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

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

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        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);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        // Show the whole Scene
        sceneManager.showAll();

        sceneManager.getCamera()->setFar(1000.0);

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

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

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));
        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager));

        //Particle System Material
        LineChunkRefPtr PSLineChunk = LineChunk::create();
        PSLineChunk->setWidth(2.0f);
        PSLineChunk->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,0.5f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,0.5f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

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

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->addParticle(Pnt3f(-400,-400,0),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,1.0,1.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           0.25, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          );
        ExampleParticleSystem->addParticle(Pnt3f(400,400,0),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,1.0,1.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           0.25, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          ); 
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer (Line)
        LineParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = LineParticleSystemDrawer::create();
        ExampleParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
        ExampleParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SPEED);
        ExampleParticleSystemDrawer->setLineLengthScaling(0.001);
        ExampleParticleSystemDrawer->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(300.0);
        ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

        //Attach the Generator to the Particle System
        ExampleParticleSystem->pushToGenerators(ExampleGenerator);


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

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


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

        sceneManager.setRoot(scene);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        // Show the whole Scene
        sceneManager.showAll();


        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "03RateParticleGenerator");

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

    osgExit();

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

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

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

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
	
	//Particle System Material
	LineChunkRefPtr PSLineChunk = LineChunk::create();
		PSLineChunk->setWidth(1.0f);

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

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

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

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


	//Create the particles
    UInt32 NumParticlesToGenerate(2500);

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

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


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

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

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

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

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

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

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


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

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


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

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

    return 0;
}
Esempio n. 5
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
    TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create();
    ImageRefPtr LoadedImage = ImageFileHandler::the()->read("./Data/Cloud.png");    
    QuadTextureObjChunk->setImage(LoadedImage);

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

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

    //Particle System Material 2
    TextureObjChunkRefPtr QuadTextureObjChunk2 = TextureObjChunk::create();
    ImageRefPtr LoadedImage2 = ImageFileHandler::the()->read("./Data/Cloud.png");    
    QuadTextureObjChunk2->setImage(LoadedImage2);

    MaterialChunkRefPtr PSMaterialChunk2 = MaterialChunk::create();
    PSMaterialChunk2->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunk2->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunk2->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunk2->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial2 = ChunkMaterial::create();
    PSMaterial2->addChunk(QuadTextureObjChunk2);
    PSMaterial2->addChunk(PSMaterialChunk2);
    PSMaterial2->addChunk(PSBlendChunk);


    //Particle System

    Example1ParticleSystem = OSG::ParticleSystem::create();
    Example1ParticleSystem->attachUpdateListener(TutorialWindow);

    Example2ParticleSystem = OSG::ParticleSystem::create();
    Example2ParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer
    Example1ParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();
    Example2ParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();




    //Attach the function objects to the Generator
    //Generator 1 
    ExampleBurstGenerator = OSG::BurstParticleGenerator::create();
    ExampleBurstGenerator->setPositionDistribution(createPositionDistribution());
    ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleBurstGenerator->setBurstAmount(50.0);
    ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution());
    ExampleBurstGenerator->setSizeDistribution(createSizeDistribution());

    //Generator 2
    Example2BurstGenerator = OSG::BurstParticleGenerator::create();
    Example2BurstGenerator->setPositionDistribution(createPositionDistribution());
    Example2BurstGenerator->setLifespanDistribution(createLifespanDistribution());
    Example2BurstGenerator->setBurstAmount(50.0);
    Example2BurstGenerator->setVelocityDistribution(createVelocityDistribution2());
    Example2BurstGenerator->setAccelerationDistribution(createAccelerationDistribution());
    Example2BurstGenerator->setSizeDistribution(createSizeDistribution());



    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(Example1ParticleSystem);
    ParticleNodeCore->setDrawer(Example1ParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

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

    //Particle System Node2
    ParticleSystemCoreRefPtr ParticleNodeCore2 = OSG::ParticleSystemCore::create();
    ParticleNodeCore2->setSystem(Example2ParticleSystem);
    ParticleNodeCore2->setDrawer(Example2ParticleSystemDrawer);
    ParticleNodeCore2->setMaterial(PSMaterial2);

    NodeRefPtr ParticleNode2 = OSG::Node::create();
    ParticleNode2->setCore(ParticleNodeCore2);

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

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

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


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);
    scene->addChild(ParticleNode2);
    scene->addChild(GroundTransformNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "06Explosion");

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

    osgExit();

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

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

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

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    //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/Checker.jpg");    
    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(PSMaterialChunk);
    PSSmokeMaterial->addChunk(QuadTextureEnvChunk);


    //Particle System
    //Rocket
    RocketParticleSystem = OSG::ParticleSystem::create();
    RocketParticleSystem->attachUpdateListener(TutorialWindow);

    TutorialRocketParticleSystemListener TheRocketListener;
    RocketParticleSystem->addParticleSystemListener(&TheRocketListener);

    //smoke
    SmokeParticleSystem = OSG::ParticleSystem::create();
    SmokeParticleSystem->attachUpdateListener(TutorialWindow);
    //Shrapnel
    ShrapnelParticleSystem = OSG::ParticleSystem::create();
    ShrapnelParticleSystem->attachUpdateListener(TutorialWindow);
    //Fireball
    FireballParticleSystem = OSG::ParticleSystem::create();
    FireballParticleSystem->attachUpdateListener(TutorialWindow);



    //Particle System Drawer
    //Rocket does not have a drawer because it is being attached to a special node core
    //Smoke
    SmokeParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();
    //SmokeParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.5f,0.5f));
    //Shrapnel
    ExampleShrapnelParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleShrapnelParticleSystemDrawer->setForcePerParticleSizing(true);
    //Fireball
    ExampleFireballParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleFireballParticleSystemDrawer->setForcePerParticleSizing(true);



    //Particle System Node
    //collision node
    //NodeRefPtr EnvironmentNode = makeSphere(2,4.0f);

    Matrix EnvironmentTransformation;
    EnvironmentTransformation.setScale(0.1f);

    TransformRefPtr EnvironmentTransformCore = Transform::create();
    EnvironmentTransformCore->setMatrix(EnvironmentTransformation);

    NodeRefPtr EnvironmentNode = Node::create();
    EnvironmentNode->setCore(EnvironmentTransformCore);
    //EnvironmentNode->addChild(SceneFileHandler::the()->read("Data/Chloroplast.osb"));
    EnvironmentNode->addChild(SceneFileHandler::the()->read("Data/house.obj"));

    //NodeRefPtr ParticlePrototypeNode = makeTorus(1.0,4.0,16,16);
    NodeRefPtr RocketParticlePrototypeNode = SceneFileHandler::the()->read("Data/rocket.obj");
    if(RocketParticlePrototypeNode == NULL)
    {
        RocketParticlePrototypeNode = makeTorus(.5, 2, 16, 16);
    }

    NodeParticleSystemCoreRefPtr RocketParticleNodeCore = OSG::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);

    TutorialParticleCollisionListener TheCollisionListener;
    ExampleGeometryCollisionParticleSystemAffector->addParticleGeometryCollisionListener(&TheCollisionListener);


    NodeRefPtr RocketParticleNode = OSG::Node::create();
    RocketParticleNode->setCore(RocketParticleNodeCore);

    //Attach the Affector to the Rocket Particle System
    //RocketParticleSystem->pushToAffectors();
    RocketParticleSystem->pushToSystemAffectors(ExampleGeometryCollisionParticleSystemAffector);


    //Smoke
    SmokeGenerator = OSG::RateParticleGenerator::create();
    //Attach the function objects to the Generator
    SmokePositionDistribution = createSmokePositionDistribution();
    SmokeGenerator->setPositionDistribution(SmokePositionDistribution);
    SmokeGenerator->setLifespanDistribution(createSmokeLifespanDistribution());
    SmokeGenerator->setGenerationRate(50.0);
    SmokeGenerator->setVelocityDistribution(createSmokeVelocityDistribution());
    //Attach the function objects the Affectors
    SmokeAgeFadeParticleAffector = OSG::AgeFadeParticleAffector::create();
    SmokeAgeFadeParticleAffector->setFadeInTime(2.0f);
    SmokeAgeFadeParticleAffector->setFadeOutTime(5.0f);
    SmokeAgeFadeParticleAffector->setStartAlpha(0.0f);
    SmokeAgeFadeParticleAffector->setFadeToAlpha(0.2f);
    SmokeAgeFadeParticleAffector->setEndAlpha(0.0f);	

    SmokeAgeSizeParticleAffector = OSG::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 = OSG::ParticleSystemCore::create();
    SmokeParticleNodeCore->setSystem(SmokeParticleSystem);
    SmokeParticleNodeCore->setDrawer(SmokeParticleSystemDrawer);
    SmokeParticleNodeCore->setMaterial(PSSmokeMaterial);

    NodeRefPtr SmokeParticleNode = OSG::Node::create();
    SmokeParticleNode->setCore(SmokeParticleNodeCore);
    //end/////////////////////

    //Shrapnel
    ShrapnelBurstGenerator = OSG::BurstParticleGenerator::create();
    NodeRefPtr ShrapnelParticlePrototypeNode = SceneFileHandler::the()->read("Data/Shrapnel.obj");

    NodeParticleSystemCoreRefPtr ShrapnelParticleNodeCore = OSG::NodeParticleSystemCore::create();
    ShrapnelParticleNodeCore->setSystem(ShrapnelParticleSystem);
    ShrapnelParticleNodeCore->setPrototypeNode(ShrapnelParticlePrototypeNode);

    //Attach the function objects to the Generator
    ShrapnelPositionDistribution = createShrapnelPositionDistribution();
    ShrapnelBurstGenerator->setPositionDistribution(ShrapnelPositionDistribution);
    ShrapnelBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ShrapnelBurstGenerator->setBurstAmount(50.0);
    ShrapnelBurstGenerator->setVelocityDistribution(createShrapnelVelocityDistribution());
    ShrapnelBurstGenerator->setAccelerationDistribution(createShrapnelAccelerationDistribution());

    NodeRefPtr ShrapnelParticleNode = OSG::Node::create();
    ShrapnelParticleNode->setCore(ShrapnelParticleNodeCore);
    //end/////////////////////

    //fireball
    FireballGenerator = OSG::BurstParticleGenerator::create();
    NodeRefPtr FireballParticlePrototypeNode = SceneFileHandler::the()->read("Data/bubble.obj");

    NodeParticleSystemCoreRefPtr FireballParticleNodeCore = OSG::NodeParticleSystemCore::create();
    FireballParticleNodeCore->setSystem(FireballParticleSystem);
    FireballParticleNodeCore->setPrototypeNode(FireballParticlePrototypeNode);
    //Attach the function objects to the Generator
    FireballPositionDistribution = createFireballPositionDistribution();
    FireballGenerator->setPositionDistribution(FireballPositionDistribution);
    FireballGenerator->setLifespanDistribution(createFireballLifespanDistribution());
    FireballGenerator->setBurstAmount(100.0);
    FireballGenerator->setVelocityDistribution(createFireballVelocityDistribution());
    FireballGenerator->setAccelerationDistribution(createFireballAccelerationDistribution());
    //Attach the function objects the Affectors
    FireballAgeSizeParticleAffector = OSG::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 = OSG::Node::create();
    FireballParticleNode->setCore(FireballParticleNodeCore);
    //end/////////////////////


    // Make Main Scene Node 
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(RocketParticleNode);
    scene->addChild(SmokeParticleNode);
    scene->addChild(ShrapnelParticleNode);
    scene->addChild(FireballParticleNode);
    scene->addChild(EnvironmentNode);

    mgr->setRoot(scene);

    mgr->getNavigator()->set(Pnt3f(0.0,0.0,0.0), Pnt3f(0.0,0.0,-1.0), Vec3f(0.0,1.0,0.0));
    mgr->getNavigator()->setMotionFactor(1.0f);
    mgr->getCamera()->setNear(0.1f);
    mgr->getCamera()->setFar(1000.0f);


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "10RocketLauncher");

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

    osgExit();

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

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

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

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(20.0f);
    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 PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    Distribution3DRefPtr PositionDistribution = createPositionDistribution();
    Distribution1DRefPtr LifespanDistribution = createLifespanDistribution();

    Pnt3f PositionReturnValue;
    Time LifespanReturnValue = -1;

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    for(UInt32 i(0) ; i<200 ; ++i)//controls how many particles are created
    {
        if(PositionDistribution != NULL)
        {
            PositionReturnValue = Pnt3f(PositionDistribution->generate());
        }
        if(LifespanDistribution != NULL)
        {
            LifespanReturnValue = LifespanDistribution->generate();
        }

        ExampleParticleSystem->addParticle(
                                           PositionReturnValue,
                                           Vec3f(0.0f,0.0f,1.0f),
                                           Color4f(1.0,0.0,0.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           LifespanReturnValue, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)	//acceleration
                                          );
    }
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

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


    //Create an CollectiveGravityParticleSystemAffector
    CollectiveGravityParticleSystemAffectorRefPtr ExampleCollectiveGravityParticleSystemAffector = OSG::CollectiveGravityParticleSystemAffector::create();
    ExampleCollectiveGravityParticleSystemAffector->setParticleMass(10000000000.0f);

    ExampleParticleSystem->pushToSystemAffectors(ExampleCollectiveGravityParticleSystemAffector);


    //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);


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

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "10GravityParticleSystemAffector");

    //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->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(10.0f);
        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(0.2f,0.6f,0.5f,0.3f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.2f,0.9f,0.1f,0.3f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.5f,0.4f,0.2f,0.6f));
        PSMaterialChunkChunk->setEmission(Color4f(0.2f,0.6f,0.5f,0.3f));
        PSMaterialChunkChunk->setColorMaterial(GL_NONE);

        //enable depth test
        DepthChunkRefPtr PSDepthChunk = DepthChunk::create();

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);
        PSMaterial->addChunk(PSDepthChunk);

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

        //Particle System Drawer
        //Point
        PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();
        //ExamplePointParticleSystemDrawer->setForcePerParticleSizing(true);

        //Line
        LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create();
        ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_NORMAL);//DIRECTION_VELOCITY_CHANGE);
        ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
        ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(1.0,0.0));
        //Quad
        QuadParticleSystemDrawerRecPtr ExampleQuadParticleSystemDrawer = QuadParticleSystemDrawer::create();
        ExampleQuadParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.1,0.1));
        ExampleQuadParticleSystemDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_PARTICLE_NORMAL,QuadParticleSystemDrawer::UP_STATIC);

        RateParticleGeneratorRefPtr ExampleGeneratorTheSequel = RateParticleGenerator::create();

        //Attach the function objects to the Generator
        ExampleGeneratorTheSequel->setPositionDistribution(createPositionDistribution());
        ExampleGeneratorTheSequel->setLifespanDistribution(createLifespanDistribution());
        ExampleGeneratorTheSequel->setGenerationRate(300.0);
        ExampleGeneratorTheSequel->setVelocityDistribution(createVelocityDistribution());


        //Attach the Generator to the Particle System
        //ExampleParticleSystem->pushToGenerators(ExampleGenerator);
        ExampleParticleSystem->setMaxParticles(500);
        ExampleParticleSystem->pushToGenerators(ExampleGeneratorTheSequel);

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

        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(),
                                                    ExampleQuadParticleSystemDrawer.get()));
        sceneManager.setRoot(scene);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        // Show the whole Scene
        sceneManager.showAll();

        sceneManager.getCamera()->setFar(500.0);

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "14ParticleSorting");

        //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->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _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);

        TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, &sceneManager, ExampleParticleSystem.get(), ExamplePSTrailGenerator.get()));

        sceneManager.setRoot(scene);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        // Show the whole Scene
        sceneManager.getNavigator()->set(Pnt3f(0.0,0.0,100.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0));
        sceneManager.getNavigator()->setMotionFactor(1.0f);
        sceneManager.getCamera()->setFar(10000.0f);
        sceneManager.getCamera()->setNear(0.1f);

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

        //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
        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_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->addParticle(Pnt3f(0,-100,0),
                                           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(0,100,0),
                                           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(60.0);
        ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

        VortexParticleAffectorRecPtr ExampleVortexAffector = VortexParticleAffector::create();
        ExampleVortexAffector->setMagnitude(20.0); 
        ExampleVortexAffector->setVortexAxis(Vec3f(0.0,0.0,1.0)); // field rotates around z axis
        NodeRefPtr VortexBeacon = Node::create();
        ExampleVortexAffector->setBeacon(VortexBeacon); // set to 'emulate' from (0,0,0)
        ExampleVortexAffector->setMaxDistance(-1.0); // particles affected regardless of distance
        ExampleVortexAffector->setAttenuation(0.25); // strength of uniform field dimishes by dist^attenuation


        //Attach the Generator and Affector to the Particle System
        ExampleParticleSystem->pushToGenerators(ExampleGenerator);
        ExampleParticleSystem->pushToAffectors(ExampleVortexAffector);
        ExampleParticleSystem->setMaxParticles(800);


        //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(),
                                                    ExampleVortexAffector.get()));

        sceneManager.setRoot(scene);

        // Show the whole Scene
        sceneManager.showAll();

        sceneManager.getCamera()->setFar(1000.0);

        std::cout << "Vortex Particle Affector Tutorial Controls:\n"
            << "1: Use point drawer\n"
            << "2: Use line drawer\n"
            << "3: Decrease vortex magnitude\n"
            << "4: Increase vortex magnitude\n"
            << "Ctrl + Q: Exit Tutorial";

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "22VortexParticleAffector");

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

    }
    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    OSG::preloadSharedObject("OSGImageFileIO");
    // 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);

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

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

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

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

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

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

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

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

    ExampleParticleGenerator = OSG::RateParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleParticleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleParticleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleParticleGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleParticleGenerator->setAccelerationDistribution(createAccelerationDistribution());
    ExampleParticleGenerator->setSizeDistribution(createSizeDistribution());
	ExampleParticleGenerator->setGenerationRate(2.0f);

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

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

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

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

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "05a - QuadSequenceParticleDrawer");

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

    osgExit();

    return 0;
}