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); TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1)); // Make Torus Node (creates Torus in background of scene) NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Main Scene Node and add the Torus NodeRecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusGeometryNode); // Create the Graphics GraphicsRecPtr TutorialGraphics = Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Create BorderLayout and some BorderLayoutConstraints to be used to set up CardLayout. ******************************************************/ BorderLayoutRecPtr MainInternalWindowLayout = BorderLayout::create(); BorderLayoutConstraintsRecPtr ExampleButton1Constraints = BorderLayoutConstraints::create(); BorderLayoutConstraintsRecPtr ExampleButton2Constraints = BorderLayoutConstraints::create(); BorderLayoutConstraintsRecPtr ExampleButton7Constraints = BorderLayoutConstraints::create(); BorderLayoutConstraintsRecPtr ExampleButton8Constraints = BorderLayoutConstraints::create(); BorderLayoutConstraintsRecPtr ExampleCardPanelConstraints = BorderLayoutConstraints::create(); ExampleButton1Constraints->setRegion(BorderLayoutConstraints::BORDER_EAST); ExampleButton2Constraints->setRegion(BorderLayoutConstraints::BORDER_WEST); ExampleButton7Constraints->setRegion(BorderLayoutConstraints::BORDER_NORTH); ExampleButton8Constraints->setRegion(BorderLayoutConstraints::BORDER_SOUTH); ExampleCardPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_CENTER); /****************************************************** Create CardLayout. CardLayout shows a single Component at a time, meaning it is not exactly practical to use it alone for a Layout. This tutorial uses the BorderLayout to include a Panel in the Center Region, and within that Panel using a CardLayout. A single card is displayed at one time within a ComponentContainer using CardLayout. CardLayout has four functions: next, previous, first, and last. ->next(CardContainerName): Causes CardLayout to display the next card. ->previous(CardContainerName): Causes CardLayout to display the previous card. ->first(CardContainerName): Causes CardLayout to display the first card. ->last(CardContainerName): Causes CardLayout to display the last card. These are most useful when combined with Action, as shown at the top of this Tutorial, to assign actions to the Buttons or Components to allow the user to cycle through the Card Layout and view different ExampleCards. Note that CardContainerName is the name of the ComponentContainer which is using the CardLayout, while the begin/endEditCP is performed on the CardLayout itself. ******************************************************/ CardLayoutRecPtr ExampleCardLayout = CardLayout::create(); PanelRecPtr ExampleCardPanel = Panel::create(); /****************************************************** Create Button Components to be used with CardLayout to allow for interactivity. ******************************************************/ ButtonRecPtr ExampleButton1 = Button::create(); ButtonRecPtr ExampleButton2 = Button::create(); ButtonRecPtr ExampleButton3 = Button::create(); ButtonRecPtr ExampleButton4 = Button::create(); ButtonRecPtr ExampleButton5 = Button::create(); ButtonRecPtr ExampleButton6 = Button::create(); ButtonRecPtr ExampleButton7 = Button::create(); ButtonRecPtr ExampleButton8 = Button::create(); ExampleButton1->setText("Next Card"); ExampleButton1->setConstraints(ExampleButton1Constraints); // Add Action ExampleButton1->connectActionPerformed(boost::bind(handleNextCardAction, _1, ExampleCardLayout.get(), ExampleCardPanel.get())); ExampleButton2->setText("Previous Card"); ExampleButton2->setConstraints(ExampleButton2Constraints); // Add Action ExampleButton2->connectActionPerformed(boost::bind(handleBackCardAction, _1, ExampleCardLayout.get(), ExampleCardPanel.get())); ExampleButton3->setText("This"); ExampleButton4->setText("is"); ExampleButton5->setText("Card"); ExampleButton6->setText("Layout"); ExampleButton7->setText("First Card"); ExampleButton7->setConstraints(ExampleButton7Constraints); // Add Action ExampleButton7->connectActionPerformed(boost::bind(handleFirstCardAction, _1, ExampleCardLayout.get(), ExampleCardPanel.get())); ExampleButton8->setText("Last Card"); ExampleButton8->setConstraints(ExampleButton8Constraints); // Add Action ExampleButton8->connectActionPerformed(boost::bind(handleLastCardAction, _1, ExampleCardLayout.get(), ExampleCardPanel.get())); ExampleCardPanel->setLayout(ExampleCardLayout); ExampleCardPanel->pushToChildren(ExampleButton3); ExampleCardPanel->pushToChildren(ExampleButton4); ExampleCardPanel->pushToChildren(ExampleButton5); ExampleCardPanel->pushToChildren(ExampleButton6); ExampleCardPanel->setConstraints(ExampleCardPanelConstraints); // Create The Main InternalWindow // Create Background to be used with the Main InternalWindow ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create(); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); InternalWindowRecPtr MainInternalWindow = InternalWindow::create(); MainInternalWindow->pushToChildren(ExampleButton1); MainInternalWindow->pushToChildren(ExampleButton2); MainInternalWindow->pushToChildren(ExampleButton7); MainInternalWindow->pushToChildren(ExampleButton8); MainInternalWindow->pushToChildren(ExampleCardPanel); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); // Create the Drawing Surface UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundRecPtr TutorialUIForeground = UIForeground::create(); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); // Tell the Manager what to manage sceneManager.setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRecPtr TutorialViewport = sceneManager.getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); // 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, "11CardLayout"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main (int argc, char **argv) { osgInit(argc,argv); // GLUT init glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); int id=glutCreateWindow("OpenSG"); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard); GLUTWindowPtr gwin=GLUTWindow::create(); gwin->setId(id); gwin->init(); // create the scene NodePtr scene = Node::create(); beginEditCP(scene); scene->setCore(Group::create()); endEditCP(scene); // create the SimpleSceneManager helper _mgr = new SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot (scene); // create the geometry. NodePtr plane = makePlane( 1, 1, 2, 2 ); NodePtr torus = makeTorus( .2, 1, 16, 8 ); GeometryPtr plane_geo, torus_geo; plane_geo = GeometryPtr::dcast(plane->getCore()); torus_geo = GeometryPtr::dcast(torus->getCore()); PolygonChunkPtr pchunk = PolygonChunk::create(); beginEditCP(pchunk); pchunk->setFrontMode(GL_LINE); pchunk->setBackMode(GL_LINE); pchunk->setOffsetFactor(-1.0); pchunk->setOffsetLine(true); endEditCP(pchunk); // create materials for the plane. SimpleMaterialPtr pm1 = SimpleMaterial::create(); beginEditCP(pm1); pm1->setDiffuse( Color3f( 0,1,0 ) ); pm1->setAmbient( Color3f( 0,1,0 ) ); pm1->setSpecular( Color3f( 0,0,0 ) ); endEditCP(pm1); SimpleMaterialPtr pm2 = SimpleMaterial::create(); beginEditCP(pm2); pm2->setDiffuse( Color3f( 1,0,0 ) ); pm2->setAmbient( Color3f( 1,0,0 ) ); pm2->setSpecular( Color3f( 0,0,0 ) ); pm2->addChunk(pchunk); endEditCP(pm2); MultiPassMaterialPtr mppm = MultiPassMaterial::create(); beginEditCP(mppm); mppm->addMaterial(pm1); mppm->addMaterial(pm2); endEditCP(mppm); plane_geo->setMaterial(mppm); // create materials for the torus. SimpleMaterialPtr tm1 = SimpleMaterial::create(); beginEditCP(tm1); tm1->setDiffuse( Color3f( 0,0,1 ) ); tm1->setAmbient( Color3f( 0,0,1 ) ); tm1->setTransparency(0.6); endEditCP(tm1); SimpleMaterialPtr tm2 = SimpleMaterial::create(); beginEditCP(tm2); tm2->setDiffuse( Color3f( 1,0,0 ) ); tm2->setAmbient( Color3f( 1,0,0 ) ); tm2->setSpecular( Color3f( 0,0,0 ) ); tm2->addChunk(pchunk); endEditCP(tm2); MultiPassMaterialPtr mptm = MultiPassMaterial::create(); beginEditCP(mptm); mptm->addMaterial(tm1); mptm->addMaterial(tm2); endEditCP(mptm); torus_geo->setMaterial( mptm ); beginEditCP(scene); scene->addChild(plane); scene->addChild(torus); endEditCP(scene); // show the whole scene _mgr->showAll(); // GLUT main loop glutMainLoop(); 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); // 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); // Create the Graphics GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); //Background TutorialBackground = GradientBackground::create(); TutorialBackground->addLine(Color3f(1.0,0.0,0.0), 0.0); TutorialBackground->addLine(Color3f(0.0,1.0,0.0), 0.2); TutorialBackground->addLine(Color3f(0.0,0.0,1.0), 0.4); TutorialBackground->addLine(Color3f(0.0,1.0,1.0), 0.6); TutorialBackground->addLine(Color3f(1.0,1.0,0.0), 0.8); TutorialBackground->addLine(Color3f(1.0,1.0,1.0), 1.0); TheUndoManager = UndoManager::create(); UndoManagerChangeListener TheUndoManagerChangeListener; TheUndoManager->addChangeListener(&TheUndoManagerChangeListener); LabelRefPtr SingleFieldLabel = OSG::Label::create(); SingleFieldLabel->setText("Single Field"); SingleFieldLabel->setBorders(NULL); SingleFieldLabel->setBackgrounds(NULL); LabelRefPtr MultiFieldLabel = OSG::Label::create(); MultiFieldLabel->setText("Multi Field"); MultiFieldLabel->setBorders(NULL); MultiFieldLabel->setBackgrounds(NULL); LabelRefPtr SinglePtrFieldLabel = OSG::Label::create(); SinglePtrFieldLabel->setText("Single Ptr Field"); SinglePtrFieldLabel->setBorders(NULL); SinglePtrFieldLabel->setBackgrounds(NULL); LabelRefPtr MultiPtrFieldLabel = OSG::Label::create(); MultiPtrFieldLabel->setText("Multi Ptr Field"); MultiPtrFieldLabel->setBorders(NULL); MultiPtrFieldLabel->setBackgrounds(NULL); TabPanelRefPtr ExampleTabPanel = OSG::TabPanel::create(); ExampleTabPanel->setPreferredSize(Vec2f(600,600)); ExampleTabPanel->addTab(SingleFieldLabel, createSingleFieldPanel()); ExampleTabPanel->addTab(MultiFieldLabel, createMultiFieldPanel()); ExampleTabPanel->addTab(SinglePtrFieldLabel, createSinglePtrFieldPanel()); ExampleTabPanel->addTab(MultiPtrFieldLabel, createMultiPtrFieldPanel()); ExampleTabPanel->setTabAlignment(0.5f); ExampleTabPanel->setTabPlacement(TabPanel::PLACEMENT_NORTH); ExampleTabPanel->setSelectedIndex(0); //UndoList UndoRedoListModel = DefaultListModel::create(); UndoRedoListModel->pushBack(boost::any(std::string("Top"))); ListSelectionModelPtr UndoRedoListSelectionModel(new DefaultListSelectionModel()); UndoRedoList = List::create(); UndoRedoList->setPreferredSize(Vec2f(200, 300)); UndoRedoList->setOrientation(List::VERTICAL_ORIENTATION); UndoRedoList->setModel(UndoRedoListModel); UndoRedoList->setSelectionModel(UndoRedoListSelectionModel); UndoRedoListListener TheUndoRedoListListener; UndoRedoList->getSelectionModel()->addListSelectionListener(&TheUndoRedoListListener); UndoButton = OSG::Button::create(); UndoButton->setText("Undo"); UndoButton->setEnabled(TheUndoManager->numberOfUndos() != 0); UndoButtonActionListener TheUndoButtonActionListener; UndoButton->addActionListener(&TheUndoButtonActionListener); RedoButton = OSG::Button::create(); RedoButton->setText("Redo"); RedoButton->setEnabled(TheUndoManager->numberOfRedos() != 0); RedoButtonActionListener TheRedoButtonActionListener; RedoButton->addActionListener(&TheRedoButtonActionListener); // 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); // 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(ExampleTabPanel); MainInternalWindow->pushToChildren(UndoRedoScrollPanel); MainInternalWindow->pushToChildren(UndoButton); MainInternalWindow->pushToChildren(RedoButton); 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); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); mgr->setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRefPtr TutorialViewport = mgr->getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); TutorialViewport->setBackground(TutorialBackground); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "01ChangeFieldCommands"); //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); // 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); // Create the Graphics GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Create an Button Component and a simple Font. See 17Label_Font for more information about Fonts. ******************************************************/ ButtonRefPtr ExampleButton = OSG::Button::create(); UIFontRefPtr ExampleFont = OSG::UIFont::create(); ExampleFont->setSize(16); ExampleButton->setMinSize(Vec2f(50, 25)); ExampleButton->setMaxSize(Vec2f(200, 100)); ExampleButton->setPreferredSize(Vec2f(100, 50)); ExampleButton->setToolTipText("Button 1 ToolTip"); ExampleButton->setText("Button 1"); ExampleButton->setFont(ExampleFont); ExampleButton->setTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); ExampleButton->setRolloverTextColor(Color4f(1.0, 0.0, 1.0, 1.0)); ExampleButton->setActiveTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); ExampleButton->setAlignment(Vec2f(1.0,0.0)); /****************************************************** Create a ToggleButton and determine its characteristics. ToggleButton inherits off of Button, so all characteristsics used above can be used with ToggleButtons as well. The only difference is that when pressed, ToggleButton remains pressed until pressed again. -setSelected(bool): Determine whether the ToggleButton is Selected (true) or deselected (false). ******************************************************/ ToggleButtonRefPtr ExampleToggleButton = OSG::ToggleButton::create(); ExampleToggleButton->setSelected(false); ExampleToggleButton->setText("ToggleMe"); ExampleToggleButton->setToolTipText("Toggle Button ToolTip"); // Create Background to be used with the MainInternalWindow ColorLayerRefPtr MainInternalWindowBackground = OSG::ColorLayer::create(); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); // Create The Internal Window InternalWindowRefPtr MainInternalWindow = OSG::InternalWindow::create(); LayoutRefPtr MainInternalWindowLayout = OSG::FlowLayout::create(); // Assign the Button to the MainInternalWindow so it will be displayed // when the view is rendered. MainInternalWindow->pushToChildren(ExampleButton); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setPosition(Pnt2f(50,50)); MainInternalWindow->setPreferredSize(Vec2f(300,300)); MainInternalWindow->setTitle(std::string("Internal Window 1")); // Create The Internal Window InternalWindowRefPtr MainInternalWindow2 = OSG::InternalWindow::create(); LayoutRefPtr MainInternalWindowLayout2 = OSG::FlowLayout::create(); // Assign the Button to the MainInternalWindow so it will be displayed // when the view is rendered. MainInternalWindow2->pushToChildren(ExampleToggleButton); MainInternalWindow2->setLayout(MainInternalWindowLayout2); MainInternalWindow2->setBackgrounds(MainInternalWindowBackground); MainInternalWindow2->setPosition(Pnt2f(150,150)); MainInternalWindow2->setPreferredSize(Vec2f(300,300)); MainInternalWindow2->setTitle(std::string("Internal Window 2")); MainInternalWindow2->setIconable(false); MainInternalWindow2->setAllwaysOnTop(true); // Create the Drawing Surface UIDrawingSurfaceRefPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); TutorialDrawingSurface->openWindow(MainInternalWindow2); // Create the UI Foreground Object UIForegroundRefPtr TutorialUIForeground = OSG::UIForeground::create(); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); mgr->setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRefPtr TutorialViewport = mgr->getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); // 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, "37InternalWindow"); //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; }
// Initialize OpenSG and set up the scene int main(int argc, char **argv) { //Set the number of aspects ThreadManager::setNumAspects(2); ChangeList::setReadWriteDefault(true); // OSG init osgInit(argc,argv); { // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->setUseCallbackForDraw(true); TutorialWindow->setUseCallbackForReshape(true); //Initialize Window TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); //Torus Material MaterialRecPtr TheTorusMaterial = SimpleMaterial::create(); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setAmbient(Color3f(0.2,0.2,0.2)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setSpecular(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setShininess(100.0f); //Torus Geometry GeometryRecPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeRecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeRecPtr TorusNode = Node::create(); TransformRecPtr TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeRecPtr scene = Node::create(); ComponentTransformRecPtr Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); scene->addChild(TorusNode); AnimationRecPtr TheAnimation = setupAnimation(TorusNodeTrans, TutorialWindow); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TheAnimation.get(), TutorialWindow.get())); TheAnimation->connectAnimationStarted(boost::bind(animationStarted, _1)); TheAnimation->connectAnimationStopped(boost::bind(animationStopped, _1)); TheAnimation->connectAnimationPaused(boost::bind(animationPaused, _1)); TheAnimation->connectAnimationUnpaused(boost::bind(animationUnpaused, _1)); TheAnimation->connectAnimationEnded(boost::bind(animationEnded, _1)); TheAnimation->connectAnimationCycled(boost::bind(animationCycled, _1)); commitChanges(); // tell the manager what to manage sceneManager.setRoot (scene); // show the whole scene sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "OpenSG 01Animation Window"); // store a pointer to the application thread ApplicationThread = dynamic_cast<OSG::Thread *>(OSG::ThreadManager::getAppThread()); //create the thread that will run generation of new matrices RenderThread = OSG::dynamic_pointer_cast<OSG::Thread>( OSG::ThreadManager::the()->getThread("render", true)); //Start the render thread on aspect 1 RenderThread->runFunction(draw, 1, static_cast<void *>(&sceneManager)); //Enter main Loop TutorialWindow->mainLoop(); //Stop the render thread RenderThread->terminate(); } osgExit(); return 0; }
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; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin= GLUTWindow::create(); gwin->setId(winid); gwin->init(); // create the scene /* In the previous example, the colors and positions used the same indices. That might not always be the preferred way, and it might not make sense for other properties, e.g. normals. It is possible to assign a different index for every property. See the indices section below for details. */ /* The initial setup is the same as in the single indexed geometry... */ GeoPTypesPtr type = GeoPTypesUI8::create(); beginEditCP(type, GeoPTypesUI8::GeoPropDataFieldMask); { type->push_back(GL_POLYGON ); type->push_back(GL_TRIANGLES); type->push_back(GL_QUADS ); } endEditCP (type, GeoPTypesUI8::GeoPropDataFieldMask); GeoPLengthsPtr lens = GeoPLengthsUI32::create(); beginEditCP(lens, GeoPLengthsUI32::GeoPropDataFieldMask); { lens->push_back(4); lens->push_back(6); lens->push_back(8); } endEditCP (lens, GeoPLengthsUI32::GeoPropDataFieldMask); GeoPositions3fPtr pnts = GeoPositions3f::create(); beginEditCP(pnts, GeoPositions3f::GeoPropDataFieldMask); { // the base pnts->push_back(Pnt3f(-1, -1, -1)); pnts->push_back(Pnt3f(-1, -1, 1)); pnts->push_back(Pnt3f( 1, -1, 1)); pnts->push_back(Pnt3f( 1, -1, -1)); // the roof base pnts->push_back(Pnt3f(-1, 0, -1)); pnts->push_back(Pnt3f(-1, 0, 1)); pnts->push_back(Pnt3f( 1, 0, 1)); pnts->push_back(Pnt3f( 1, 0, -1)); // the gable pnts->push_back(Pnt3f( 0, 1, -1)); pnts->push_back(Pnt3f( 0, 1, 1)); } endEditCP (pnts, GeoPositions3f::GeoPropDataFieldMask); GeoColors3fPtr colors = GeoColors3f::create(); beginEditCP(colors, GeoColors3f::GeoPropDataFieldMask); { colors->push_back(Color3f(1, 1, 0)); colors->push_back(Color3f(1, 0, 0)); colors->push_back(Color3f(1, 0, 0)); colors->push_back(Color3f(1, 1, 0)); colors->push_back(Color3f(0, 1, 1)); colors->push_back(Color3f(1, 0, 1)); } endEditCP (colors, GeoPositions3f::GeoPropDataFieldMask); /* A new property: normals. They are used for lighting calculations and have to point away from the surface. Normals are standard vectors. */ GeoNormals3fPtr norms = GeoNormals3f::create(); beginEditCP(norms, GeoNormals3f::GeoPropDataFieldMask); { norms->push_back(Vec3f(-1, 0, 0)); norms->push_back(Vec3f( 1, 0, 0)); norms->push_back(Vec3f( 0, -1, 0)); norms->push_back(Vec3f( 0, 1, 0)); norms->push_back(Vec3f( 0, 0, -1)); norms->push_back(Vec3f( 0, 0, 1)); } endEditCP (norms, GeoNormals3f::GeoPropDataFieldMask); /* To use different indices for different attributes they have to be specified. This is done within the single index property, by using more than one index per vertex. In this case every vertex reads multiple indices from the Indices property. The meaning of every index is defined by the indexMapping given below. */ GeoIndicesUI32Ptr indices = GeoIndicesUI32::create(); beginEditCP(indices, GeoIndicesUI32::GeoPropDataFieldMask); { // indices for the polygon indices->push_back(0); // position index indices->push_back(3); // color/normal index indices->push_back(1); // position index indices->push_back(3); // color/normal index indices->push_back(2); // position index indices->push_back(3); // color/normal index indices->push_back(3); // position index indices->push_back(3); // color/normal index // indices for the triangles indices->push_back(7); // position index indices->push_back(4); // color/normal index indices->push_back(4); // position index indices->push_back(4); // color/normal index indices->push_back(8); // position index indices->push_back(4); // color/normal index indices->push_back(5); // position index indices->push_back(5); // color/normal index indices->push_back(6); // position index indices->push_back(5); // color/normal index indices->push_back(9); // position index indices->push_back(5); // color/normal index // indices for the quads indices->push_back(1); // position index indices->push_back(5); // color/normal index indices->push_back(2); // position index indices->push_back(5); // color/normal index indices->push_back(6); // position index indices->push_back(5); // color/normal index indices->push_back(5); // position index indices->push_back(5); // color/normal index indices->push_back(3); // position index indices->push_back(4); // color/normal index indices->push_back(0); // position index indices->push_back(4); // color/normal index indices->push_back(4); // position index indices->push_back(4); // color/normal index indices->push_back(7); // position index indices->push_back(4); // color/normal index } endEditCP (indices, GeoIndicesUI32::GeoPropDataFieldMask); /* Put it all together into a Geometry NodeCore. */ GeometryPtr geo=Geometry::create(); beginEditCP(geo, Geometry::TypesFieldMask | Geometry::LengthsFieldMask | Geometry::IndicesFieldMask | Geometry::IndexMappingFieldMask | Geometry::PositionsFieldMask | Geometry::NormalsFieldMask | Geometry::ColorsFieldMask | Geometry::MaterialFieldMask ); { geo->setTypes (type); geo->setLengths (lens); geo->setIndices (indices); /* The meaning of the different indices is given by the indexMapping field. If contains an entry that defines which index for a vertex selects which attribute. In this example the first index selects the positions, the second is used for colors and normals. The number of elements in the indexMapping field defines the number of indices used for every vertex. */ geo->editMFIndexMapping()->push_back(Geometry::MapPosition ); geo->editMFIndexMapping()->push_back(Geometry::MapColor | Geometry::MapNormal ); geo->setPositions(pnts ); geo->setColors (colors); geo->setNormals (norms ); /* Use a lit material this time, to show the effect of the normals. */ geo->setMaterial (getDefaultMaterial()); } endEditCP (geo, Geometry::TypesFieldMask | Geometry::LengthsFieldMask | Geometry::IndicesFieldMask | Geometry::IndexMappingFieldMask | Geometry::PositionsFieldMask | Geometry::NormalsFieldMask | Geometry::ColorsFieldMask | Geometry::MaterialFieldMask ); // put the geometry core into a node NodePtr n = Node::create(); beginEditCP(n, Node::CoreFieldMask); { n->setCore(geo); } endEditCP (n, Node::CoreFieldMask); // add a transformation to make it move NodePtr scene = Node::create(); trans = Transform::create(); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask ); { scene->setCore(trans); scene->addChild(n); } endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask ); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (scene); // show the whole scene mgr->showAll(); // GLUT main loop glutMainLoop(); 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); TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1)); // Make Torus Node (creates Torus in background of scene) NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Main Scene Node and add the Torus NodeRecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusGeometryNode); // Create the Graphics GraphicsRecPtr TutorialGraphics = Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Create a Panel containing Buttons to add to ScrollPanel using a function (located at bottom of this file) ******************************************************/ PanelRecPtr ExampleViewablePanel = createPanelWithButtons(); /****************************************************** Create a UIViewport to use with the ScrollPanel. This sets up a secondary TutorialViewport inside the ScrollPanel. Without this, the ScrollPanel would not function correctly. The Panel created above is added to be viewed in the UIViewport and the size and position are set. ******************************************************/ UIViewportRecPtr ScrollPanelUIViewport = UIViewport::create(); ScrollPanelUIViewport->setViewComponent(ExampleViewablePanel); ScrollPanelUIViewport->setViewPosition(Pnt2f(150,150)); ScrollPanelUIViewport->setPreferredSize(Vec2f(200,200)); /****************************************************** Create the ScrollPanel itself. -setHorizontalResizePolicy(ScrollPanel:: ENUM): Determines the Horizontal resize policy. The ScrollPanel will automatically resize itself to the Size of its Component within for RESIZE_TO_VIEW, or add a ScrollBar as needed for NO_RESIZE. Takes NO_RESIZE and RESIZE_TO_VIEW arguments. -setVerticalResizePolicy(ScrollPanel:: ENUM): Determines the Vertical resize policy. The ScrollPanel will automatically resize itself to the Size of its Component within for RESIZE_TO_VIEW, or add a ScrollBar as needed for NO_RESIZE. Takes NO_RESIZE and RESIZE_TO_VIEW arguments. -setViewComponent(Component): Determine which Component will be added into the ScrollPanel. Note that this must be the same as the UIViewport created above and does not require a begin/endEditCP. ******************************************************/ ScrollPanelRecPtr ExampleScrollPanel = ScrollPanel::create(); ExampleScrollPanel->setPreferredSize(Vec2f(100,100)); ExampleScrollPanel->setVerticalScrollBarAlignment(ScrollPanel::SCROLLBAR_ALIGN_LEFT); ExampleScrollPanel->setHorizontalScrollBarAlignment(ScrollPanel::SCROLLBAR_ALIGN_BOTTOM); //ExampleScrollPanel->setHorizontalResizePolicy(ScrollPanel::RESIZE_TO_VIEW); //ExampleScrollPanel->setVerticalResizePolicy(ScrollPanel::RESIZE_TO_VIEW); ExampleScrollPanel->setViewComponent(ExampleViewablePanel); /****************************************************** Create two ScrollBars. First, create a DefaultBoundedRangeModel. This determines some characteristics of the Scrollbar. Note that you can link several ScollBars to the same DefaultBoundedRangeModel; this will cause them to move at the same time. -.setMinimum(int): Determine a numeric value for the beginning of the ScrollBar. Note that the visible size will be set separately. -.setMaximum(int): Determine a numeric value for the end of the ScrollBar. -.setValue(int): Determine the initial location of the Bar on the ScrollBar. This is determined from the Min/Max values. -.setExtent(int): Determine the size of the Bar on the ScrollBar as a fraction of the total size (which is determined from the Min/Max values) as well. Second, create the ScrollBar itself. -setOrientation(ENUM): Determine the orientation of the ScrollBar. Takes VERTICAL_ORIENTATION and HORIZONTAL_ORIENTATION arguments. -setUnitIncrement(int): Determines how much the Scoller moves per click on its end arrows. References to the Min/Max values as well. -setBlockIncrement(int): Determine how many units the ScrollBar moves when the "non-scroller" is clicked. This references the Min/Max values above as well (so if the Min/Max range was 0 to 100, and this was 100, then each click would move the scoller to the opposite end). It would also be impossible to directly click the scroller to a middle location. Note that while in this tutorial both ScrollBars use the same BoundedRangeModel (which causes them to be linked), each ScrollBar individually has these last two settings uniquely set. So while the Scrollers move together (because they use the same Model), using each will cause them to move at different speeds due to these settings being different. ******************************************************/ // Create a DefaultBoundedRangeModel DefaultBoundedRangeModelRecPtr TheBoundedRangeModel = DefaultBoundedRangeModel::create(); TheBoundedRangeModel->setMinimum(10); TheBoundedRangeModel->setMaximum(100); TheBoundedRangeModel->setValue(10); TheBoundedRangeModel->setExtent(20); ScrollBarRecPtr ExampleVerticalScrollBar = ScrollBar::create(); //ExampleScrollPanel->getHorizontalScrollBar() ExampleVerticalScrollBar->setOrientation(ScrollBar::VERTICAL_ORIENTATION); ExampleVerticalScrollBar->setPreferredSize(Vec2f(20,200)); ExampleVerticalScrollBar->setEnabled(false); ExampleVerticalScrollBar->setUnitIncrement(10); ExampleVerticalScrollBar->setBlockIncrement(100); ExampleVerticalScrollBar->setRangeModel(TheBoundedRangeModel); ScrollBarRecPtr ExampleHorizontalScrollBar = ScrollBar::create(); ExampleHorizontalScrollBar->setOrientation(ScrollBar::HORIZONTAL_ORIENTATION); ExampleHorizontalScrollBar->setPreferredSize(Vec2f(400,20)); ExampleHorizontalScrollBar->setRangeModel(TheBoundedRangeModel); // Creates another DefaultBoundedRangeModel to use // for separating the two ScrollBars from each other. // Make sure to comment out the addition of the // previous setModel above. /* DefaultBoundedRangeModel TheBoundedRangeModel2; TheBoundedRangeModel2.setMinimum(0); TheBoundedRangeModel2.setMaximum(100); TheBoundedRangeModel2.setValue(10); TheBoundedRangeModel2.setExtent(20); ExampleHorizontalScrollBar->setModel(&TheBoundedRangeModel2); */ // Create The Main InternalWindow // Create Background to be used with the Main InternalWindow ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create(); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); LayoutRecPtr MainInternalWindowLayout = FlowLayout::create(); InternalWindowRecPtr MainInternalWindow = InternalWindow::create(); MainInternalWindow->pushToChildren(ExampleHorizontalScrollBar); MainInternalWindow->pushToChildren(ExampleVerticalScrollBar); MainInternalWindow->pushToChildren(ExampleScrollPanel); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); // Create the Drawing Surface UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundRecPtr TutorialUIForeground = UIForeground::create(); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); // Tell the Manager what to manage sceneManager.setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRecPtr TutorialViewport = sceneManager.getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); // 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, "27ScrollPanel"); //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); // 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); // Create the Graphics GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); // Create a simple Font to be used with the TextField UIFontRefPtr sampleFont = OSG::UIFont::create(); sampleFont->setSize(16); /****************************************************** Create and edit the TextField. A TextField is a Component which allows a single line of text to be displayed. Text can be entered via the keyboard, and selected with arrow keys or the Mouse. -setTextColor(Color4f): Determine the Text Color. setSelectionBoxColor(Color4f): Determine the Color of highlighting around selected Text. -setSelectionTextColor(Color4f): Determine the Color of selected Text. -setText("TextToBeDisplayed"): Determine initial Text within TextField. -setFont(FontName): Determine the Font used within TextField. -setSelectionStart(StartCharacterNumber): Determine the character with which the selection will initially start. -setSelectionEnd(EndCharacterNumber): Determine the character which the selection ends before. -setAlignment(float): Determine the alignment of the text. The float is a percentage is from the top of the text [0.0-1.0]. Note: be sure to visually verify this, as due to font size and line size this does not always place it exactly at the percentage point. ******************************************************/ // Create a TextField component TextFieldRefPtr ExampleTextField = OSG::TextField::create(); ExampleTextField->setPreferredSize(Vec2f(100, 50)); ExampleTextField->setTextColor(Color4f(0.0, 0.0, 0.0, 1.0)); ExampleTextField->setSelectionBoxColor(Color4f(0.0, 0.0, 1.0, 1.0)); ExampleTextField->setSelectionTextColor(Color4f(1.0, 1.0, 1.0, 1.0)); ExampleTextField->setText("What"); ExampleTextField->setFont(sampleFont); // The next two functions will select the "a" from above ExampleTextField->setSelectionStart(2); ExampleTextField->setSelectionEnd(3); ExampleTextField->setAlignment(Vec2f(0.0,0.5)); // Create another TextField Component TextFieldRefPtr ExampleTextField2 = OSG::TextField::create(); ExampleTextField2->setText(""); ExampleTextField2->setEmptyDescText("Write in me, please"); ExampleTextField2->setPreferredSize(Vec2f(200.0f,ExampleTextField2->getPreferredSize().y())); // 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)); LayoutRefPtr MainInternalWindowLayout = OSG::FlowLayout::create(); InternalWindowRefPtr MainInternalWindow = OSG::InternalWindow::create(); MainInternalWindow->pushToChildren(ExampleTextField); MainInternalWindow->pushToChildren(ExampleTextField2); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); // 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); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); mgr->setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRefPtr TutorialViewport = mgr->getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); // 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, "16TextField"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); //Torus Material SimpleMaterialUnrecPtr TheTorusMaterial = SimpleMaterial::create(); TheTorusMaterial->setAmbient(Color3f(0.3,0.3,0.3)); TheTorusMaterial->setDiffuse(Color3f(0.7,0.7,0.7)); TheTorusMaterial->setSpecular(Color3f(1.0,1.0,1.0)); TheTorusMaterial->setShininess(20.0); //Torus Geometry GeometryUnrecPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeUnrecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); // add the torus as a child scene->addChild(TorusNode); AnimationGroupUnrecPtr TheAnimation = setupAnimation(TheTorusMaterial, TorusNodeTrans); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TheAnimation.get(), TutorialWindow.get())); TheAnimation->attachUpdateProducer(TutorialWindow); TheAnimation->start(); // tell the manager what to manage sceneManager.setRoot (scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "07AnimationGroup"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
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)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); //Particle System Material 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 PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSMaterialChunkChunk); Distribution3DRefPtr PositionDistribution = createPositionDistribution(); Pnt3f PositionReturnValue; //Particle System ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create(); for(UInt32 i(0) ; i<500 ; ++i)//controls how many particles are created { if(PositionDistribution != NULL) { PositionReturnValue = Pnt3f(PositionDistribution->generate()); } ExampleParticleSystem->addParticle( PositionReturnValue, PositionReturnValue, Vec3f(0.0f,0.0f,1.0f), Color4f(1.0,0.0,0.0,1.0), Vec3f(1.0,1.0,1.0), -1, 0, Vec3f(0.0,0.0,0.0), Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f), //acceleration StringToUInt32Map() ); } ExampleParticleSystem->attachUpdateProducer(TutorialWindow); RandomMovementParticleAffectorRecPtr ExampleRMA = RandomMovementParticleAffector::create(); ExampleRMA->setAmplitude(100.0f); AttributeAttractRepelParticleAffectorRecPtr ExampleAttributeAttractRepelParticleAffector = AttributeAttractRepelParticleAffector::create(); ExampleAttributeAttractRepelParticleAffector->setAttributeAffected(RandomMovementParticleAffector::POSITION_ATTRIBUTE); ExampleAttributeAttractRepelParticleAffector->setMinDistance(0.0); ExampleAttributeAttractRepelParticleAffector->setMaxDistance(10000000000000.0); ExampleAttributeAttractRepelParticleAffector->setQuadratic(0.01); ExampleAttributeAttractRepelParticleAffector->setLinear(0.01); ExampleAttributeAttractRepelParticleAffector->setConstant(0.0); ExampleParticleSystem->pushToAffectors(ExampleRMA); ExampleParticleSystem->pushToAffectors(ExampleAttributeAttractRepelParticleAffector); ExampleParticleSystem->setUpdateSecAttribs(false); //Particle System Drawer QuadParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = QuadParticleSystemDrawer::create(); //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 NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(ParticleNode); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager, ExampleParticleSystem.get(), ExampleRMA.get(), ExampleAttributeAttractRepelParticleAffector.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, "17RandomMovement"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindowEventProducer = createDefaultWindowEventProducer(); WindowPtr MainWindow = TutorialWindowEventProducer->initWindow(); TutorialWindowEventProducer->setDisplayCallback(display); TutorialWindowEventProducer->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindowEventProducer->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener); TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindowEventProducer->getWindow()); Path FBOFilePath; if(argc < 2) { FWARNING(("No FBO file given!\n")); FBOFilePath = Path("./Data/01LoadFBO.xml"); } else { FBOFilePath = Path(std::string(argv[1])); } std::cout << "Loading xml File: " << FBOFilePath << std::endl; FCFileType::FCPtrStore NewContainers; NewContainers = FCFileHandler::the()->read(FBOFilePath); FCFileType::FCPtrStore::iterator Itor; for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor) { if( (*Itor)->getType() == FBOViewport::getClassType()) { TheFBOViewport = FBOViewport::Ptr::dcast(*Itor); } } ChunkMaterialPtr BoxMaterial = ChunkMaterial::create(); GeometryPtr BoxGeoCore = makeBoxGeo(1.0,1.0,1.0,2,2,2); beginEditCP(BoxGeoCore, Geometry::MaterialFieldMask); BoxGeoCore->setMaterial(BoxMaterial); endEditCP(BoxGeoCore, Geometry::MaterialFieldMask); NodePtr BoxGeoNode = Node::create(); beginEditCP(BoxGeoNode, Node::CoreFieldMask); BoxGeoNode->setCore(BoxGeoCore); endEditCP(BoxGeoNode, Node::CoreFieldMask); NodePtr SceneNode = Node::create(); beginEditCP(SceneNode, Node::CoreFieldMask | Node::ChildrenFieldMask); SceneNode->setCore(Group::create()); SceneNode->addChild(BoxGeoNode); endEditCP(SceneNode, Node::CoreFieldMask | Node::ChildrenFieldMask); // tell the manager what to manage mgr->setRoot (SceneNode); // show the whole scene mgr->showAll(); if(TheFBOViewport != NullFC) { //Add the texture chunk of the FBO to the Material for the box beginEditCP(BoxMaterial, ChunkMaterial::ChunksFieldMask); BoxMaterial->addChunk(TheFBOViewport->editTextures(0)); endEditCP(BoxMaterial, ChunkMaterial::ChunksFieldMask); //Add The FBO Viewport the the Window beginEditCP(TheFBOViewport, FBOViewport::ParentFieldMask); TheFBOViewport->setParent(TutorialWindowEventProducer->getWindow()); endEditCP(TheFBOViewport, FBOViewport::ParentFieldMask); beginEditCP(TutorialWindowEventProducer->getWindow()); ViewportPtr vp = TutorialWindowEventProducer->getWindow()->getPort(0); addRefCP(vp); TutorialWindowEventProducer->getWindow()->subPort(0); //Put the FBO Vieport in front, so it is rendered first TutorialWindowEventProducer->getWindow()->addPort(TheFBOViewport); TutorialWindowEventProducer->getWindow()->addPort(vp ); endEditCP (TutorialWindowEventProducer->getWindow()); } Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5); TutorialWindowEventProducer->openWindow(WinPos, WinSize, "07LoadFBO"); //Main Loop TutorialWindowEventProducer->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin= GLUTWindow::create(); gwin->setId(winid); gwin->init(); // create the scene /* Geometry data in OpenSG is stored in several separate vectors. These vectors are not a direct part of the Geometry Core but rather split up into multiple separate classes. These classes, the GeoProperties, contain a single field containg their values, which can be accessed directly, see the docs for GeoProperty for the whole interface. */ /* The first part: the primtive types. These are taken from OpenGL, any values that can be passed to glBegin(); are legal. Different types can be freely mixed. All properties have only one field, which has the same name for every property, thus the mask is also called the same for each property. */ GeoPTypesPtr type = GeoPTypesUI8::create(); beginEditCP(type, GeoPTypesUI8::GeoPropDataFieldMask); { type->addValue(GL_POLYGON ); type->addValue(GL_TRIANGLES); type->addValue(GL_QUADS ); } endEditCP (type, GeoPTypesUI8::GeoPropDataFieldMask); /* The second part: the primtive lengths. These define the number of vertices to be passed to OpenGL for each primitive. Thus there have to be at least as many entries as in the types property. */ GeoPLengthsPtr lens = GeoPLengthsUI32::create(); beginEditCP(lens, GeoPLengthsUI32::GeoPropDataFieldMask); { lens->addValue(4); lens->addValue(6); lens->addValue(8); } endEditCP (lens, GeoPLengthsUI32::GeoPropDataFieldMask); /* The third part: the vertex positions. OpenSG uses different types for vectors and points. Points (e.g. Pnt3f) are just positions in space, they have a limited set of operations they can handle. Vectors (e.g. Vec3f) are the more general kind. */ GeoPositions3fPtr pnts = GeoPositions3f::create(); beginEditCP(pnts, GeoPositions3f::GeoPropDataFieldMask); { // the 4 points of the polygon pnts->addValue(Pnt3f(-1, -1, -1)); pnts->addValue(Pnt3f(-1, -1, 1)); pnts->addValue(Pnt3f( 1, -1, 1)); pnts->addValue(Pnt3f( 1, -1, -1)); // the 6 points of the two triangles pnts->addValue(Pnt3f( 1, 0, -1)); pnts->addValue(Pnt3f(-1, 0, -1)); pnts->addValue(Pnt3f( 0, 1, -1)); pnts->addValue(Pnt3f(-1, 0, 1)); pnts->addValue(Pnt3f( 1, 0, 1)); pnts->addValue(Pnt3f( 0, 1, 1)); // the 8 points of the two quads pnts->addValue(Pnt3f(-1, -1, 1)); pnts->addValue(Pnt3f( 1, -1, 1)); pnts->addValue(Pnt3f( 1, 0, 1)); pnts->addValue(Pnt3f(-1, 0, 1)); pnts->addValue(Pnt3f( 1, -1, -1)); pnts->addValue(Pnt3f(-1, -1, -1)); pnts->addValue(Pnt3f(-1, 0, -1)); pnts->addValue(Pnt3f( 1, 0, -1)); } endEditCP (pnts, GeoPositions3f::GeoPropDataFieldMask); /* Put it all together into a Geometry NodeCore. */ geo=Geometry::create(); beginEditCP(geo, Geometry::TypesFieldMask | Geometry::LengthsFieldMask | Geometry::PositionsFieldMask | Geometry::MaterialFieldMask ); { geo->setTypes (type); geo->setLengths (lens); geo->setPositions(pnts); // assign a material to the geometry to make it visible. The details // of materials are defined later. geo->setMaterial(getDefaultUnlitMaterial()); } endEditCP (geo, Geometry::TypesFieldMask | Geometry::LengthsFieldMask | Geometry::PositionsFieldMask | Geometry::MaterialFieldMask ); // put the geometry core into a node NodePtr n = Node::create(); beginEditCP(n, Node::CoreFieldMask); { n->setCore(geo); } endEditCP (n, Node::CoreFieldMask); // add a transformation to make it move NodePtr scene = Node::create(); trans = Transform::create(); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask ); { scene->setCore(trans); scene->addChild(n); } endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask ); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (scene); // show the whole scene mgr->showAll(); // GLUT main loop glutMainLoop(); 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); TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1)); // Make Torus Node (creates Torus in background of scene) NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Main Scene Node and add the Torus NodeRecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusGeometryNode); // Create the Graphics GraphicsRecPtr TutorialGraphics = Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); //Create the nessicary parts for a viewport Matrix TransformMatrix; TransformMatrix.setTranslate(0.0f,0.0f, 0.0f); TransformRecPtr CameraBeaconTransform = Transform::create(); CameraBeaconTransform->setMatrix(TransformMatrix); NodeRecPtr CameraBeaconNode = Node::create(); CameraBeaconNode->setCore(CameraBeaconTransform); // Make Torus Node (creates Torus in background of scene) NodeRecPtr GeometryNode = makeTorus(.5, 2, 32, 32); //Make a light Node NodeRecPtr LightBeaconNode = makeCoredNode<Transform>(); DirectionalLightRecPtr SceneLight = DirectionalLight::create(); SceneLight->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f)); SceneLight->setDiffuse(Color4f(0.8f,0.8f,0.8f,1.0f)); SceneLight->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f)); SceneLight->setOn(true); SceneLight->setBeacon(LightBeaconNode); NodeRecPtr LightNode = makeNodeFor(SceneLight); LightNode->addChild(GeometryNode); // Make Main Scene Node and add the Torus NodeRecPtr DefaultRootNode = Node::create(); DefaultRootNode->setCore(Group::create()); DefaultRootNode->addChild(LightNode); DefaultRootNode->addChild(LightBeaconNode); DefaultRootNode->addChild(CameraBeaconNode); //Camera PerspectiveCameraRecPtr DefaultCamera = PerspectiveCamera::create(); DefaultCamera->setBeacon(CameraBeaconNode); DefaultCamera->setFov (osgDegree2Rad(60.f)); DefaultCamera->setNear (0.1f); DefaultCamera->setFar (100.f); //Background GradientBackgroundRecPtr DefaultBackground = GradientBackground::create(); DefaultBackground->addLine(Color3f(0.0f,0.0f,0.0f), 0.0f); DefaultBackground->addLine(Color3f(0.0f,0.0f,1.0f), 1.0f); //Viewport ViewportRecPtr DefaultViewport = Viewport::create(); DefaultViewport->setCamera (DefaultCamera); DefaultViewport->setRoot (DefaultRootNode); DefaultViewport->setSize (0.0f,0.0f, 1.0f,1.0f); DefaultViewport->setBackground (DefaultBackground); //GL Viewport Component LineBorderRecPtr TheGLViewportBorder = LineBorder::create(); TheGLViewportBorder->setColor(Color4f(1.0,0.0,0.0,1.0)); TheGLViewportBorder->setWidth(3.0); GLViewportRecPtr TheGLViewport = GLViewport::create(); TheGLViewport->setPort(DefaultViewport); TheGLViewport->setPreferredSize(Vec2f(400.0f,400.0f)); TheGLViewport->setBorders(TheGLViewportBorder); TheGLViewport->lookAt(Pnt3f(0.0f,0.0f,10.0f), //From Pnt3f(0.0f,0.0f,0.0f), //At Vec3f(0.0f,1.0f,0.0f)); //Up ButtonRecPtr ExampleButton = Button::create(); ExampleButton->setText("Example"); // Create The Main InternalWindow // Create Background to be used with the Main InternalWindow ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create(); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); InternalWindowRecPtr MainInternalWindow = InternalWindow::create(); LayoutRecPtr MainInternalWindowLayout = FlowLayout::create(); MainInternalWindow->pushToChildren(TheGLViewport); MainInternalWindow->pushToChildren(ExampleButton); 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 UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundRecPtr TutorialUIForeground = UIForeground::create(); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); // Tell the Manager what to manage sceneManager.setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRecPtr TutorialViewport = sceneManager.getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); //Create the Documentation Foreground and add it to the viewport 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, "41GLViewportComponent"); //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)); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1)); // 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); // Create the Graphics GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Create an Button Component and a simple Font. See 17Label_Font for more information about Fonts. ******************************************************/ ButtonRefPtr ExampleButton = OSG::Button::create(); UIFontRefPtr ExampleFont = OSG::UIFont::create(); ExampleFont->setSize(16); /****************************************************** Edit the Button's characteristics. Note: the first 4 functions can be used with any Component and are not specific to Button. -setMinSize(Vec2f): Determine the Minimum Size of the Component. Some Layouts will automatically resize Components; this prevents the Size from going below a certain value. -setMaxSize(Vec2f): Determine the Maximum Size of the Component. -setPreferredSize(Vec2f): Determine the Preferred Size of the Component. This is what the Component will be displayed at unless changed by another Component (such as a Layout). -setToolTipText("Text"): Determine what text is displayed while Mouse is hovering above Component. The word Text will be displayed in this case. Functions specfic to Button: -setText("DesiredText"): Determine the Button's text. It will read DesiredText in this case. -setFont(FontName): Determine the Font to be used on the Button. -setTextColor(Color4f): Determine the Color for the text. -setRolloverTextColor(Color4f): Determine what the text Color will be when the Mouse Cursor is above the Button. -setActiveTextColor(Color4f): Determine what the text Color will be when the Button is pressed (denoted by Active). -setAlignment(Vec2f): Determine the Vertical Alignment of the text. The value is in [0.0, 1.0]. ******************************************************/ ExampleButton->setMinSize(Vec2f(50, 25)); ExampleButton->setMaxSize(Vec2f(200, 100)); ExampleButton->setPreferredSize(Vec2f(100, 50)); ExampleButton->setToolTipText("Button 1 ToolTip"); ExampleButton->setText("Button 1"); ExampleButton->setFont(ExampleFont); ExampleButton->setTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); ExampleButton->setRolloverTextColor(Color4f(1.0, 0.0, 1.0, 1.0)); ExampleButton->setActiveTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); ExampleButton->setAlignment(Vec2f(1.0,0.0)); // Create an Action and assign it to ExampleButton // This Class is defined above, and will cause the output // window to display "Button 1 Action" when pressed ExampleButton->connectActionPerformed(boost::bind(actionPerformed, _1)); /****************************************************** Create a ToggleButton and determine its characteristics. ToggleButton inherits off of Button, so all characteristsics used above can be used with ToggleButtons as well. The only difference is that when pressed, ToggleButton remains pressed until pressed again. -setSelected(bool): Determine whether the ToggleButton is Selected (true) or deselected (false). ******************************************************/ ToggleButtonRefPtr ExampleToggleButton = OSG::ToggleButton::create(); ExampleToggleButton->setSelected(false); ExampleToggleButton->setText("ToggleMe"); ExampleToggleButton->setToolTipText("Toggle Button ToolTip"); //Button with Image ButtonRefPtr ExampleDrawObjectButton = OSG::Button::create(); ExampleDrawObjectButton->setDrawObjectToTextAlignment(Button::ALIGN_DRAW_OBJECT_RIGHT_OF_TEXT); ExampleDrawObjectButton->setText("Icon"); ExampleDrawObjectButton->setImage(std::string("./Data/Icon.png")); ExampleDrawObjectButton->setActiveImage(std::string("./Data/Icon.png")); ExampleDrawObjectButton->setFocusedImage(std::string("./Data/Icon.png")); ExampleDrawObjectButton->setRolloverImage(std::string("./Data/Icon.png")); ExampleDrawObjectButton->setDisabledImage(std::string("./Data/Icon.png")); // 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(ExampleButton); MainInternalWindow->pushToChildren(ExampleToggleButton); MainInternalWindow->pushToChildren(ExampleDrawObjectButton); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); // 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); sceneManager.setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRefPtr TutorialViewport = sceneManager.getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // Show the whole Scene sceneManager.showAll(); //Attach key controls //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "01Button"); commitChanges(); //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); BlendChunkRefPtr PSBlendChunk = BlendChunk::create(); PSBlendChunk->setSrcFactor(GL_SRC_ALPHA); PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); //Particle System Material 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 PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); Distribution3DRefPtr PositionDistribution = createPositionDistribution(); Pnt3f PositionReturnValue; //Particle System ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create(); for(UInt32 i(0) ; i<800 ; ++i)//controls how many particles are created { if(PositionDistribution != NULL) { PositionReturnValue = Pnt3f(PositionDistribution->generate()); } ExampleParticleSystem->addParticle( PositionReturnValue, Vec3f(0.0f,0.0f,1.0f), Color4f(1.0,0.0,0.0,1.0), Vec3f(10.0,10.0,10.0), -1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) //acceleration ); } ExampleParticleSystem->attachUpdateListener(TutorialWindow); //Particle System Drawer DiscParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::DiscParticleSystemDrawer::create(); ExampleParticleSystemDrawer->setSegments(16); ExampleParticleSystemDrawer->setCenterAlpha(1.0); ExampleParticleSystemDrawer->setEdgeAlpha(0.0); //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); //AttractionNode TransformRefPtr AttractionCore = OSG::Transform::create(); Matrix AttractTransform; AttractTransform.setTranslate(0.0f, 0.0,0.0); AttractionCore->setMatrix(AttractTransform); NodeRefPtr AttractionNode = OSG::Node::create(); AttractionNode->setCore(AttractionCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(ParticleNode); scene->addChild(AttractionNode); mgr->setRoot(scene); // Show the whole Scene //mgr->showAll(); mgr->getNavigator()->set(Pnt3f(0.0,0.0,500.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0)); mgr->getNavigator()->setMotionFactor(1.0f); mgr->getCamera()->setNear(0.1f); mgr->getCamera()->setFar(1000.0f); DistanceAttractRepelParticleAffectorRefPtr ExampleDistanceAttractRepelParticleAffector = OSG::DistanceAttractRepelParticleAffector::create(); ExampleDistanceAttractRepelParticleAffector->setMinDistance(0.0); ExampleDistanceAttractRepelParticleAffector->setMaxDistance(1000.0); ExampleDistanceAttractRepelParticleAffector->setQuadratic(0.0); ExampleDistanceAttractRepelParticleAffector->setLinear(100.0); ExampleDistanceAttractRepelParticleAffector->setConstant(0.0); ExampleDistanceAttractRepelParticleAffector->setParticleSystemNode(ParticleNode); ExampleDistanceAttractRepelParticleAffector->setDistanceFromSource(DistanceAttractRepelParticleAffector::DISTANCE_FROM_NODE); ExampleDistanceAttractRepelParticleAffector->setDistanceFromNode(AttractionNode); ExampleParticleSystem->pushToAffectors(ExampleDistanceAttractRepelParticleAffector); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "11DistanceAttractRepelParticleAffector"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Setup the Animation setupAnimation(); //Box Geometry GeometryUnrecPtr BoxGeometry = makeBoxGeo(1.0,1.0,1.0,1,1,1); BoxGeometry->setMaterial(TheBoxMaterial); NodeUnrecPtr BoxGeometryNode = Node::create(); BoxGeometryNode->setCore(BoxGeometry); //Make Box Node NodeUnrecPtr BoxNode = Node::create(); TransformUnrecPtr BoxNodeTrans; BoxNodeTrans = Transform::create(); BoxNode->setCore(BoxNodeTrans); BoxNode->addChild(BoxGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans; Trans = ComponentTransform::create(); scene->setCore(Trans); // add the torus as a child scene->addChild(BoxNode); // tell the manager what to manage mgr->setRoot (scene); // show the whole scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "05TextureAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); 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); TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1)); // Make Torus Node (creates Torus in background of scene) NodeRecPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Main Scene Node and add the Torus NodeRecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusGeometryNode); // Create the Graphics GraphicsRecPtr TutorialGraphics = Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Create a RotatedComponent. -setAngle(Angle, in radians): Determine the angle the Component initially is rotated. -setInternalComponent(Component): Determine what Component will be rotated. -setResizePolicy(RotatedComponent::ENUM): Takes NO_RESIZING, RESIZE_TO_MIN, or RESIZE_TO_MAX arguments. ******************************************************/ RotatedComponentRecPtr TheRotatedComponent = RotatedComponent::create(); // Define PI Real32 PI(3.14159); TheRotatedComponent->setAngle(PI/4); ComponentRecPtr InnerPanel = createPanel(); TheRotatedComponent->setInternalComponent(InnerPanel); TheRotatedComponent->setResizePolicy(RotatedComponent::RESIZE_TO_MIN); /****************************************************** Create a ToggleButton which can be used to start and stop the Button from rotating. Note: due to the way FlowLayout works you will notice that this ToggleButton will move as well. In cases where a Rotating Component is used, an alternate Layout may be preferred to prevent other Components from moving as well. This is intentionally left this way to illustrate why this might be the case. A SplitPanel with fixed divider for example would prevent the ToggleButton from moving, while still allowing the Panel to move freely. ******************************************************/ ToggleButtonRecPtr RotateControlButton = ToggleButton::create(); RotateControlButton->setText("Start Rotating"); RotateControlButton->setPreferredSize(Vec2f(100.0f, 29.0f)); RotateControlButton->connectButtonSelected(boost::bind(handleButtonSelected, _1, TutorialWindow.get(), TheRotatedComponent.get())); RotateControlButton->connectButtonDeselected(boost::bind(handleButtonDeselected, _1, TutorialWindow.get(), TheRotatedComponent.get())); // Create The Main InternalWindow // Create Background to be used with the Main InternalWindow ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create(); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); LayoutRecPtr MainInternalWindowLayout = FlowLayout::create(); InternalWindowRecPtr MainInternalWindow = InternalWindow::create(); MainInternalWindow->pushToChildren(TheRotatedComponent); MainInternalWindow->pushToChildren(RotateControlButton); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.8f,0.8f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); // Create the Drawing Surface UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundRecPtr TutorialUIForeground = UIForeground::create(); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); // Tell the Manager what to manage sceneManager.setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRecPtr TutorialViewport = sceneManager.getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); // 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, "30RotatedComponent"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindowEventProducer = createDefaultWindowEventProducer(); WindowPtr MainWindow = TutorialWindowEventProducer->initWindow(); TutorialWindowEventProducer->setDisplayCallback(display); TutorialWindowEventProducer->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindowEventProducer->addKeyListener(&TheKeyListener); TutorialUpdateListener TheUpdateListener; TutorialWindowEventProducer->addUpdateListener(&TheUpdateListener); // Create the SceneManager mgr = new SceneManager; // Tell the Manager what to manage mgr->setWindow(MainWindow); // Make Torus Node (creates Torus in background of scene) NodePtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Torus Node (creates Torus in background of scene) NodePtr BoxGeometryNode = makeBox(0.5,0.5,0.5,50,2,2); //Set the Camera Beacon Node Matrix Offset; //Offset.setTranslate(0.0f,2.5f,6.0f); Offset.setTranslate(0.0f,0.0,6.0f); CameraBeaconTransform = Transform::create(); beginEditCP(CameraBeaconTransform, Transform::MatrixFieldMask); CameraBeaconTransform->setMatrix(Offset); endEditCP(CameraBeaconTransform, Transform::MatrixFieldMask); NodePtr CameraBeaconNode = Node::create(); beginEditCP(CameraBeaconNode, Node::CoreFieldMask | Node::ChildrenFieldMask); CameraBeaconNode->setCore(CameraBeaconTransform); endEditCP(CameraBeaconNode, Node::CoreFieldMask | Node::ChildrenFieldMask); //Set the Box Transform Node BoxTransform = Transform::create(); NodePtr BoxNode = Node::create(); beginEditCP(BoxNode, Node::CoreFieldMask | Node::ChildrenFieldMask); BoxNode->setCore(BoxTransform); BoxNode->addChild(BoxGeometryNode); BoxNode->addChild(CameraBeaconNode); endEditCP(BoxNode, Node::CoreFieldMask | Node::ChildrenFieldMask); // Make Main Scene Node and add the Torus NodePtr scene = osg::Node::create(); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); scene->setCore(osg::Group::create()); scene->addChild(TorusGeometryNode); scene->addChild(BoxNode); endEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); //Set the Root node to the Scene Manager mgr->setRoot(scene); //The perspective decoratee camera CameraPtr PCamera = PerspectiveCamera::create(); beginEditCP(PerspectiveCameraPtr::dcast(PCamera)); PerspectiveCameraPtr::dcast(PCamera)->setBeacon(CameraBeaconNode); PerspectiveCameraPtr::dcast(PCamera)->setFov (deg2rad(60.f)); PerspectiveCameraPtr::dcast(PCamera)->setNear (0.1f); PerspectiveCameraPtr::dcast(PCamera)->setFar (10000.f); endEditCP(PerspectiveCameraPtr::dcast(PCamera)); //Create the Rubber band Camera Vec3f PositionCoefficients(0.1,1.5,1.5); Vec3f OrientationCoefficients(0.1,2.5,2.5); RubberCamera = RubberBandCamera::create(); beginEditCP(RubberCamera, RubberBandCamera::DecorateeFieldMask | RubberBandCamera::BeaconFieldMask | RubberBandCamera::PositionCoefficientsFieldMask | RubberBandCamera::OrientationCoefficientsFieldMask); RubberCamera->setDecoratee(PCamera); RubberCamera->setBeacon(CameraBeaconNode); RubberCamera->setPositionCoefficients(PositionCoefficients); RubberCamera->setOrientationCoefficients(OrientationCoefficients); endEditCP(RubberCamera, RubberBandCamera::DecorateeFieldMask | RubberBandCamera::BeaconFieldMask | RubberBandCamera::PositionCoefficientsFieldMask | RubberBandCamera::OrientationCoefficientsFieldMask); RubberCamera->setToBeacon(); mgr->setCamera(RubberCamera); // Show the whole Scene //mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5); TutorialWindowEventProducer->openWindow(WinPos, WinSize, "01RubberBandCamera"); //Enter main Loop TutorialWindowEventProducer->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); getDefaultVideoManager()->init(argc, argv); TheVideo = getDefaultVideoManager()->createVideoWrapper(); TutorialVideoListener TheVideoListener; TheVideo->addVideoListener(&TheVideoListener); //TheVideo->open(Path("./Data/ExampleVideo.avi")); TheVideo->open(Path("./Data/ExampleVideo.avi")); TheVideo->pause(); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin= GLUTWindow::create(); gwin->setId(winid); gwin->init(); // create the scene TheVideo->updateImage(); Real32 AspectRatio(static_cast<Real32>(TheVideo->getImage()->getWidth())/static_cast<Real32>(TheVideo->getImage()->getHeight())); MaterialPtr VideoMaterial = createVideoMaterial(); //Plane Geometry GeometryPtr PlaneGeometry = makePlaneGeo(10.0*AspectRatio,10.0,10,10); beginEditCP(PlaneGeometry, Geometry::MaterialFieldMask); PlaneGeometry->setMaterial(VideoMaterial); endEditCP(PlaneGeometry, Geometry::MaterialFieldMask); NodePtr PlaneGeometryNode = Node::create(); beginEditCP(PlaneGeometryNode, Node::CoreFieldMask); PlaneGeometryNode->setCore(PlaneGeometry); endEditCP(PlaneGeometryNode, Node::CoreFieldMask); //Box Geometry GeometryPtr BoxGeometry = makeBoxGeo(10.0*AspectRatio,10.0,10.0,2,2,2); beginEditCP(BoxGeometry, Geometry::MaterialFieldMask); BoxGeometry->setMaterial(VideoMaterial); endEditCP(BoxGeometry, Geometry::MaterialFieldMask); NodePtr BoxGeometryNode = Node::create(); beginEditCP(BoxGeometryNode, Node::CoreFieldMask); BoxGeometryNode->setCore(BoxGeometry); endEditCP(BoxGeometryNode, Node::CoreFieldMask); //Sphere Geometry GeometryPtr SphereGeometry = makeSphereGeo(2,5.0); beginEditCP(SphereGeometry, Geometry::MaterialFieldMask); SphereGeometry->setMaterial(VideoMaterial); endEditCP(SphereGeometry, Geometry::MaterialFieldMask); NodePtr SphereGeometryNode = Node::create(); beginEditCP(SphereGeometryNode, Node::CoreFieldMask); SphereGeometryNode->setCore(SphereGeometry); endEditCP(SphereGeometryNode, Node::CoreFieldMask); //Torus Geometry GeometryPtr TorusGeometry = makeTorusGeo(2.0,5.0,32,32); beginEditCP(TorusGeometry, Geometry::MaterialFieldMask); TorusGeometry->setMaterial(VideoMaterial); endEditCP(TorusGeometry, Geometry::MaterialFieldMask); NodePtr TorusGeometryNode = Node::create(); beginEditCP(TorusGeometryNode, Node::CoreFieldMask); TorusGeometryNode->setCore(TorusGeometry); endEditCP(TorusGeometryNode, Node::CoreFieldMask); //Switch Node GeometryNodeSwitch = Switch::create(); beginEditCP(GeometryNodeSwitch, Switch::ChoiceFieldMask); GeometryNodeSwitch->setChoice(0); endEditCP(GeometryNodeSwitch, Switch::ChoiceFieldMask); SwitchNode = Node::create(); beginEditCP(SwitchNode, Node::CoreFieldMask | Node::ChildrenFieldMask); SwitchNode->setCore(GeometryNodeSwitch); SwitchNode->addChild(PlaneGeometryNode); SwitchNode->addChild(BoxGeometryNode); SwitchNode->addChild(SphereGeometryNode); SwitchNode->addChild(TorusGeometryNode); endEditCP(SwitchNode, Node::CoreFieldMask | Node::ChildrenFieldMask); NodePtr scene = Node::create(); trans = Transform::create(); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); { scene->setCore(trans); scene->addChild(SwitchNode); } endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask); // To check OpenGL extensions, the Window needs to have run through // frameInit at least once. This automatically happens when rendering, // but we don't don't to wait for that here. gwin->activate(); gwin->frameInit(); // Now we can check for OpenGL extensions hasNPOT = gwin->hasExtension("GL_ARB_texture_rectangle"); // Print what we've got SLOG << "Got " << (isPOT?"":"non-") << "power-of-two images and " << (hasNPOT?"can":"cannot") << " use NPOT textures, changing " << (changeOnlyPart?"part":"all") << " of the screen" << endLog; // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (scene); mgr->setStatistics(true); // show the whole scene mgr->showAll(); //Start playing video TheVideo->play(); // GLUT main loop glutMainLoop(); //DeInit TheVideo->stop(); TheVideo->close(); getDefaultVideoManager()->exit(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin= GLUTWindow::create(); gwin->setId(winid); gwin->init(); // load the scene 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)); } std::vector<std::string> suffixesVec; suffixesVec = FCFileHandler::the()->getSuffixList(); for(std::vector<std::string>::iterator it = suffixesVec.begin(); it != suffixesVec.end(); ++it) { FWARNING(("%s\n", *it)); } RootNodes.push_back( makeTorus(.5, 2, 16, 16) ); glutSetWindowTitle("No file Loaded"); } else { glutSetWindowTitle(argv[1]); Load(std::string(argv[1]), RootNodes, Cameras); if(RootNodes.size() < 1) { std::cout << "There are no root nodes defined." << std::endl; return 0; } } //Create Statistics Foreground SimpleStatisticsForegroundPtr TheStatForeground = SimpleStatisticsForeground::create(); beginEditCP(TheStatForeground); TheStatForeground->setSize(25); TheStatForeground->setColor(Color4f(0,1,0,0.7)); TheStatForeground->addElement(RenderAction::statDrawTime, "Draw FPS: %r.3f"); TheStatForeground->addElement(DrawActionBase::statTravTime, "TravTime: %.3f s"); TheStatForeground->addElement(RenderAction::statDrawTime, "DrawTime: %.3f s"); TheStatForeground->addElement(DrawActionBase::statCullTestedNodes, "%d Nodes culltested"); TheStatForeground->addElement(DrawActionBase::statCulledNodes, "%d Nodes culled"); TheStatForeground->addElement(RenderAction::statNMaterials, "%d material changes"); TheStatForeground->addElement(RenderAction::statNMatrices, "%d matrix changes"); TheStatForeground->addElement(RenderAction::statNGeometries, "%d Nodes drawn"); TheStatForeground->addElement(RenderAction::statNTransGeometries, "%d transparent Nodes drawn"); TheStatForeground->addElement(Drawable::statNTriangles, "%d triangles drawn"); TheStatForeground->addElement(Drawable::statNLines, "%d lines drawn"); TheStatForeground->addElement(Drawable::statNPoints, "%d points drawn"); TheStatForeground->addElement(Drawable::statNPrimitives, "%d primitive groups drawn"); TheStatForeground->addElement(Drawable::statNVertices, "%d vertices transformed"); TheStatForeground->addElement(Drawable::statNGeoBytes, "%d bytes of geometry used"); TheStatForeground->addElement(RenderAction::statNTextures, "%d textures used"); TheStatForeground->addElement(RenderAction::statNTexBytes, "%d bytes of texture used"); endEditCP(TheStatForeground); //Set up Selection SelectedRootNode = 0; SelectedCamera = -1; // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (RootNodes[SelectedRootNode]); mgr->turnHeadlightOff(); beginEditCP(mgr->getWindow()->getPort(0), Viewport::ForegroundsFieldMask); mgr->getWindow()->getPort(0)->getForegrounds().push_back(TheStatForeground); endEditCP(mgr->getWindow()->getPort(0), Viewport::ForegroundsFieldMask); StatCollector *collector = &TheStatForeground->getCollector(); // add optional elements collector->getElem(Drawable::statNTriangles); mgr->getAction()->setStatistics(collector); // show the whole scene mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }
int main(int argc, char **argv) { osgInit(argc,argv); // GLUT init glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutCreateWindow("OpenSG"); glutReshapeFunc(reshape); glutDisplayFunc(display); glutIdleFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard); PassiveWindowPtr pwin=PassiveWindow::create(); pwin->init(); // create the scene NodePtr scene; scene = Node::create(); // create the material // Pass 1: Simple red, shiny, depth-tested DepthChunkPtr cl1 = DepthChunk::create(); beginEditCP(cl1); cl1->setEnable(true); cl1->setFunc(GL_LEQUAL); endEditCP(cl1); SimpleMaterialPtr mat = SimpleMaterial::create(); beginEditCP(mat); mat->setDiffuse(Color3f(1,0,0)); mat->setSpecular(Color3f(.9,.9,.9)); mat->setShininess(30); mat->setLit(true); mat->addChunk(cl1); endEditCP(mat); // Pass 2: Green unlit, without depth testing DepthChunkPtr cl2 = DepthChunk::create(); beginEditCP(cl2); cl2->setEnable(false); endEditCP(cl2); SimpleMaterialPtr mat2 = SimpleMaterial::create(); beginEditCP(mat2); mat2->setDiffuse(Color3f(0,1,0)); mat2->setLit(false); mat2->setTransparency(.8); mat2->addChunk(cl2); endEditCP(mat2); // Bring them together MultiPassMaterialPtr mpm = MultiPassMaterial::create(); beginEditCP(mpm); mpm->editMFMaterials()->push_back(mat); mpm->editMFMaterials()->push_back(mat2); endEditCP(mpm); GeometryPtr g1 = makeTorusGeo(0.2, 2, 8, 16); beginEditCP(scene); scene->setCore(g1); endEditCP(scene); beginEditCP(g1); g1->setMaterial(mpm); endEditCP(g1); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // create the window and initial camera/viewport mgr->setWindow(pwin ); // tell the manager what to manage mgr->setRoot (scene); // show the whole scene mgr->showAll(); mgr->redraw(); // GLUT main loop glutMainLoop(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); //Initialize Window TutorialWindow->initWindow(); //Torus Material TheTorusMaterial = SimpleMaterial::create(); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setAmbient(Color3f(0.2,0.2,0.2)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setSpecular(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setShininess(100.0f); //Torus Geometry GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeRefPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeRefPtr TorusNode = Node::create(); TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeRefPtr scene = Node::create(); Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); scene->addChild(TorusNode); setupAnimation(); commitChanges(); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); // tell the manager what to manage mgr->setRoot (scene); // show the whole scene mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "OpenSG 02TransformAnimation Window"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the rootNode 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)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyReleased(boost::bind(keyReleased, _1)); //Make Main Scene Node NodeRefPtr scene = makeCoredNode<Group>(); setName(scene, "scene"); NodeRecPtr rootNode = Node::create(); setName(rootNode, "rootNode"); ComponentTransformRefPtr Trans = ComponentTransform::create(); rootNode->setCore(Trans); rootNode->addChild(scene); //Light Beacon Matrix LightTransformMat; LightTransformMat.setTranslate(Vec3f(50.0,0.0,100.0)); TransformRefPtr LightTransform = Transform::create(); LightTransform->setMatrix(LightTransformMat); NodeRefPtr TutorialLightBeacon = Node::create(); TutorialLightBeacon->setCore(LightTransform); //Light Node PointLightRefPtr TutorialLight = PointLight::create(); TutorialLight->setBeacon(TutorialLightBeacon); NodeRefPtr TutorialLightNode = Node::create(); TutorialLightNode->setCore(TutorialLight); scene->addChild(TutorialLightNode); scene->addChild(TutorialLightBeacon); //Setup Physics Scene PhysicsWorldRecPtr physicsWorld = PhysicsWorld::create(); physicsWorld->setWorldContactSurfaceLayer(0.005); physicsWorld->setAutoDisableFlag(1); physicsWorld->setAutoDisableTime(0.75); physicsWorld->setWorldContactMaxCorrectingVel(100.0); physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81)); PhysicsHashSpaceRecPtr physicsSpace = PhysicsHashSpace::create(); //Setup the default collision parameters CollisionContactParametersRefPtr DefaultCollisionParams = CollisionContactParameters::createEmpty(); DefaultCollisionParams->setMode(dContactApprox1); DefaultCollisionParams->setMu(1.0); DefaultCollisionParams->setMu2(0.0); DefaultCollisionParams->setBounce(0.0); DefaultCollisionParams->setBounceSpeedThreshold(0.0); DefaultCollisionParams->setSoftCFM(0.1); DefaultCollisionParams->setSoftERP(0.2); DefaultCollisionParams->setMotion1(0.0); DefaultCollisionParams->setMotion2(0.0); DefaultCollisionParams->setMotionN(0.0); DefaultCollisionParams->setSlip1(0.0); DefaultCollisionParams->setSlip2(0.0); physicsSpace->setDefaultCollisionParameters(DefaultCollisionParams); PhysicsHandlerRecPtr physHandler = PhysicsHandler::create(); physHandler->setWorld(physicsWorld); physHandler->pushToSpaces(physicsSpace); physHandler->setUpdateNode(rootNode); physHandler->attachUpdateProducer(TutorialWindow); rootNode->addAttachment(physHandler); rootNode->addAttachment(physicsWorld); rootNode->addAttachment(physicsSpace); /************************************************************************/ /* create spaces, geoms and bodys */ /************************************************************************/ //create a group for our space GroupRefPtr spaceGroup; NodeRecPtr spaceGroupNode = makeCoredNode<Group>(&spaceGroup); //create the ground terrain GeometryRefPtr TerrainGeo = buildTerrain(Vec2f(400.0,400.0),25,25); //and its Material SimpleMaterialRefPtr TerrainMat = SimpleMaterial::create(); TerrainMat->setAmbient(Color3f(0.3,0.5,0.3)); TerrainMat->setDiffuse(Color3f(0.5,0.9,0.5)); TerrainGeo->setMaterial(TerrainMat); NodeRefPtr TerrainNode = Node::create(); TerrainNode->setCore(TerrainGeo); //create ODE data PhysicsGeomRefPtr TerrainODEGeom = PhysicsTriMeshGeom::create(); //add geom to space for collision TerrainODEGeom->setSpace(physicsSpace); //set the geometryNode to fill the ode-triMesh dynamic_pointer_cast<PhysicsTriMeshGeom>(TerrainODEGeom)->setGeometryNode(TerrainNode); //add attachments //add Attachments to nodes... spaceGroupNode->addAttachment(physicsSpace); spaceGroupNode->addChild(TerrainNode); TerrainNode->addAttachment(TerrainODEGeom); TutorialLightNode->addChild(spaceGroupNode); //Create Character PhysicsBodyRefPtr CharacterPhysicsBody = buildCharacter(Vec3f(5.0,5.0,10.0), Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0), spaceGroupNode, physicsWorld, physicsSpace); PhysicsLMotorJointRefPtr CharacterMover = buildMover(CharacterPhysicsBody); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, spaceGroupNode.get(), physicsWorld.get(), physicsSpace.get())); TutorialWindow->connectUpdate(boost::bind(handleUpdate, _1, CharacterPhysicsBody.get(), CharacterMover.get())); // tell the manager what to manage sceneManager.setRoot (rootNode); // show the whole rootNode sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "03CharacterTerrain"); //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); // 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); // Create the Graphics GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Creates some Button components ******************************************************/ ButtonRefPtr ExampleButton1 = OSG::Button::create(); ButtonRefPtr ExampleButton2 = OSG::Button::create(); ButtonRefPtr ExampleButton3 = OSG::Button::create(); ButtonRefPtr ExampleButton4 = OSG::Button::create(); ButtonRefPtr ExampleButton5 = OSG::Button::create(); ButtonRefPtr ExampleButton6 = OSG::Button::create(); /****************************************************** Create SpringLayout. This layout simply places all Components within it on top of each other. They are placed in reverse order of how they are added to the MainFrame (Components added first are rendered last, those added last are rendered first). Note: SpringLayout has no options which can be set. ******************************************************/ SpringLayoutRefPtr MainInternalWindowLayout = OSG::SpringLayout::create(); // OverlayLayout has no options to edit! // NOTHING : ) /****************************************************** Create and edit some Button Components. ******************************************************/ ExampleButton1->setPreferredSize(Vec2f(50,50)); ExampleButton1->setText("Button 1"); ExampleButton2->setPreferredSize(Vec2f(50,50)); ExampleButton2->setText("Button 2"); ExampleButton3->setPreferredSize(Vec2f(50,50)); ExampleButton3->setText("Button 3"); ExampleButton4->setPreferredSize(Vec2f(50,50)); ExampleButton4->setText("Button 4"); ExampleButton5->setPreferredSize(Vec2f(50,50)); ExampleButton5->setText("Button 5"); ExampleButton6->setPreferredSize(Vec2f(50,50)); ExampleButton6->setText("Button 6"); InternalWindowRefPtr MainInternalWindow = OSG::InternalWindow::create(); // SpringLayoutConstraints Information // It is possible to set the constraint for the Y_EDGE, X_EDGE, BASELINE_EDGE, NORTH_EDGE, SOUTH_EDGE, EAST_EDGE, WEST_EDGE, HEIGHT_EDGE, and/or WIDTH_EDGE of a component. // It is possible to constrain a component's edge x pixels above, below, to the right of, or to the left of the edges other components, frames, and/or the MainInternalWindow. // It is possible to constrain a component to the Y_EDGE, X_EDGE, BASELINE_EDGE, NORTH_EDGE, SOUTH_EDGE, EAST_EDGE, WEST_EDGE, HORIZONTAL_CENTER_EDGE, VERTICAL_CENTER_EDGE, HEIGHT_EDGE, and/or WIDTH_EDGE of whatever component to which it is constrained. //Example Button 1 MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::NORTH_EDGE, ExampleButton1, 25, SpringLayoutConstraints::NORTH_EDGE, MainInternalWindow); // The North edge of ExampleButton1 is 25 pixels below the North edge of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::SOUTH_EDGE, ExampleButton1, -5, SpringLayoutConstraints::VERTICAL_CENTER_EDGE, MainInternalWindow); // The South edge of ExampleButton1 is 5 pixels above the Vertical Center of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::EAST_EDGE, ExampleButton1, -25, SpringLayoutConstraints::EAST_EDGE, MainInternalWindow); // The East edge of ExampleButton1 is 25 pixels to the left of the East edge of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::WEST_EDGE, ExampleButton1, 25, SpringLayoutConstraints::WEST_EDGE, MainInternalWindow); // The West edge of ExampleButton1 is 25 pixels to the right of the West edge of the MainInternalWindow. //Example Button 2 MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::HEIGHT_EDGE, ExampleButton2, LayoutSpring::height(ExampleButton2)); // The Height edge of ExampleButton2 is set to the height of ExampleButton2. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::SOUTH_EDGE, ExampleButton2, -25, SpringLayoutConstraints::SOUTH_EDGE, MainInternalWindow); // The South edge of ExampleButton2 is 25 pixels above the South edge of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::EAST_EDGE, ExampleButton2, -5, SpringLayoutConstraints::HORIZONTAL_CENTER_EDGE, MainInternalWindow); // The East edge of ExampleButton2 is 5 pixels to the left of the Horizontal Center of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::WEST_EDGE, ExampleButton2, 25, SpringLayoutConstraints::WEST_EDGE, MainInternalWindow); // The West edge of ExampleButton2 is 25 pixels to the right of the West edge of the MainInternalWindow. //Example Button 3 MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::HEIGHT_EDGE, ExampleButton3, LayoutSpring::height(ExampleButton3)); // The Height edge of ExampleButton3 is set to the height of ExampleButton3. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::SOUTH_EDGE, ExampleButton3, -25, SpringLayoutConstraints::SOUTH_EDGE, MainInternalWindow); // The South edge of ExampleButton3 is 25 pixels above the South edge of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::WEST_EDGE, ExampleButton3, 5, SpringLayoutConstraints::HORIZONTAL_CENTER_EDGE, MainInternalWindow); // The West edge of ExampleButton3 is 5 pixels to the right of the Horizontal Center of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::EAST_EDGE, ExampleButton3, -25, SpringLayoutConstraints::EAST_EDGE, MainInternalWindow); // The East edge of ExampleButton3 is 25 pixels to the left of the East edge of the MainInternalWindow. //Example Button 4 MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::NORTH_EDGE, ExampleButton4, 25, SpringLayoutConstraints::SOUTH_EDGE, ExampleButton1); // The North edge of ExampleButton4 is 25 pixels below the South edge of ExampleButton1. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::SOUTH_EDGE, ExampleButton4, -25, SpringLayoutConstraints::NORTH_EDGE, ExampleButton2); // The South edge of ExampleButton4 is 25 pixels above the North edge of ExampleButton2. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::WEST_EDGE, ExampleButton4, 25, SpringLayoutConstraints::WEST_EDGE, MainInternalWindow); // The West edge of ExampleButton4 is 25 pixels to the right of the West edge of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::EAST_EDGE, ExampleButton4, -100, SpringLayoutConstraints::HORIZONTAL_CENTER_EDGE, MainInternalWindow); // The East edge of ExampleButton4 is 100 pixels to the left of the Horizontal Center of the MainInternalWindow. //Example Button 5 MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::NORTH_EDGE, ExampleButton5, 25, SpringLayoutConstraints::SOUTH_EDGE, ExampleButton1); // The North edge of ExampleButton5 is 25 pixels below the South edge of ExampleButton1. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::HEIGHT_EDGE, ExampleButton5, 0, SpringLayoutConstraints::HEIGHT_EDGE, ExampleButton4); // The Height of ExampleButton5 is set to the Height of ExampleButton4. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::EAST_EDGE, ExampleButton5, 75, SpringLayoutConstraints::HORIZONTAL_CENTER_EDGE, MainInternalWindow); // The East edge of ExampleButton5 is 75 pixels to the right of the Horizontal Center of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::WEST_EDGE, ExampleButton5, -75, SpringLayoutConstraints::HORIZONTAL_CENTER_EDGE, MainInternalWindow); // The West edge of ExampleButton5 is 75 pixels to the left of the Horizontal Center of the MainInternalWindow. //Example Button 6 MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::NORTH_EDGE, ExampleButton6, 25, SpringLayoutConstraints::SOUTH_EDGE, ExampleButton1); // The North edge of ExampleButton6 is 25 pixels below the South edge of ExampleButton1. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::SOUTH_EDGE, ExampleButton6, -25, SpringLayoutConstraints::NORTH_EDGE, ExampleButton2); // The South edge of ExampleButton6 is 25 pixels above the North edge of ExampleButton2. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::WEST_EDGE, ExampleButton6, 100, SpringLayoutConstraints::HORIZONTAL_CENTER_EDGE, MainInternalWindow); // The West edge of ExampleButton6 is 100 pixels to the right of the Horizontal Center of the MainInternalWindow. MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::WIDTH_EDGE, ExampleButton6, 0, SpringLayoutConstraints::WIDTH_EDGE, ExampleButton4); // The Width of ExampleButton6 is set to the Width of ExampleButton4. // 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)); MainInternalWindow->pushToChildren(ExampleButton1); MainInternalWindow->pushToChildren(ExampleButton2); MainInternalWindow->pushToChildren(ExampleButton3); MainInternalWindow->pushToChildren(ExampleButton4); MainInternalWindow->pushToChildren(ExampleButton5); MainInternalWindow->pushToChildren(ExampleButton6); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); // 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); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); mgr->setRoot(scene); // Add the UI Foreground Object to the Scene ViewportRefPtr TutorialViewport = mgr->getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); // 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, "36SpringLayout"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindowEventProducer = createDefaultWindowEventProducer(); WindowPtr MainWindow = TutorialWindowEventProducer->initWindow(); TutorialWindowEventProducer->setDisplayCallback(display); TutorialWindowEventProducer->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindowEventProducer->addKeyListener(&TheKeyListener); TutorialUpdateListener TheTutorialUpdateListener; TutorialWindowEventProducer->addUpdateListener(&TheTutorialUpdateListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(MainWindow); // Make Torus Node (creates Torus in background of scene) NodePtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Main Scene Node and add the Torus scene = osg::Node::create(); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); scene->setCore(osg::Group::create()); scene->addChild(TorusGeometryNode); endEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); // Create the Graphics GraphicsPtr TutorialGraphics = osg::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); DefaultDialogComponentGeneratorPtr TutorialDialogGenerator = DefaultDialogComponentGenerator::create(); ButtonFont = osg::UIFont::create(); beginEditCP(ButtonFont, UIFont::SizeFieldMask); ButtonFont->setSize(16); endEditCP(ButtonFont, UIFont::SizeFieldMask); ButtonPtr Response = osg::Button::create(); beginEditCP(Response, Button::MinSizeFieldMask | Button::MaxSizeFieldMask | Button::PreferredSizeFieldMask | Button::ToolTipTextFieldMask | Button::TextFieldMask | Button::FontFieldMask | Button::TextColorFieldMask | Button::RolloverTextColorFieldMask | Button::ActiveTextColorFieldMask ); Response->setMinSize(Vec2f(50, 25)); Response->setMaxSize(Vec2f(200, 100)); Response->setPreferredSize(Vec2f(100, 50)); Response->setToolTipText("These buttons are for selecting a response!"); Response->setFont(ButtonFont); Response->setTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); Response->setRolloverTextColor(Color4f(1.0, 0.0, 1.0, 1.0)); Response->setActiveTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); endEditCP(Response, Button::MinSizeFieldMask | Button::MaxSizeFieldMask | Button::PreferredSizeFieldMask | Button::ToolTipTextFieldMask | Button::TextFieldMask | Button::FontFieldMask | Button::TextColorFieldMask | Button::RolloverTextColorFieldMask | Button::ActiveTextColorFieldMask ); LabelPtr LabelPrototype = Label::create(); LabelPrototype->setAlignment(Pnt2f(0.5f,0.5f)); LabelPrototype->setPreferredSize(Pnt2f(250.0,30.0)); DialogInterfacePtr TutorialDialogInterface = osg::DialogInterface::create(); beginEditCP(TutorialDialogGenerator, DefaultDialogComponentGenerator::ResponseButtonPrototypeFieldMask | DefaultDialogComponentGenerator::QuestionPrototypeFieldMask); TutorialDialogGenerator->setResponseButtonPrototype(Response); TutorialDialogGenerator->setQuestionPrototype(LabelPrototype); endEditCP(TutorialDialogGenerator, DefaultDialogComponentGenerator::ResponseButtonPrototypeFieldMask | DefaultDialogComponentGenerator::QuestionPrototypeFieldMask); TutorialDialog = osg::DialogHierarchy::create(); beginEditCP(TutorialDialog, DialogHierarchy::DualNodeStyleFieldMask); TutorialDialog->setDualNodeStyle(true); endEditCP(TutorialDialog, DialogHierarchy::DualNodeStyleFieldMask); DialogPtr rootDialog = TutorialDialog->addDialog("Which do you prefer?", 0.0, NullFC, true, NullFC); DialogPtr RootDialogChildA = TutorialDialog->addDialog("Foreground", 0.0, NullFC, false, rootDialog); DialogPtr RootDialogChildB = TutorialDialog->addDialog("Background", 0.0, NullFC, false, rootDialog); DialogPtr SelectableDialogChildA = TutorialDialog->addDialog("What color would you like the forground to be?", 0.0, NullFC, true, RootDialogChildA); DialogPtr SelectableDialogChildB = TutorialDialog->addDialog("What object do you want to be in the background?", 0.0, NullFC, true, RootDialogChildB); ADialogChildA = TutorialDialog->addDialog("Blue", 0.0, NullFC, false, SelectableDialogChildA); ADialogChildB = TutorialDialog->addDialog("Red", 0.0, NullFC, false, SelectableDialogChildA); BDialogChildA = TutorialDialog->addDialog("Square", 0.0, NullFC, false, SelectableDialogChildB); BDialogChildB = TutorialDialog->addDialog("Sphere", 0.0, NullFC, false, SelectableDialogChildB); DialogPtr RestartEnd1 = TutorialDialog->addDialog("What would you like to do?", 0.0, NullFC, true, ADialogChildA); DialogPtr RestartEnd2 = TutorialDialog->addDialog("What would you like to do?", 0.0, NullFC, true, ADialogChildB); DialogPtr RestartEnd3 = TutorialDialog->addDialog("What would you like to do?", 0.0, NullFC, true, BDialogChildA); DialogPtr RestartEnd4 = TutorialDialog->addDialog("What would you like to do?", 0.0, NullFC, true, BDialogChildB); Restart1 = TutorialDialog->addDialog("Restart", 0.0, NullFC, false, RestartEnd1); End1 = TutorialDialog->addDialog("End", 0.0, NullFC, false, RestartEnd1); Restart2 = TutorialDialog->addDialog("Restart", 0.0, NullFC, false, RestartEnd2); End2 = TutorialDialog->addDialog("End", 0.0, NullFC, false, RestartEnd2); Restart3 = TutorialDialog->addDialog("Restart", 0.0, NullFC, false, RestartEnd3); End3 = TutorialDialog->addDialog("End", 0.0, NullFC, false, RestartEnd3); Restart4 = TutorialDialog->addDialog("Restart", 0.0, NullFC, false, RestartEnd4); End4 = TutorialDialog->addDialog("End", 0.0, NullFC, false, RestartEnd4); TutorialDialogListener TheTutorialDialogListener; rootDialog->addDialogListener(&TheTutorialDialogListener); RootDialogChildA->addDialogListener(&TheTutorialDialogListener); RootDialogChildB->addDialogListener(&TheTutorialDialogListener); ADialogChildA->addDialogListener(&TheTutorialDialogListener); ADialogChildB->addDialogListener(&TheTutorialDialogListener); BDialogChildA->addDialogListener(&TheTutorialDialogListener); BDialogChildB->addDialogListener(&TheTutorialDialogListener); Restart1->addDialogListener(&TheTutorialDialogListener); End1->addDialogListener(&TheTutorialDialogListener); Restart2->addDialogListener(&TheTutorialDialogListener); End2->addDialogListener(&TheTutorialDialogListener); Restart3->addDialogListener(&TheTutorialDialogListener); End3->addDialogListener(&TheTutorialDialogListener); Restart4->addDialogListener(&TheTutorialDialogListener); End4->addDialogListener(&TheTutorialDialogListener); SelectableDialogChildA->addDialogListener(&TheTutorialDialogListener); SelectableDialogChildB->addDialogListener(&TheTutorialDialogListener); RestartEnd1->addDialogListener(&TheTutorialDialogListener); RestartEnd2->addDialogListener(&TheTutorialDialogListener); RestartEnd3->addDialogListener(&TheTutorialDialogListener); RestartEnd4->addDialogListener(&TheTutorialDialogListener); LayoutPtr MainInternalWindowLayout = osg::FlowLayout::create(); // Create The Main InternalWindow // Create Background to be used with the Main InternalWindow MainInternalWindowBackground = osg::ColorLayer::create(); MainInternalWindow = osg::InternalWindow::create(); beginEditCP(MainInternalWindowBackground, ColorLayer::ColorFieldMask); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); endEditCP(MainInternalWindowBackground, ColorLayer::ColorFieldMask); beginEditCP(MainInternalWindow, InternalWindow::ChildrenFieldMask | InternalWindow::LayoutFieldMask | InternalWindow::BackgroundsFieldMask | InternalWindow::AlignmentInDrawingSurfaceFieldMask | InternalWindow::ScalingInDrawingSurfaceFieldMask | InternalWindow::DrawTitlebarFieldMask | InternalWindow::ResizableFieldMask); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); endEditCP(MainInternalWindow, InternalWindow::ChildrenFieldMask | InternalWindow::LayoutFieldMask | InternalWindow::BackgroundsFieldMask | InternalWindow::AlignmentInDrawingSurfaceFieldMask | InternalWindow::ScalingInDrawingSurfaceFieldMask | InternalWindow::DrawTitlebarFieldMask | InternalWindow::ResizableFieldMask); beginEditCP(TutorialDialogInterface, DialogInterface::ComponentGeneratorFieldMask | DialogInterface::ParentContainerFieldMask | DialogInterface::SourceDialogHierarchyFieldMask); TutorialDialogInterface->setComponentGenerator(TutorialDialogGenerator); TutorialDialogInterface->setParentContainer(MainInternalWindow); TutorialDialogInterface->setSourceDialogHierarchy(TutorialDialog); endEditCP(TutorialDialogInterface, DialogInterface::ComponentGeneratorFieldMask | DialogInterface::ParentContainerFieldMask | DialogInterface::SourceDialogHierarchyFieldMask); // Create the Drawing Surface UIDrawingSurfacePtr TutorialDrawingSurface = UIDrawingSurface::create(); beginEditCP(TutorialDrawingSurface, UIDrawingSurface::GraphicsFieldMask | UIDrawingSurface::EventProducerFieldMask); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindowEventProducer); endEditCP(TutorialDrawingSurface, UIDrawingSurface::GraphicsFieldMask | UIDrawingSurface::EventProducerFieldMask); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundPtr TutorialUIForeground = osg::UIForeground::create(); beginEditCP(TutorialUIForeground, UIForeground::DrawingSurfaceFieldMask); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); endEditCP(TutorialUIForeground, UIForeground::DrawingSurfaceFieldMask); mgr->setRoot(scene); // Add the UI Foreground Object to the Scene ViewportPtr TutorialViewport = mgr->getWindow()->getPort(0); beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask); TutorialViewport->getForegrounds().push_back(TutorialUIForeground); beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask); // Show the whole Scene mgr->showAll(); SoundManager::the()->setCamera(mgr->getCamera()); TutorialDialog->start(); Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5); TutorialWindowEventProducer->openWindow(WinPos, WinSize, "07DialogTypeTwo"); //Enter main Loop TutorialWindowEventProducer->mainLoop(); osgExit(); return 0; }
int main(int argc, char *argv[]) { osgLogP->setLogLevel(LOG_NOTICE); osgInit(argc, argv); int winid = setupGLUT(&argc, argv); // create a GLUT window GLUTWindowPtr gwin = GLUTWindow::create(); gwin->setId(winid); gwin->init(); osgLogP->setLogLevel(LOG_DEBUG); // build the test scene NodePtr pRoot = Node ::create(); GroupPtr pRootCore = Group::create(); NodePtr pRayGeo = Node ::create(); NodePtr pScene = buildGraph(); GroupPtr pSceneCore = Group::create(); Time tStart; Time tStop; Time tDFTotal = 0.0; Time tDFSTotal = 0.0; Time tPTotal = 0.0; Time tOTotal = 0.0; StatCollector statP; StatCollector statDF; StatCollector statDFS; beginEditCP(pRoot, Node::CoreFieldId | Node::ChildrenFieldId); pRoot->setCore (pRootCore ); pRoot->addChild(pScene ); pRoot->addChild(pRayGeo ); endEditCP (pRoot, Node::CoreFieldId | Node::ChildrenFieldId); createRays(uiNumRays, testRays); // build the geometry to visualize the rays pPoints = GeoPositions3f::create(); beginEditCP(pPoints); pPoints->addValue(Pnt3f(0.0, 0.0, 0.0)); pPoints->addValue(Pnt3f(0.0, 0.0, 0.0)); pPoints->addValue(Pnt3f(0.0, 0.0, 0.0)); pPoints->addValue(Pnt3f(0.0, 0.0, 0.0)); pPoints->addValue(Pnt3f(0.0, 0.0, 0.0)); endEditCP (pPoints); GeoIndicesUI32Ptr pIndices = GeoIndicesUI32::create(); beginEditCP(pIndices); pIndices->addValue(0); pIndices->addValue(1); pIndices->addValue(2); pIndices->addValue(3); pIndices->addValue(4); endEditCP (pIndices); GeoPLengthsPtr pLengths = GeoPLengthsUI32::create(); beginEditCP(pLengths); pLengths->addValue(2); pLengths->addValue(3); endEditCP (pLengths); GeoPTypesPtr pTypes = GeoPTypesUI8::create(); beginEditCP(pTypes); pTypes->addValue(GL_LINES ); pTypes->addValue(GL_TRIANGLES); endEditCP (pTypes); GeoColors3fPtr pColors = GeoColors3f::create(); beginEditCP(pColors); pColors->addValue(Color3f(1.0, 1.0, 1.0)); pColors->addValue(Color3f(1.0, 0.0, 0.0)); pColors->addValue(Color3f(1.0, 0.0, 0.0)); pColors->addValue(Color3f(1.0, 0.0, 0.0)); pColors->addValue(Color3f(1.0, 0.0, 0.0)); endEditCP (pColors); SimpleMaterialPtr pMaterial = SimpleMaterial::create(); beginEditCP(pMaterial); pMaterial->setLit(false); endEditCP (pMaterial); GeometryPtr pRayGeoCore = Geometry::create(); beginEditCP(pRayGeoCore); pRayGeoCore->setPositions(pPoints ); pRayGeoCore->setIndices (pIndices ); pRayGeoCore->setLengths (pLengths ); pRayGeoCore->setTypes (pTypes ); pRayGeoCore->setColors (pColors ); pRayGeoCore->setMaterial (pMaterial); endEditCP (pRayGeoCore); beginEditCP(pRayGeo, Node::CoreFieldId); pRayGeo->setCore(pRayGeoCore); endEditCP (pRayGeo, Node::CoreFieldId); IntersectActor::regDefaultClassEnter( osgTypedFunctionFunctor2CPtr< NewActionTypes::ResultE, NodeCorePtr, ActorBase::FunctorArgumentType & >(enterDefault)); NewActionBase *pDFAction = DepthFirstAction ::create(); NewActionBase *pDFSAction = DepthFirstStateAction::create(); NewActionBase *pPAction = PriorityAction ::create(); IntersectActor *pIActorDF = IntersectActor ::create(); IntersectActor *pIActorDFS = IntersectActor ::create(); IntersectActor *pIActorP = IntersectActor ::create(); pDFAction ->setStatistics(&statDF ); pDFSAction->setStatistics(&statDFS); pPAction ->setStatistics(&statP ); // IntersectActor with DFS-Action does not need leave calls pIActorDFS->setLeaveNodeFlag(false); pDFAction ->addActor(pIActorDF ); pDFSAction->addActor(pIActorDFS); pPAction ->addActor(pIActorP ); // create old action IntersectAction *pIntAction = IntersectAction ::create(); // make sure bv are up to date pScene->updateVolume(); SINFO << "-=< Intersect >=-" << endLog; std::vector<Line>::iterator itRays = testRays.begin(); std::vector<Line>::iterator endRays = testRays.end (); for(; itRays != endRays; ++itRays) { // DepthFirst tStart = getSystemTime(); pIActorDF->setRay (*itRays); pIActorDF->setMaxDistance(10000.0); pIActorDF->reset ( ); pDFAction->apply(pScene); tStop = getSystemTime(); tDFTotal += (tStop - tStart); if(pIActorDF->getHit() == true) { IntersectResult result; result._hit = true; result._pObj = pIActorDF->getHitObject (); result._tri = pIActorDF->getHitTriangleIndex(); result._dist = pIActorDF->getHitDistance (); result._time = (tStop - tStart); resultsDF.push_back(result); } else { IntersectResult result; result._hit = false; result._pObj = NullFC; result._tri = -1; result._dist = 0.0; result._time = (tStop - tStart); resultsDF.push_back(result); } std::string strStatDF; statDF.putToString(strStatDF); //SINFO << "stat DF: " << strStatDF << endLog; // Depth First State tStart = getSystemTime(); pIActorDFS->setRay (*itRays); pIActorDFS->setMaxDistance(10000.0); pIActorDFS->reset ( ); pDFSAction->apply(pScene); tStop = getSystemTime(); tDFSTotal += (tStop - tStart); if(pIActorDFS->getHit() == true) { IntersectResult result; result._hit = true; result._pObj = pIActorDFS->getHitObject (); result._tri = pIActorDFS->getHitTriangleIndex(); result._dist = pIActorDFS->getHitDistance (); result._time = (tStop - tStart); resultsDFS.push_back(result); } else { IntersectResult result; result._hit = false; result._pObj = NullFC; result._tri = -1; result._dist = 0.0; result._time = (tStop - tStart); resultsDFS.push_back(result); } std::string strStatDFS; statDFS.putToString(strStatDFS); //SINFO << "stat DFS: " << strStatDFS << endLog; // Priority tStart = getSystemTime(); pIActorP->setRay (*itRays); pIActorP->setMaxDistance(10000.0); pIActorP->reset ( ); pPAction->apply(pScene); tStop = getSystemTime(); tPTotal += (tStop - tStart); if(pIActorP->getHit() == true) { IntersectResult result; result._hit = true; result._pObj = pIActorP->getHitObject (); result._tri = pIActorP->getHitTriangleIndex(); result._dist = pIActorP->getHitDistance (); result._time = (tStop - tStart); resultsP.push_back(result); } else { IntersectResult result; result._hit = false; result._pObj = NullFC; result._tri = -1; result._dist = 0.0; result._time = (tStop - tStart); resultsP.push_back(result); } std::string strStatP; statP.putToString(strStatP); //SINFO << "stat P: " << strStatP << endLog; // Old tStart = getSystemTime(); pIntAction->setLine(*itRays, 100000); pIntAction->apply (pScene ); tStop = getSystemTime(); tOTotal += (tStop - tStart); if(pIntAction->didHit() == true) { IntersectResult result; result._hit = true; result._pObj = pIntAction->getHitObject (); result._tri = pIntAction->getHitTriangle(); result._dist = pIntAction->getHitT (); result._time = (tStop - tStart); resultsO.push_back(result); } else { IntersectResult result; result._hit = false; result._pObj = NullFC; result._tri = -1; result._dist = 0.0; result._time = (tStop - tStart); resultsO.push_back(result); } } UInt32 DFwins = 0; UInt32 DFwinsHit = 0; UInt32 DFwinsMiss = 0; UInt32 DFSwins = 0; UInt32 DFSwinsHit = 0; UInt32 DFSwinsMiss = 0; UInt32 Pwins = 0; UInt32 PwinsHit = 0; UInt32 PwinsMiss = 0; UInt32 Owins = 0; UInt32 OwinsHit = 0; UInt32 OwinsMiss = 0; UInt32 failCount = 0; UInt32 passCount = 0; UInt32 hitCount = 0; UInt32 missCount = 0; for(UInt32 i = 0; i < uiNumRays; ++i) { bool DFfastest = ((resultsDF [i]._time <= resultsDFS[i]._time) && (resultsDF [i]._time <= resultsP [i]._time) && (resultsDF [i]._time <= resultsO [i]._time) ); bool DFSfastest = ((resultsDFS[i]._time <= resultsDF [i]._time) && (resultsDFS[i]._time <= resultsP [i]._time) && (resultsDFS[i]._time <= resultsO [i]._time) ); bool Pfastest = ((resultsP [i]._time <= resultsDF [i]._time) && (resultsP [i]._time <= resultsDFS[i]._time) && (resultsP [i]._time <= resultsO [i]._time) ); bool Ofastest = ((resultsO [i]._time <= resultsDF [i]._time) && (resultsO [i]._time <= resultsDFS[i]._time) && (resultsO [i]._time <= resultsP [i]._time) ); if((resultsDF [i]._hit == resultsDFS[i]._hit) && (resultsDFS[i]._hit == resultsP [i]._hit) && (resultsP [i]._hit == resultsO [i]._hit) ) { if((osgabs(resultsDF [i]._dist - resultsDFS[i]._dist) >= 0.001) || (osgabs(resultsDFS[i]._dist - resultsP [i]._dist) >= 0.001) || (osgabs(resultsP [i]._dist - resultsO [i]._dist) >= 0.001) || (osgabs(resultsO [i]._dist - resultsDF [i]._dist) >= 0.001) ) { ++failCount; SINFO << "FAIL: df: " << resultsDF [i]._dist << " dfs: " << resultsDFS[i]._dist << " p: " << resultsP [i]._dist << " o: " << resultsO [i]._dist << endLog; SINFO << "FAIL: df: " << resultsDF [i]._tri << " dfs: " << resultsDFS[i]._tri << " p: " << resultsP [i]._tri << " o: " << resultsO [i]._tri << endLog; } else { ++passCount; } if(resultsDF[i]._hit == true) { ++hitCount; DFwinsHit = DFfastest ? DFwinsHit + 1 : DFwinsHit; DFSwinsHit = DFSfastest ? DFSwinsHit + 1 : DFSwinsHit; PwinsHit = Pfastest ? PwinsHit + 1 : PwinsHit; OwinsHit = Ofastest ? OwinsHit + 1 : OwinsHit; } else { ++missCount; DFwinsMiss = DFfastest ? DFwinsMiss + 1 : DFwinsMiss; DFSwinsMiss = DFSfastest ? DFSwinsMiss + 1 : DFSwinsMiss; PwinsMiss = Pfastest ? PwinsMiss + 1 : PwinsMiss; OwinsMiss = Ofastest ? OwinsMiss + 1 : OwinsMiss; } DFwins = DFfastest ? DFwins + 1 : DFwins; DFSwins = DFSfastest ? DFSwins + 1 : DFSwins; Pwins = Pfastest ? Pwins + 1 : Pwins; Owins = Ofastest ? Owins + 1 : Owins; } else { ++failCount; } //SINFO << i << " \t" << (DFfastest ? "D ->" : " ") << " hit: " << resultsDF [i]._hit << " time: " << resultsDF [i]._time << endLog; //SINFO << " \t" << (DFSfastest ? "S ->" : " ") << " hit: " << resultsDFS[i]._hit << " time: " << resultsDFS[i]._time << endLog; //SINFO << " \t" << (Pfastest ? "P ->" : " ") << " hit: " << resultsP [i]._hit << " time: " << resultsP [i]._time << endLog; //SINFO << " \t" << (Ofastest ? "O ->" : " ") << " hit: " << resultsO [i]._hit << " time: " << resultsO [i]._time << endLog; } SINFO << " df total: " << tDFTotal << (tDFTotal < tDFSTotal && tDFTotal < tPTotal && tDFTotal < tOTotal ? " *" : " ") << " wins: " << DFwins << " (" << (static_cast<Real32>(DFwins) / static_cast<Real32>(passCount)) * 100.0 << "%)\t" << " wins on hit: " << DFwinsHit << " (" << (static_cast<Real32>(DFwinsHit) / static_cast<Real32>(hitCount )) * 100.0 << "%)\t" << " wins on miss: " << DFwinsMiss << " (" << (static_cast<Real32>(DFwinsMiss) / static_cast<Real32>(missCount)) * 100.0 << "%)" << endLog; SINFO << " dfs total: " << tDFSTotal << (tDFSTotal < tDFTotal && tDFSTotal < tPTotal && tDFSTotal < tOTotal ? " *" : " ") << " wins: " << DFSwins << " (" << (static_cast<Real32>(DFSwins) / static_cast<Real32>(passCount)) * 100.0 << "%)\t" << " wins on hit: " << DFSwinsHit << " (" << (static_cast<Real32>(DFSwinsHit) / static_cast<Real32>(hitCount )) * 100.0 << "%)\t" << " wins on miss: " << DFSwinsMiss << " (" << (static_cast<Real32>(DFSwinsMiss) / static_cast<Real32>(missCount)) * 100.0 << "%)" << endLog; SINFO << " p total: " << tPTotal << (tPTotal < tDFTotal && tPTotal < tDFSTotal && tPTotal < tOTotal ? " *" : " ") << " wins: " << Pwins << " (" << (static_cast<Real32>(Pwins) / static_cast<Real32>(passCount)) * 100.0 << "%)\t" << " wins on hit: " << PwinsHit << " (" << (static_cast<Real32>(PwinsHit) / static_cast<Real32>(hitCount )) * 100.0 << "%)\t" << " wins on miss: " << PwinsMiss << " (" << (static_cast<Real32>(PwinsMiss) / static_cast<Real32>(missCount)) * 100.0 << "%)" << endLog; SINFO << " o total: " << tOTotal << (tOTotal < tDFTotal && tOTotal < tDFSTotal && tOTotal < tPTotal ? " *" : " ") << " wins: " << Owins << " (" << (static_cast<Real32>(Owins) / static_cast<Real32>(passCount)) * 100.0 << "%)\t" << " wins on hit: " << OwinsHit << " (" << (static_cast<Real32>(OwinsHit) / static_cast<Real32>(hitCount )) * 100.0 << "%)\t" << " wins on miss: " << OwinsMiss << " (" << (static_cast<Real32>(OwinsMiss) / static_cast<Real32>(missCount)) * 100.0 << "%)" << endLog; SINFO << "pass: "******" fail: " << failCount << " hit: " << hitCount << " miss: " << missCount << endLog; osgLogP->setLogLevel(LOG_NOTICE); #if 0 // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (pRoot); // show the whole scene mgr->showAll(); // GLUT main loop glutMainLoop(); #endif 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)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); //Particle System 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(1.0f,1.0f,1.0f,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_NONE); ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSPointChunk); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); //Particle System ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create(); ExampleParticleSystem->addParticle(Pnt3f(0,25,0), Vec3f(0.0,0.0f,1.0f), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) ); ExampleParticleSystem->addParticle(Pnt3f(0,-25,0), Vec3f(0.0,0.0f,1.0f), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) ); ExampleParticleSystem->attachUpdateProducer(TutorialWindow); //Particle System Drawer (Point) PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create(); //Particle System Drawer (line) LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create(); ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY); ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X); ExampleLineParticleSystemDrawer->setLineLength(2.0f); ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f)); //Create a Rate Particle Generator RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create(); //Attach the function objects to the Generator ExampleGenerator->setPositionDistribution(createPositionDistribution()); ExampleGenerator->setLifespanDistribution(createLifespanDistribution()); ExampleGenerator->setGenerationRate(200); UniformParticleAffectorRecPtr ExampleUniformAffector = UniformParticleAffector::create(); ExampleUniformAffector->setMagnitude(20.0); // force which the field exerts on particles (negative = towards the air field's beacon location) NodeRefPtr UniformBeacon = Node::create(); ExampleUniformAffector->setBeacon(UniformBeacon); // set to 'emulate' from (0,0,0) ExampleUniformAffector->setDirection(Vec3f(1.0,0.0,0.0)); // direction which field is exerted ExampleUniformAffector->setMaxDistance(-1.0); // particles affected regardless of distance from ExampleUniformAffector->setAttenuation(0.0); // strength of uniform field dimishes by dist^attenuation, in this case it is constant regardless of distance ExampleUniformAffector->setParticleMass(10.0); //Attach the Generator and Affector to the Particle System ExampleParticleSystem->pushToGenerators(ExampleGenerator); ExampleParticleSystem->pushToAffectors(ExampleUniformAffector); ExampleParticleSystem->setMaxParticles(500); //Particle System Node ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer); 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); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager, ParticleNodeCore.get(), ExamplePointParticleSystemDrawer.get(), ExampleLineParticleSystemDrawer.get(), ExampleUniformAffector.get())); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); sceneManager.getCamera()->setFar(1000.0); std::cout << "Uniform Particle Affector Tutorial Controls:\n" << "1: Use point drawer\n" << "2: Use line drawer\n" << "W,A,S,D: Change direction of field\n" << "Ctrl + Q: Exit Tutorial"; //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "19UniformFieldParticleAffector"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin= GLUTWindow::create(); gwin->setId(winid); gwin->init(); // create the scene // this time, create just the core of the geometry GeometryPtr torus = makeTorusGeo( .5, 2, 8, 12 ); // create the scene // the scene has a single group with ncopies transformations below, // each of these carries a Node that shares the geometry /* The Switch NodeCore very similar to the Group, but it has the additional capability to only show one or none of its children. This is controlled by the choice Field, and is used below in the keys function. */ // create the root Switch node NodePtr scene = Node::create(); sw = Switch::create(); beginEditCP(sw, Switch::ChoiceFieldMask); sw->setChoice(-2); // Note: this will be Switch::ALL in 1.2 endEditCP(sw, Switch::ChoiceFieldMask); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); scene->setCore(sw); // create the copied geometry nodes and their transformations for(UInt16 i = 0; i<ncopies; ++i) { // create the nodes for the shared Geometry core NodePtr geonode = Node::create(); // assign the Core to the Node beginEditCP(geonode, Node::CoreFieldMask ); { geonode->setCore(torus); } endEditCP (geonode, Node::CoreFieldMask ); // add a transformation for every Geometry NodePtr transnode = Node::create(); trans[i] = Transform::create(); beginEditCP(transnode, Node::CoreFieldMask | Node::ChildrenFieldMask); { transnode->setCore (trans[i]); transnode->addChild(geonode ); } endEditCP (transnode, Node::CoreFieldMask | Node::ChildrenFieldMask); scene->addChild(transnode); } endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (scene); // show the whole scene mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }