// // setup scene // static int doMain(int argc, char *argv[]) { preloadSharedObject("OSGFileIO"); preloadSharedObject("OSGImageFileIO"); osgInit(argc,argv); int winid = setupGLUT(&argc, argv); win = GLUTWindow::create(); win->setGlutId(winid); win->init(); if(argc < 2) { FWARNING(("No file given!\n")); FWARNING(("Supported file formats:\n")); std::list<const char*> suffixes; SceneFileHandler::the()->getSuffixList(suffixes); for(std::list<const char*>::iterator it = suffixes.begin(); it != suffixes.end(); ++it) { FWARNING(("%s\n", *it)); } staticScene = createStaticScene(); } else { staticScene = SceneFileHandler::the()->read(argv[1]); } dynamicScene = createDynamicScene(); commitChanges(); mgr = SimpleSceneManager::create(); NodeUnrecPtr root = makeCoredNode<Group>(); root->addChild(staticScene); mgr->setWindow(win); mgr->setRoot (root); GradientBackgroundUnrecPtr background = GradientBackground::create(); background->addLine(Color3f(0,0,0), 0); background->addLine(Color3f(1,1,1), 1); staticVp = win->getPort(0); staticVp->setBackground(background); camera = staticVp->getCamera(); mgr->showAll(); return 0; }
// // setup scene // static int doMain(int argc, char *argv[]) { preloadSharedObject("OSGFileIO"); preloadSharedObject("OSGImageFileIO"); osgInit(argc,argv); int winid = setupGLUT(&argc, argv); win = GLUTWindow::create(); win->setGlutId(winid); win->init(); if(argc < 2) { FWARNING(("No file given!\n")); FWARNING(("Supported file formats:\n")); std::list<const char*> suffixes; SceneFileHandler::the()->getSuffixList(suffixes); for(std::list<const char*>::iterator it = suffixes.begin(); it != suffixes.end(); ++it) { FWARNING(("%s\n", *it)); } scene = makeTorus(.5, 2, 16, 16); } else { scene = SceneFileHandler::the()->read(argv[1]); } commitChanges(); mgr = new SimpleSceneManager; mgr->setWindow(win); mgr->setRoot (scene); GradientBackgroundUnrecPtr background = GradientBackground::create(); background->addLine(Color3f(0,0,0), 0); background->addLine(Color3f(1,1,1), 1); Viewport* viewport = win->getPort(0); viewport->setBackground(background); mgr->showAll(); return 0; }
// Initialize WIN32 & OpenSG and set up the scene int main(int argc, char **argv) { preloadSharedObject("OSGTBFileIO"); // 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)); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1)); // create the scene NodeUnrecPtr scene = makeTorus(1.0, 2.0, 16, 16); sceneManager.setRoot (scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); //Load Sound Definitions FCFileType::FCPtrStore NewContainers; NewContainers = FCFileHandler::the()->read(BoostPath("Data/04SoundData.xml")); FCFileType::FCPtrStore::iterator Itor; for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor) { //Get Sounds if( (*Itor)->getType().isDerivedFrom(Sound::getClassType())) { Sounds.push_back(dynamic_pointer_cast<Sound>(*Itor)); Sounds.back()->connectSoundPlayed (boost::bind(handleSoundPlayed, _1)); Sounds.back()->connectSoundStopped (boost::bind(handleSoundStopped, _1)); Sounds.back()->connectSoundPaused (boost::bind(handleSoundPaused, _1)); Sounds.back()->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1)); Sounds.back()->connectSoundLooped (boost::bind(handleSoundLooped, _1)); } //Get Sound Groups if( (*Itor)->getType().isDerivedFrom(SoundGroup::getClassType())) { SoundGroups.push_back(dynamic_pointer_cast<SoundGroup>(*Itor)); } } //Initialize the Sound Manager SoundManager::the()->attachUpdateProducer(TutorialWindow); SoundManager::the()->setCamera(sceneManager.getCamera()); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04 XML Sound Loading Window"); //Enter main loop TutorialWindow->mainLoop(); } osgExit(); return 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/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) { 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->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager)); //Particle System Material //point material PointChunkRefPtr PSPointChunk = PointChunk::create(); PSPointChunk->setSize(5.0f); PSPointChunk->setSmooth(true); BlendChunkRefPtr PSBlendChunk = BlendChunk::create(); PSBlendChunk->setSrcFactor(GL_SRC_ALPHA); PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create(); PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f)); PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f)); PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ChunkMaterialRefPtr PSPointMaterial = ChunkMaterial::create(); PSPointMaterial->addChunk(PSPointChunk); PSPointMaterial->addChunk(PSMaterialChunkChunk); PSPointMaterial->addChunk(PSBlendChunk); //smoke material TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create(); ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Smoke.png"); QuadTextureObjChunk->setImage(LoadedImage); TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create(); QuadTextureEnvChunk->setEnvMode(GL_MODULATE); 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 PSSmokeMaterial = ChunkMaterial::create(); PSSmokeMaterial->addChunk(QuadTextureObjChunk); PSSmokeMaterial->addChunk(PSMaterialChunk); PSSmokeMaterial->addChunk(PSBlendChunk); PSSmokeMaterial->addChunk(QuadTextureEnvChunk); //Particle System //Rocket ParticleSystemRecPtr RocketParticleSystem = ParticleSystem::create(); RocketParticleSystem->attachUpdateProducer(TutorialWindow); //smoke ParticleSystemRecPtr SmokeParticleSystem = ParticleSystem::create(); SmokeParticleSystem->attachUpdateProducer(TutorialWindow); //Shrapnel ParticleSystemRecPtr ShrapnelParticleSystem = ParticleSystem::create(); ShrapnelParticleSystem->attachUpdateProducer(TutorialWindow); //Fireball ParticleSystemRecPtr FireballParticleSystem = ParticleSystem::create(); FireballParticleSystem->attachUpdateProducer(TutorialWindow); //Particle System Drawer //Rocket does not have a drawer because it is being attached to a special node core //Smoke QuadParticleSystemDrawerRecPtr SmokeParticleSystemDrawer = QuadParticleSystemDrawer::create(); //SmokeParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.5f,0.5f)); //Shrapnel PointParticleSystemDrawerRecPtr ExampleShrapnelParticleSystemDrawer = PointParticleSystemDrawer::create(); ExampleShrapnelParticleSystemDrawer->setForcePerParticleSizing(true); //Fireball PointParticleSystemDrawerRecPtr ExampleFireballParticleSystemDrawer = PointParticleSystemDrawer::create(); ExampleFireballParticleSystemDrawer->setForcePerParticleSizing(true); //Particle System Node //collision node //NodeRefPtr EnvironmentNode = makeSphere(2,4.0f); Matrix EnvironmentTransformation; EnvironmentTransformation.setTranslate(0.0f,0.0f,10.0f); TransformRefPtr EnvironmentTransformCore = Transform::create(); EnvironmentTransformCore->setMatrix(EnvironmentTransformation); NodeRefPtr EnvironmentNode = Node::create(); EnvironmentNode->setCore(EnvironmentTransformCore); NodeRefPtr EnvironmentGeoNode = SceneFileHandler::the()->read("Data/house.obj"); if(EnvironmentGeoNode == NULL) { EnvironmentGeoNode = makeTorus(.5, 2, 16, 16); } EnvironmentNode->addChild(EnvironmentGeoNode); NodeRefPtr RocketParticlePrototypeNode = SceneFileHandler::the()->read("Data/rocket.obj"); if(RocketParticlePrototypeNode == NULL) { RocketParticlePrototypeNode = makeTorus(.2, 0.8, 16, 16); } NodeParticleSystemCoreRefPtr RocketParticleNodeCore = NodeParticleSystemCore::create(); RocketParticleNodeCore->setSystem(RocketParticleSystem); RocketParticleNodeCore->setPrototypeNode(RocketParticlePrototypeNode); RocketParticleNodeCore->setNormalSource(NodeParticleSystemCore::NORMAL_VELOCITY); RocketParticleNodeCore->setUpSource(NodeParticleSystemCore::UP_PARTICLE_NORMAL); RocketParticleNodeCore->setUp(Vec3f(0.0f,1.0f,0.0f)); //Geometry Collision Affector GeometryCollisionParticleSystemAffectorRefPtr ExampleGeometryCollisionParticleSystemAffector = GeometryCollisionParticleSystemAffector::create(); ExampleGeometryCollisionParticleSystemAffector->setCollisionNode(EnvironmentNode); ExampleGeometryCollisionParticleSystemAffector->connectParticleCollision(boost::bind(particleCollision, _1)); NodeRefPtr RocketParticleNode = Node::create(); RocketParticleNode->setCore(RocketParticleNodeCore); //Attach the Affector to the Rocket Particle System //RocketParticleSystem->pushToAffectors(); RocketParticleSystem->pushToSystemAffectors(ExampleGeometryCollisionParticleSystemAffector); //Smoke RateParticleGeneratorRecPtr SmokeGenerator = RateParticleGenerator::create(); //Attach the function objects to the Generator Distribution3DRefPtr SmokePositionDistribution = createSmokePositionDistribution(); SmokeGenerator->setPositionDistribution(SmokePositionDistribution); SmokeGenerator->setLifespanDistribution(createSmokeLifespanDistribution()); SmokeGenerator->setGenerationRate(50.0); SmokeGenerator->setVelocityDistribution(createSmokeVelocityDistribution()); //Attach the function objects the Affectors AgeFadeParticleAffectorRecPtr SmokeAgeFadeParticleAffector = AgeFadeParticleAffector::create(); SmokeAgeFadeParticleAffector->setFadeInTime(2.0f); SmokeAgeFadeParticleAffector->setFadeOutTime(5.0f); SmokeAgeFadeParticleAffector->setStartAlpha(0.0f); SmokeAgeFadeParticleAffector->setFadeToAlpha(0.2f); SmokeAgeFadeParticleAffector->setEndAlpha(0.0f); AgeSizeParticleAffectorRecPtr SmokeAgeSizeParticleAffector = AgeSizeParticleAffector::create(); //ages SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.1); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.2); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.3); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.5); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.7); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.8); SmokeAgeSizeParticleAffector->editMFAges()->push_back(1.0); //sizes SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(0.5,0.5,0.5)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,1.0,1.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5)); ParticleSystemCoreRefPtr SmokeParticleNodeCore = ParticleSystemCore::create(); SmokeParticleNodeCore->setSystem(SmokeParticleSystem); SmokeParticleNodeCore->setDrawer(SmokeParticleSystemDrawer); SmokeParticleNodeCore->setMaterial(PSSmokeMaterial); NodeRefPtr SmokeParticleNode = Node::create(); SmokeParticleNode->setCore(SmokeParticleNodeCore); //end///////////////////// //Shrapnel BurstParticleGeneratorRecPtr ShrapnelBurstGenerator = BurstParticleGenerator::create(); NodeRefPtr ShrapnelParticlePrototypeNode = SceneFileHandler::the()->read("Data/Shrapnel.obj"); NodeParticleSystemCoreRefPtr ShrapnelParticleNodeCore = NodeParticleSystemCore::create(); ShrapnelParticleNodeCore->setSystem(ShrapnelParticleSystem); ShrapnelParticleNodeCore->setPrototypeNode(ShrapnelParticlePrototypeNode); //Attach the function objects to the Generator Distribution3DRefPtr ShrapnelPositionDistribution = createShrapnelPositionDistribution(); ShrapnelBurstGenerator->setPositionDistribution(ShrapnelPositionDistribution); ShrapnelBurstGenerator->setLifespanDistribution(createLifespanDistribution()); ShrapnelBurstGenerator->setBurstAmount(50.0); ShrapnelBurstGenerator->setVelocityDistribution(createShrapnelVelocityDistribution()); ShrapnelBurstGenerator->setAccelerationDistribution(createShrapnelAccelerationDistribution()); NodeRefPtr ShrapnelParticleNode = Node::create(); ShrapnelParticleNode->setCore(ShrapnelParticleNodeCore); //end///////////////////// //fireball BurstParticleGeneratorRecPtr FireballGenerator = BurstParticleGenerator::create(); NodeRefPtr FireballParticlePrototypeNode = SceneFileHandler::the()->read("Data/bubble.obj"); NodeParticleSystemCoreRefPtr FireballParticleNodeCore = NodeParticleSystemCore::create(); FireballParticleNodeCore->setSystem(FireballParticleSystem); FireballParticleNodeCore->setPrototypeNode(FireballParticlePrototypeNode); //Attach the function objects to the Generator Distribution3DRefPtr FireballPositionDistribution = createFireballPositionDistribution(); FireballGenerator->setPositionDistribution(FireballPositionDistribution); FireballGenerator->setLifespanDistribution(createFireballLifespanDistribution()); FireballGenerator->setBurstAmount(100.0); FireballGenerator->setVelocityDistribution(createFireballVelocityDistribution()); FireballGenerator->setAccelerationDistribution(createFireballAccelerationDistribution()); //Attach the function objects the Affectors AgeSizeParticleAffectorRecPtr FireballAgeSizeParticleAffector = AgeSizeParticleAffector::create(); //ages FireballAgeSizeParticleAffector->editMFAges()->push_back(0.1); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.2); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.3); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.5); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.7); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.8); FireballAgeSizeParticleAffector->editMFAges()->push_back(1.0); //sizes FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.3,2.3,2.3)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.5,2.5,2.5)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5)); NodeRefPtr FireballParticleNode = Node::create(); FireballParticleNode->setCore(FireballParticleNodeCore); //end///////////////////// //Attach the Affector to the Smoke Particle System SmokeParticleSystem->pushToAffectors(SmokeAgeFadeParticleAffector); SmokeParticleSystem->pushToAffectors(SmokeAgeSizeParticleAffector); //Attach the Affector to the fireball Particle System FireballParticleSystem->pushToAffectors(FireballAgeSizeParticleAffector); // Make Main Scene Node NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(RocketParticleNode); scene->addChild(SmokeParticleNode); scene->addChild(ShrapnelParticleNode); scene->addChild(FireballParticleNode); scene->addChild(EnvironmentNode); RocketParticleSystem->connectParticleKilled(boost::bind(particleKilled, _1, ShrapnelParticleSystem.get(), ShrapnelBurstGenerator.get(), SmokeParticleSystem.get(), SmokeGenerator.get(), FireballParticleSystem.get(), FireballGenerator.get())); TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager, RocketParticleSystem.get())); sceneManager.setRoot(scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); sceneManager.getNavigator()->set(Pnt3f(0.0,0.0,-10.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0)); sceneManager.getNavigator()->setMotionFactor(1.0f); sceneManager.getCamera()->setNear(0.1f); sceneManager.getCamera()->setFar(1000.0f); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "20RocketLauncher"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 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; }
int main(int argc, char **argv) { preloadSharedObject("OSGImageFileIO"); preloadSharedObject("OSGContribParticleSystem"); // 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); // Make Torus Node (creates Torus in background of scene) NodeRefPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Main Scene Node and add the Torus NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(TorusGeometryNode); // Tell the Manager what to manage sceneManager.setRoot(scene); ViewportRecPtr TutorialViewport = sceneManager.getWindow()->getPort(0); // Create the Graphics GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); //Background SolidBackgroundRefPtr TutorialBackground = SolidBackground::create(); TutorialBackground->setColor(Color3f(1.0,0.0,0.0)); UndoManagerPtr TheUndoManager = UndoManager::create(); CommandManagerPtr TheCommandManager = CommandManager::create(TheUndoManager); //UndoList DefaultListModelRecPtr UndoRedoListModel = DefaultListModel::create(); UndoRedoListModel->pushBack(boost::any(std::string("Top"))); ListRecPtr UndoRedoList = List::create(); UndoRedoList->setPreferredSize(Vec2f(250, 300)); UndoRedoList->setOrientation(List::VERTICAL_ORIENTATION); UndoRedoList->setModel(UndoRedoListModel); UndoRedoList->getSelectionModel()->connectSelectionChanged(boost::bind(&handleUndoRedoListSelectionChanged, _1, TheUndoManager)); ButtonRecPtr UndoButton = OSG::Button::create(); UndoButton->setText("Undo"); UndoButton->setEnabled(false); UndoButton->connectActionPerformed(boost::bind(&handleUndoButtonAction, _1, TheUndoManager)); ButtonRecPtr RedoButton = OSG::Button::create(); RedoButton->setText("Redo"); RedoButton->setEnabled(false); RedoButton->connectActionPerformed(boost::bind(&handleRedoButtonActionPerformed, _1, TheUndoManager)); TheUndoManager->connectStateChanged(boost::bind(&handleUndoManagerStateChanged, _1, UndoButton.get(), RedoButton.get(), UndoRedoListModel.get(), TheUndoManager)); // Create a ScrollPanel for easier viewing of the List (see 27ScrollPanel) ScrollPanelRefPtr UndoRedoScrollPanel = ScrollPanel::create(); UndoRedoScrollPanel->setPreferredSize(Vec2f(200,200)); UndoRedoScrollPanel->setHorizontalResizePolicy(ScrollPanel::RESIZE_TO_VIEW); UndoRedoScrollPanel->setViewComponent(UndoRedoList); //Background Editor Field FieldContainerEditorComponentRefPtr TheEditor = FieldContainerEditorFactory::the()->createDefaultEditor(TutorialBackground, TheCommandManager); //FieldContainerEditorComponentRefPtr TheEditor = FieldContainerEditorFactory::the()->createDefaultEditor(RedoButton, TheCommandManager); //FieldContainerEditorComponentRefPtr TheEditor = FieldContainerEditorFactory::the()->createDefaultEditor(dynamic_cast<Geometry*>(TorusGeometryNode->getCore())->getMaterial(), TheCommandManager); ScrollPanelRefPtr EditorScrollPanel = ScrollPanel::create(); EditorScrollPanel->setPreferredSize(Vec2f(300,400)); EditorScrollPanel->setViewComponent(TheEditor); //Undo Panel LabelRecPtr UndoPanelLabel = Label::create(); UndoPanelLabel->setText("Undo Panel"); UndoPanelLabel->setPreferredSize(Vec2f(100.0f, 20.0f)); LayoutRefPtr UndoPanelLayout = OSG::FlowLayout::create(); PanelRecPtr UndoPanel = Panel::create(); UndoPanel->setPreferredSize(Vec2f(300.0f,300.0f)); UndoPanel->pushToChildren(UndoPanelLabel); UndoPanel->pushToChildren(UndoRedoScrollPanel); UndoPanel->pushToChildren(UndoButton); UndoPanel->pushToChildren(RedoButton); UndoPanel->setLayout(UndoPanelLayout); // Create The Main InternalWindow // Create Background to be used with the Main InternalWindow ColorLayerRefPtr MainInternalWindowBackground = OSG::ColorLayer::create(); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); InternalWindowRefPtr MainInternalWindow = OSG::InternalWindow::create(); LayoutRefPtr MainInternalWindowLayout = OSG::FlowLayout::create(); MainInternalWindow->pushToChildren(EditorScrollPanel); MainInternalWindow->pushToChildren(UndoPanel); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.95f,0.95f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); // Create the Drawing Surface UIDrawingSurfaceRefPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundRefPtr TutorialUIForeground = OSG::UIForeground::create(); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); // Add the UI Foreground Object to the Scene TutorialViewport->addForeground(TutorialUIForeground); TutorialViewport->setBackground(TutorialBackground); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // Show the whole Scene sceneManager.showAll(); //sceneManager.setStatistics(true); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, TheCommandManager, TutorialViewport.get(), UndoRedoList.get())); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "03GenericFieldContainerEditor"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }