerator->setTrailLength(ExamplePSTrailGenerator->getTrailLength() * 0.7);
            std::cout << "Trail Length:  " << ExamplePSTrailGenerator->getTrailLength() << std::endl;
            break;
        }
        case KeyEventDetails::KEY_J:
        {   // toggle trail length method
            ExamplePSTrailGenerator->setTrailLengthMethod((ExamplePSTrailGenerator->getTrailLengthMethod() == ParticleTrailGenerator::NUM_POINTS)?
                    (ParticleTrailGenerator::TIME):(ParticleTrailGenerator::NUM_POINTS));
            std::cout << "Trail Length: " << (ExamplePSTrailGenerator->getTrailLengthMethod() == ParticleTrailGenerator::NUM_POINTS ? "Num Pts":"Time") << std::endl;
            break;
        }
        case KeyEventDetails::KEY_Y:
        {   // toggle trail spacing method
            ExamplePSTrailGenerator->setTrailResolutionMethod((ExamplePSTrailGenerator->getTrailResolutionMethod() == ParticleTrailGenerator::TIME_SPACING)?
                    (ParticleTrailGenerator::DISTANCE_SPACING):(ParticleTrailGenerator::TIME_SPACING));
            std::cout << "Trail resolution: " <<(ExamplePSTrailGenerator->getTrailResolutionMethod() == ParticleTrailGenerator::TIME_SPACING ? "Time Spacing" : "Distance Spacing") << std::endl;
            break;
        }
        case KeyEventDetails::KEY_V:
        {
            mgr->getRenderAction()->setVolumeDrawing(!mgr->getRenderAction()->getVolumeDrawing());
        }
        }
    }
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        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->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        TextureObjChunkRefPtr QuadTextureChunk = TextureObjChunk::create();
        ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Cloud.png");    
        QuadTextureChunk->setImage(LoadedImage);


        TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
        QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
        PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
        PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(QuadTextureChunk);
        PSMaterial->addChunk(QuadTextureEnvChunk);
        PSMaterial->addChunk(PSMaterialChunk);
        PSMaterial->addChunk(PSBlendChunk);



        //Particle System

        ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer
        QuadParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = QuadParticleSystemDrawer::create();


        BurstParticleGeneratorRecPtr ExampleBurstGenerator = BurstParticleGenerator::create();
        //Attach the function objects to the Generator
        ExampleBurstGenerator->setPositionDistribution(createPositionDistribution());
        ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleBurstGenerator->setBurstAmount(50.0);
        ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution());
        ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution());
        ExampleBurstGenerator->setSizeDistribution(createSizeDistribution());

        //Particle System Node
        ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);

        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);

        //Ground Node
        NodeRefPtr GoundNode = makePlane(30.0,30.0,10,10);

        Matrix GroundTransformation;
        GroundTransformation.setRotate(Quaternion(Vec3f(1.0f,0.0,0.0), -3.14195f));
        TransformRefPtr GroundTransformCore = Transform::create();
        GroundTransformCore->setMatrix(GroundTransformation);

        NodeRefPtr GroundTransformNode = Node::create();
        GroundTransformNode->setCore(GroundTransformCore);
        GroundTransformNode->addChild(GoundNode);


        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);
        scene->addChild(GroundTransformNode);


        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1,
                                                    &sceneManager,
                                                    ExampleParticleSystem.get(),
                                                    ExampleBurstGenerator.get(),
                                                    ExampleParticleSystemDrawer.get()));
        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,
                                   "05QuadParticleDrawer");

        //Enter main Loop
        TutorialWindow->mainLoop();
    }

    osgExit();

    return 0;
}
Example #6
0
int main(int argc, char **argv)
{
    preloadSharedObject("OSGImageFileIO");
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        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));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        // Creating the Particle System Material
        // Here, the image is loaded.  The entire image sequence is conatined in one image,
        // which reduces texture memory overhead and runs faster.
        TextureObjChunkRefPtr QuadTextureChunk = TextureObjChunk::create();
        ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Explosion.png");
        QuadTextureChunk->setImage(LoadedImage);

        TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
        QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
        PSMaterialChunk->setLit(false);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(QuadTextureChunk);
        PSMaterial->addChunk(QuadTextureEnvChunk);
        PSMaterial->addChunk(PSMaterialChunk);
        PSMaterial->addChunk(PSBlendChunk);

        //Particle System
        ParticleSystemRecPtr ExplosionParticleSystem = ParticleSystem::create();
        ExplosionParticleSystem->attachUpdateProducer(TutorialWindow);

        //Age Particle Function.  Controls which image is shown when, based on the age of a particle.
        AgeParticleFunctionRecPtr AgeFunc = AgeParticleFunction::create();
        AgeFunc->setSequenceTime(0.07f); // image changes every 0.1 seconds.
        AgeFunc->setSequenceOrder(AgeParticleFunction::CUSTOM); // using the custom sequence below.
        /*
           Here, a custom sequence for the image ordering is assembled.  The image sequence will be shown in
           the order specified here.  Once the end of the sequence is reached, the sequence repeats.
           */
        UInt32 NumImages(25);
        for(UInt32 i(0) ; i<NumImages ; ++i)
        {
            AgeFunc->editMFCustomSequence()->push_back(i);
        }

        //Particle System Drawer -
        QuadSequenceParticleSystemDrawerRecPtr ExplosionParticleSystemDrawer = QuadSequenceParticleSystemDrawer::create();
        // image dimensions (in pixels) are required if there is a border on the images.
        ExplosionParticleSystemDrawer->setImageDimensions(Vec2us(320,320));
        // The "dimensions" of the sequence contained in the image.  For this image,
        // there are 3 images in the "x" direction, and two in the "y" direction, for a
        // total of 6.
        ExplosionParticleSystemDrawer->setSequenceDimensions(Vec2b(5,5));
        // width of the border on each side of the image, in pixels.
        ExplosionParticleSystemDrawer->setBorderOffsets(Vec2b(0,0));
        // this is the age function we just created above.
        ExplosionParticleSystemDrawer->setSequenceFunction(AgeFunc);

        RateParticleGeneratorRecPtr ExplosionParticleGenerator = RateParticleGenerator::create();
        //Attach the function objects to the Generator
        ExplosionParticleGenerator->setPositionDistribution(createPositionDistribution());
        ExplosionParticleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExplosionParticleGenerator->setVelocityDistribution(createVelocityDistribution());
        ExplosionParticleGenerator->setAccelerationDistribution(createAccelerationDistribution());
        ExplosionParticleGenerator->setSizeDistribution(createSizeDistribution());
        ExplosionParticleGenerator->setGenerationRate(100.0f);

        //Particle System Node
        ParticleSystemCoreRefPtr ExplosionParticleCore = ParticleSystemCore::create();
        ExplosionParticleCore->setSystem(ExplosionParticleSystem);
        ExplosionParticleCore->setDrawer(ExplosionParticleSystemDrawer);
        ExplosionParticleCore->setMaterial(PSMaterial);
        ExplosionParticleCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT);

        NodeRefPtr ExplosionParticleNode = Node::create();
        ExplosionParticleNode->setCore(ExplosionParticleCore);

        ExplosionParticleSystem->addParticle(Pnt3f(10.0,0.0,0.0),
                                             Vec3f(0.0,1.0,0.0),
                                             Color4f(1.0,1.0,1.0,1.0),
                                             Vec3f(1.0,1.0,1.0),
                                             0.01,
                                             Vec3f(0.0,0.0,0.0),
                                             Vec3f(0.0,0.0,0.0));

        ExplosionParticleSystem->addParticle(Pnt3f(-10.0,0.0,0.0),
                                             Vec3f(0.0,1.0,0.0),
                                             Color4f(1.0,1.0,1.0,1.0),
                                             Vec3f(1.0,1.0,1.0),
                                             0.01,
                                             Vec3f(0.0,0.0,0.0),
                                             Vec3f(0.0,0.0,0.0));

        ExplosionParticleSystem->pushToGenerators(ExplosionParticleGenerator);

        AgeSizeParticleAffectorRecPtr ExampleAgeSizeParticleAffector = AgeSizeParticleAffector::create();

        //Age and size
        ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.0);
        ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(0.2,0.2,0.2));
        ExampleAgeSizeParticleAffector->editMFAges()->push_back(1.0);
        ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0));
        ExampleAgeSizeParticleAffector->editMFAges()->push_back(1.8);
        ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.2,2.2,0.1));

        //Age Fade Affector
        AgeFadeParticleAffectorRecPtr ExampleAgeFadeParticleAffector = AgeFadeParticleAffector::create();

        //Age and size
        ExampleAgeFadeParticleAffector->setStartAlpha(0.0f);
        ExampleAgeFadeParticleAffector->setFadeInTime(0.5f);
        ExampleAgeFadeParticleAffector->setFadeToAlpha(1.0f);
        ExampleAgeFadeParticleAffector->setFadeOutTime(0.5f);
        ExampleAgeFadeParticleAffector->setEndAlpha(0.0f);
        ExplosionParticleSystem->pushToAffectors(ExampleAgeFadeParticleAffector);

        //Smoke Particle System
        VortexParticleAffectorRecPtr SmokeVortexAffector = VortexParticleAffector::create();
        SmokeVortexAffector->setMagnitude(0.2);
        SmokeVortexAffector->setVortexAxis(Vec3f(0.0,1.0,0.0)); // field rotates around y axis
        NodeRefPtr VortexBeacon = makeCoredNode<Group>();
        SmokeVortexAffector->setBeacon(VortexBeacon); // set to 'emulate' from (0,0,0)
        SmokeVortexAffector->setMaxDistance(-1.0); // particles affected regardless of distance
        SmokeVortexAffector->setAttenuation(0.25); // strength of uniform field dimishes by dist^attenuation

        AgeFadeParticleAffectorRecPtr SmokeAgeFadeParticleAffector = AgeFadeParticleAffector::create();

        //Age and size
        SmokeAgeFadeParticleAffector->setStartAlpha(0.0f);
        SmokeAgeFadeParticleAffector->setFadeInTime(0.2f);
        SmokeAgeFadeParticleAffector->setFadeToAlpha(1.0f);
        SmokeAgeFadeParticleAffector->setFadeOutTime(3.5f);
        SmokeAgeFadeParticleAffector->setEndAlpha(0.0f);

        RateParticleGeneratorRecPtr SmokeParticleGenerator = RateParticleGenerator::create();
        SmokeParticleGenerator->setSizeDistribution(createSmokeSizeDistribution());
        SmokeParticleGenerator->setPositionDistribution(createSmokePositionDistribution());
        SmokeParticleGenerator->setLifespanDistribution(createSmokeLifespanDistribution());
        SmokeParticleGenerator->setVelocityDistribution(createSmokeVelocityDistribution());
        SmokeParticleGenerator->setColorDistribution(createSmokeColorDistribution());
        SmokeParticleGenerator->setGenerationRate(80.0f);

        ParticleSystemRecPtr SmokeParticleSystem = ParticleSystem::create();
        SmokeParticleSystem->pushToGenerators(SmokeParticleGenerator);
        SmokeParticleSystem->attachUpdateProducer(TutorialWindow);
        SmokeParticleSystem->pushToAffectors(SmokeAgeFadeParticleAffector);
        SmokeParticleSystem->pushToAffectors(SmokeVortexAffector);

        TextureObjChunkRefPtr SmokeTextureObjChunk = TextureObjChunk::create();
        ImageRefPtr SmokeImage = ImageFileHandler::the()->read("Data/Smoke.png");
        SmokeTextureObjChunk->setImage(SmokeImage);

        ChunkMaterialRefPtr SmokeMaterial = ChunkMaterial::create();
        SmokeMaterial->addChunk(SmokeTextureObjChunk);
        SmokeMaterial->addChunk(QuadTextureEnvChunk);
        SmokeMaterial->addChunk(PSMaterialChunk);
        SmokeMaterial->addChunk(PSBlendChunk);
        SmokeMaterial->setSortKey(-1.0f);

        QuadParticleSystemDrawerRecPtr SmokeParticleSystemDrawer = QuadParticleSystemDrawer::create();

        ParticleSystemCoreRefPtr SmokeParticleCore = ParticleSystemCore::create();
        SmokeParticleCore->setSystem(SmokeParticleSystem);
        SmokeParticleCore->setDrawer(SmokeParticleSystemDrawer);
        SmokeParticleCore->setMaterial(SmokeMaterial);
        SmokeParticleCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT);

        NodeRefPtr SmokeParticleNode = Node::create();
        SmokeParticleNode->setCore(SmokeParticleCore);

        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = makeCoredNode<Group>();
        scene->addChild(ExplosionParticleNode);
        scene->addChild(SmokeParticleNode);
        scene->addChild(VortexBeacon);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1,
                                        &sceneManager,
                                        AgeFunc.get()));

        sceneManager.setRoot(scene);

        // 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,
                                   "06Explosion");

        //Enter main Loop
        TutorialWindow->mainLoop();
    }

    osgExit();

    return 0;
}
 virtual void keyPressed(const KeyEventUnrecPtr e)
 {
     if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL)
     {
         TutorialWindow->closeWindow();
     }
     else
     {
         switch(e->getKey())
         {
             case KeyEvent::KEY_B:
                 {	// check if the burst generator is null
                     if(ExampleBurstGen == NULL)
                     {
                         ExampleBurstGen = OSG::BurstParticleGenerator::create();
                         ExampleBurstGen->setPositionDistribution(createPositionDistribution());
                         ExampleBurstGen->setBurstAmount(20);
                         ExampleBurstGen->setVelocityDistribution(createVelocityDistribution());
                         ExampleBurstGen->setNormalDistribution(createNormalDistribution());
                         ExampleBurstGen->setLifespanDistribution(createLifespanDistribution());
                         ExampleBurstGen->setSizeDistribution(createSizeDistribution());
                     }
                     // attach the burst generator
                     ExampleParticleSystem->pushToGenerators(ExampleBurstGen);
                 }
                 break;
             case KeyEvent::KEY_P:
                 {	// increase trail resolution
                     ExampleTrailGenerator->setTrailResolution(ExampleTrailGenerator->getTrailResolution() * 0.70 + 0.0001);
                     std::cout << "Trail Resolution:  " << ExampleTrailGenerator->getTrailResolution() << std::endl;
                     break;
                 }
             case KeyEvent::KEY_L:
                 {	// decrease trail resolution
                     ExampleTrailGenerator->setTrailResolution(ExampleTrailGenerator->getTrailResolution() * 1.25);
                     std::cout << "Trail Resolution:  " << ExampleTrailGenerator->getTrailResolution() << std::endl;
                     break;
                 }
             case KeyEvent::KEY_O:
                 {	// increase trail length
                     ExampleTrailGenerator->setTrailLength(ExampleTrailGenerator->getTrailLength() * 1.25 + 0.1);
                     std::cout << "Trail Length:  " << ExampleTrailGenerator->getTrailLength() << std::endl;
                     break;
                 }
             case KeyEvent::KEY_K:
                 {	// decrease trail length
                     ExampleTrailGenerator->setTrailLength(ExampleTrailGenerator->getTrailLength() * 0.7);
                     std::cout << "Trail Length:  " << ExampleTrailGenerator->getTrailLength() << std::endl;
                     break;
                 }
             case KeyEvent::KEY_I:
                 {	// toggle lines/points as trail draw method
                     ExampleTrailGenerator->setDrawMethod((ExampleTrailGenerator->getDrawMethod() == SimpleParticleTrailGenerator::LINES)?
                                                          (SimpleParticleTrailGenerator::POINTS):(SimpleParticleTrailGenerator::LINES));
                     break;
                 }
             case KeyEvent::KEY_J:
                 {	// toggle trail length method
                     ExampleTrailGenerator->setTrailLengthMethod((ExampleTrailGenerator->getTrailLengthMethod() == ParticleTrailGenerator::NUM_POINTS)?
                                                                 (ParticleTrailGenerator::TIME):(ParticleTrailGenerator::NUM_POINTS));
                     std::cout << "Trail Length: " << (ExampleTrailGenerator->getTrailLengthMethod() == ParticleTrailGenerator::NUM_POINTS ? "Num Pts":"Time") << std::endl;
                     break;
                 }
             case KeyEvent::KEY_Y:
                 {	// toggle trail spacing method
                     ExampleTrailGenerator->setTrailResolutionMethod((ExampleTrailGenerator->getTrailResolutionMethod() == ParticleTrailGenerator::TIME_SPACING)?
                                                                     (ParticleTrailGenerator::DISTANCE_SPACING):(ParticleTrailGenerator::TIME_SPACING));
                     std::cout << "Trail resolution: " <<(ExampleTrailGenerator->getTrailResolutionMethod() == ParticleTrailGenerator::TIME_SPACING ? "Time Spacing" : "Distance Spacing") << std::endl;
                     break;
                 }
             case KeyEvent::KEY_V:
                 {
                     mgr->getRenderAction()->setVolumeDrawing(!mgr->getRenderAction()->getVolumeDrawing());
                 }
         }
     }
 }
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    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);

    // Material point chunk, so particles are drawn as points
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);

    // Material blend chunk
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    LineChunkRefPtr PSLineChunk = LineChunk::create();

    //Texture Chunk
    TextureObjChunkRefPtr PSTexChunk = OSG::TextureObjChunk::create();

    //Particle System Material
    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(1.0f,0.5f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(1.0f,0.5f,0.3f,0.6f));
    PSMaterialChunkChunk->setSpecular(Color4f(1.0f,0.5f,0.3f,0.6f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    // Assembling materials
    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSBlendChunk);
    PSMaterial->addChunk(PSLineChunk);
    PSMaterial->addChunk(PSTexChunk);
    PSMaterial->setTransparencyMode(Material::TransparencyForceTransparent);

    // Creating a particle generator
    RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setGenerationRate(8.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setSizeDistribution(createSizeDistribution());

    //Creating Particle System
    ExampleParticleSystem = OSG::ParticleSystem::create();
    // add a couple temp particles so the camera is zoomed out 
    ExampleParticleSystem->addParticle(OSG::Pnt3f(0,0,-100),OSG::Vec3f(0,1,0),OSG::Color4f(1,1,1,1),OSG::Vec3f(1,1,1),0.1,OSG::Vec3f(0,0,0),OSG::Vec3f(0,0,0));
    ExampleParticleSystem->addParticle(OSG::Pnt3f(0,0,100),OSG::Vec3f(0,1,0),OSG::Color4f(1,1,1,1),OSG::Vec3f(1,1,1),0.1,OSG::Vec3f(0,0,0),OSG::Vec3f(0,0,0));
    ExampleParticleSystem->setMaxParticles(200);
    ExampleParticleSystem->attachUpdateListener(TutorialWindow); 

    //Creating Particle System Drawer
    PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleParticleSystemDrawer->setForcePerParticleSizing(true);

    // Attaching affector and generator to the particle system
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);

    //Particle System Core, setting its system, drawer, and material
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    // Create Trail Generator(s)
    // simple trail generator
    ExampleTrailGenerator = OSG::SimpleParticleTrailGenerator::create();
    ExampleTrailGenerator->setTrailResolution(2.5f);
    ExampleTrailGenerator->setDrawMethod(SimpleParticleTrailGenerator::POINTS);
    ExampleTrailGenerator->setTrailLength(3.12);
    ExampleTrailGenerator->setTrailLengthMethod(ParticleTrailGenerator::TIME);
    ExampleTrailGenerator->setTrailResolutionMethod(ParticleTrailGenerator::DISTANCE_SPACING);
    ExampleTrailGenerator->setTrailMaterial(PSMaterial);

    // attach listener for trail generator to the particle system
    ExampleParticleSystem->addParticleSystemListener(ExampleTrailGenerator->getParticleSystemListener());

    // Set up node with the particle system at its core
    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);
    // add the trail generator to the scene
    ParticleNode->addChild(ExampleTrailGenerator);

    // Make Main Scene Node
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();
    mgr->getCamera()->setFar(10000.0f);
    mgr->getCamera()->setNear(0.1f);
    mgr->setStatistics(true);

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "01ParticleTrail");

    std::cout << "Controls: " << std::endl
        << "P: Increase Trail Resolution" << std::endl
        << "L: Decrease Trail Resolution" << std::endl
        << "O: Increase Trail Length" << std::endl
        << "K: Decrease Trail Length" << std::endl
        << "I: Toggle drawing trails as points/lines" << std::endl
        << "J: Toggle calculating trail length by num points/time" << std::endl
        << "Y: Toggle calculating trail point spacing by time/distance" << std::endl
        << "B: Particle burst" << std::endl;

    //Enter 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);

    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);
	
	//Particle System Material
	LineChunkRefPtr PSLineChunk = LineChunk::create();
		PSLineChunk->setWidth(1.0f);

	BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
		PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
		PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

	MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
		PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
		PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
		PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
		PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);
		PSMaterialChunk->setLit(false);

	ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
		PSMaterial->addChunk(PSLineChunk);
		PSMaterial->addChunk(PSMaterialChunk);
		PSMaterial->addChunk(PSBlendChunk);

	//Particle System
    ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);


	//Create the particles
    UInt32 NumParticlesToGenerate(2500);

	Distribution3DRefPtr PositionDistribution = createPositionDistribution();
	Distribution3DRefPtr NormalDistribution = createNormalDistribution();
	Distribution3DRefPtr ColorDistribution = createColorDistribution();
	Distribution3DRefPtr SizeDistribution = createSizeDistribution();
	Distribution1DRefPtr LifespanDistribution = createLifespanDistribution();
	Distribution3DRefPtr VelocityDistribution = createVelocityDistribution();
	Distribution3DRefPtr AccelerationDistribution = createAccelerationDistribution();

	Pnt3f PositionReturnValue;
	Vec3f NormalReturnValue = Vec3f(0.0,0.0f,1.0f);
	Color4f ColorReturnValue = Color4f(1.0,1.0f,1.0f, 1.0f);
	Vec3f SizeReturnValue;
	Time LifespanReturnValue = -1;
	Vec3f VelocityReturnValue;
	Vec3f AccelerationReturnValue;


    for(UInt32 i(0) ; i< NumParticlesToGenerate ; ++i)
    {
		if(PositionDistribution != NULL)
		{
			PositionReturnValue.setValue(PositionDistribution->generate().getValues());
		}

		
		if(ColorDistribution != NULL)
		{
            Vec3f ColorRGB = ColorDistribution->generate();
			ColorReturnValue.setValuesRGBA(ColorRGB[0],ColorRGB[1],ColorRGB[2],1.0f);
		}

		
		if(SizeDistribution != NULL)
		{
			SizeReturnValue = SizeDistribution->generate();
		}

		if(LifespanDistribution != NULL)
		{
			LifespanReturnValue = LifespanDistribution->generate();
		}
		if(VelocityDistribution != NULL)
		{
			VelocityReturnValue = VelocityDistribution->generate();
		}

		ExampleParticleSystem->addParticle(PositionReturnValue,
			NormalReturnValue,
			ColorReturnValue,
			SizeReturnValue,
			LifespanReturnValue,
			VelocityReturnValue,
			AccelerationReturnValue
			);
	
    }

	//Particle System Drawer
	LineParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = LineParticleSystemDrawer::create();
		ExampleParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
		ExampleParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
		ExampleParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f));

	//Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create();
		ParticleNodeCore->setSystem(ExampleParticleSystem);
		ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
		ParticleNodeCore->setMaterial(PSMaterial);
    
	NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);

    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,
            "02DynamicDistribution");

    //Enter main Loop
    TutorialWindow->mainLoop();
    
    osgExit();

    return 0;
}