// Initialize WIN32 & OpenSG and set up the scene int main(int argc, char **argv) { preloadSharedObject("OSGTBFileIO"); // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1)); // create the scene NodeUnrecPtr scene = makeTorus(1.0, 2.0, 16, 16); sceneManager.setRoot (scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); //Load Sound Definitions FCFileType::FCPtrStore NewContainers; NewContainers = FCFileHandler::the()->read(BoostPath("Data/04SoundData.xml")); FCFileType::FCPtrStore::iterator Itor; for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor) { //Get Sounds if( (*Itor)->getType().isDerivedFrom(Sound::getClassType())) { Sounds.push_back(dynamic_pointer_cast<Sound>(*Itor)); Sounds.back()->connectSoundPlayed (boost::bind(handleSoundPlayed, _1)); Sounds.back()->connectSoundStopped (boost::bind(handleSoundStopped, _1)); Sounds.back()->connectSoundPaused (boost::bind(handleSoundPaused, _1)); Sounds.back()->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1)); Sounds.back()->connectSoundLooped (boost::bind(handleSoundLooped, _1)); } //Get Sound Groups if( (*Itor)->getType().isDerivedFrom(SoundGroup::getClassType())) { SoundGroups.push_back(dynamic_pointer_cast<SoundGroup>(*Itor)); } } //Initialize the Sound Manager SoundManager::the()->attachUpdateProducer(TutorialWindow); SoundManager::the()->setCamera(sceneManager.getCamera()); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04 XML Sound Loading Window"); //Enter main loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { // 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->connectKeyTyped(boost::bind(keyTyped, _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(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(); Pnt3f PositionReturnValue; //Particle System ParticleSystemRefPtr 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, Vec3f(0.0f,0.0f,1.0f), Color4f(1.0,0.0,0.0,1.0), Vec3f(1.0,1.0,1.0), -1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) //acceleration ); } ExampleParticleSystem->attachUpdateProducer(TutorialWindow); //Particle System Drawer PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = PointParticleSystemDrawer::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 and add the Torus NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(ParticleNode); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); //Create an DistanceKill DistanceKillParticleAffectorRefPtr ExampleDistanceKillParticleAffector = DistanceKillParticleAffector::create(); ExampleDistanceKillParticleAffector->setKillDistance(1000.0f); ExampleDistanceKillParticleAffector->setParticleSystemNode(ParticleNode); ExampleDistanceKillParticleAffector->setDistanceFromSource(DistanceKillParticleAffector::DISTANCE_FROM_CAMERA); ExampleDistanceKillParticleAffector->setDistanceFromCamera(sceneManager.getCamera()); ExampleParticleSystem->pushToAffectors(ExampleDistanceKillParticleAffector); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "09DistanceKillParticleAffector"); //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)); BoostPath FilePath("../Animation/Data/Nanobot.dae"); if(argc >= 2) { FilePath = BoostPath(argv[1]); if(!boost::filesystem::exists(FilePath)) { std::cerr << "Could not load file: "<< FilePath.string() << ", because no such files exists."<< std::endl; FilePath = BoostPath("../Animation/Data/Nanobot.dae"); } } NodeRefPtr LoadedRoot; std::vector<AnimationRecPtr> LoadedAnimations; FCFileType::FCPtrStore ObjStore; try { ObjStore = FCFileHandler::the()->read(FilePath); } catch(std::exception &ex) { std::cerr << "Failed to load file: " << FilePath.string() << ", error:" << ex.what() << std::endl; return -1; } for(FCFileType::FCPtrStore::iterator StorItor(ObjStore.begin()); StorItor != ObjStore.end(); ++StorItor) { //Animations if((*StorItor)->getType().isDerivedFrom(Animation::getClassType())) { LoadedAnimations.push_back(dynamic_pointer_cast<Animation>(*StorItor)); LoadedAnimations.back()->attachUpdateProducer(TutorialWindow); LoadedAnimations.back()->start(); } //Root Node if((*StorItor)->getType() == Node::getClassType() && dynamic_pointer_cast<Node>(*StorItor)->getParent() == NULL) { LoadedRoot = dynamic_pointer_cast<Node>(*StorItor); } } if(LoadedRoot == NULL) { LoadedRoot = SceneFileHandler::the()->read(FilePath.string().c_str()); } if(LoadedRoot == NULL) { LoadedRoot= makeTorus(.5, 2, 32, 32); } //Make the fog node PostShaderStageRecPtr PostShaderStageCore = PostShaderStage::create(); PostShaderStageCore->clearPasses(); PostShaderStageCore->addPass("", generateNoEffectProg()); DirectionalLightRecPtr SceneLightCore = DirectionalLight::create(); SceneLightCore->setAmbient(Color4f(0.2f, 0.2f, 0.2f, 1.0f)); SceneLightCore->setDiffuse(Color4f(0.8f, 0.8f, 0.8f, 1.0f)); SceneLightCore->setSpecular(Color4f(1.0f, 1.0f, 1.0f, 1.0f)); NodeRefPtr SceneLight = makeNodeFor(SceneLightCore); SceneLight->addChild(LoadedRoot); NodeRefPtr PostShaderStageNode = makeNodeFor(PostShaderStageCore); PostShaderStageNode->addChild(SceneLight); //Make Main Scene Node NodeRefPtr scene = makeCoredNode<Group>(); scene->addChild(PostShaderStageNode); // tell the manager what to manage sceneManager.setRoot (scene); SceneLightCore->setBeacon(sceneManager.getCamera()->getBeacon()); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); sceneManager.getWindow()->getPort(0)->setTravMask(1); RenderOptionsRecPtr ViewportRenderOptions = RenderOptions::create(); ViewportRenderOptions->setRenderProperties(0x0); ViewportRenderOptions->setRenderProperties(RenderPropertiesPool::the()->getFrom1("Default")); ViewportRenderOptions->setRenderProperties(0x01); sceneManager.getWindow()->getPort(0)->setRenderOptions(ViewportRenderOptions); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "Collada Loader"); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TutorialWindow.get(), PostShaderStageCore.get())); //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_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 WIN32 & OpenSG and set up the scene int main(int argc, char **argv) { std::cout << "\n\nKEY COMMANDS:" << std::endl << "space Play/Pause the playing sounds" << std::endl << "1 Play Pop Sound" << std::endl << "2 Play Click Sound" << std::endl << "CTRL-Q Exit\n\n" << std::endl; // 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)); // create the scene NodeUnrecPtr scene = makeTorus(1.0, 2.0, 16, 16); //Initialize the Sound Manager SoundManager::the()->attachUpdateProducer(TutorialWindow); SoundManager::the()->setCamera(sceneManager.getCamera()); //Create Pop Sound SoundRecPtr ZapSound = SoundManager::the()->createSound(); ZapSound->setFile(BoostPath("./Data/zap.wav")); ZapSound->setVolume(1.0); ZapSound->setStreaming(false); ZapSound->setLooping(1); //Attach Sound Events ZapSound->connectSoundPlayed (boost::bind(handleSoundPlayed, _1)); ZapSound->connectSoundStopped (boost::bind(handleSoundStopped, _1)); ZapSound->connectSoundPaused (boost::bind(handleSoundPaused, _1)); ZapSound->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1)); ZapSound->connectSoundLooped (boost::bind(handleSoundLooped, _1)); //Create Click Sound SoundRecPtr ClickSound = SoundManager::the()->createSound(); ClickSound->setFile(BoostPath("./Data/click.wav")); ClickSound->setVolume(1.0); ClickSound->setStreaming(false); ClickSound->setLooping(0); //Attach Sound Events ClickSound->connectSoundPlayed (boost::bind(handleSoundPlayed, _1)); ClickSound->connectSoundStopped (boost::bind(handleSoundStopped, _1)); ClickSound->connectSoundPaused (boost::bind(handleSoundPaused, _1)); ClickSound->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1)); ClickSound->connectSoundLooped (boost::bind(handleSoundLooped, _1)); TutorialWindow->connectKeyTyped(boost::bind(&KeyTypedHandler::keyTyped, _1, ZapSound.get(), ClickSound.get())); // 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, "01 DefaultSound Window"); //Enter main loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { preloadSharedObject("OSGImageFileIO"); // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager)); //Particle System Material //point material PointChunkRefPtr PSPointChunk = PointChunk::create(); PSPointChunk->setSize(5.0f); PSPointChunk->setSmooth(true); BlendChunkRefPtr PSBlendChunk = BlendChunk::create(); PSBlendChunk->setSrcFactor(GL_SRC_ALPHA); PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create(); PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f)); PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f)); PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ChunkMaterialRefPtr PSPointMaterial = ChunkMaterial::create(); PSPointMaterial->addChunk(PSPointChunk); PSPointMaterial->addChunk(PSMaterialChunkChunk); PSPointMaterial->addChunk(PSBlendChunk); //smoke material TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create(); ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Smoke.png"); QuadTextureObjChunk->setImage(LoadedImage); TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create(); QuadTextureEnvChunk->setEnvMode(GL_MODULATE); MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create(); PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f)); PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f)); PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ChunkMaterialRefPtr PSSmokeMaterial = ChunkMaterial::create(); PSSmokeMaterial->addChunk(QuadTextureObjChunk); PSSmokeMaterial->addChunk(PSMaterialChunk); PSSmokeMaterial->addChunk(PSBlendChunk); PSSmokeMaterial->addChunk(QuadTextureEnvChunk); //Particle System //Rocket ParticleSystemRecPtr RocketParticleSystem = ParticleSystem::create(); RocketParticleSystem->attachUpdateProducer(TutorialWindow); //smoke ParticleSystemRecPtr SmokeParticleSystem = ParticleSystem::create(); SmokeParticleSystem->attachUpdateProducer(TutorialWindow); //Shrapnel ParticleSystemRecPtr ShrapnelParticleSystem = ParticleSystem::create(); ShrapnelParticleSystem->attachUpdateProducer(TutorialWindow); //Fireball ParticleSystemRecPtr FireballParticleSystem = ParticleSystem::create(); FireballParticleSystem->attachUpdateProducer(TutorialWindow); //Particle System Drawer //Rocket does not have a drawer because it is being attached to a special node core //Smoke QuadParticleSystemDrawerRecPtr SmokeParticleSystemDrawer = QuadParticleSystemDrawer::create(); //SmokeParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.5f,0.5f)); //Shrapnel PointParticleSystemDrawerRecPtr ExampleShrapnelParticleSystemDrawer = PointParticleSystemDrawer::create(); ExampleShrapnelParticleSystemDrawer->setForcePerParticleSizing(true); //Fireball PointParticleSystemDrawerRecPtr ExampleFireballParticleSystemDrawer = PointParticleSystemDrawer::create(); ExampleFireballParticleSystemDrawer->setForcePerParticleSizing(true); //Particle System Node //collision node //NodeRefPtr EnvironmentNode = makeSphere(2,4.0f); Matrix EnvironmentTransformation; EnvironmentTransformation.setTranslate(0.0f,0.0f,10.0f); TransformRefPtr EnvironmentTransformCore = Transform::create(); EnvironmentTransformCore->setMatrix(EnvironmentTransformation); NodeRefPtr EnvironmentNode = Node::create(); EnvironmentNode->setCore(EnvironmentTransformCore); NodeRefPtr EnvironmentGeoNode = SceneFileHandler::the()->read("Data/house.obj"); if(EnvironmentGeoNode == NULL) { EnvironmentGeoNode = makeTorus(.5, 2, 16, 16); } EnvironmentNode->addChild(EnvironmentGeoNode); NodeRefPtr RocketParticlePrototypeNode = SceneFileHandler::the()->read("Data/rocket.obj"); if(RocketParticlePrototypeNode == NULL) { RocketParticlePrototypeNode = makeTorus(.2, 0.8, 16, 16); } NodeParticleSystemCoreRefPtr RocketParticleNodeCore = NodeParticleSystemCore::create(); RocketParticleNodeCore->setSystem(RocketParticleSystem); RocketParticleNodeCore->setPrototypeNode(RocketParticlePrototypeNode); RocketParticleNodeCore->setNormalSource(NodeParticleSystemCore::NORMAL_VELOCITY); RocketParticleNodeCore->setUpSource(NodeParticleSystemCore::UP_PARTICLE_NORMAL); RocketParticleNodeCore->setUp(Vec3f(0.0f,1.0f,0.0f)); //Geometry Collision Affector GeometryCollisionParticleSystemAffectorRefPtr ExampleGeometryCollisionParticleSystemAffector = GeometryCollisionParticleSystemAffector::create(); ExampleGeometryCollisionParticleSystemAffector->setCollisionNode(EnvironmentNode); ExampleGeometryCollisionParticleSystemAffector->connectParticleCollision(boost::bind(particleCollision, _1)); NodeRefPtr RocketParticleNode = Node::create(); RocketParticleNode->setCore(RocketParticleNodeCore); //Attach the Affector to the Rocket Particle System //RocketParticleSystem->pushToAffectors(); RocketParticleSystem->pushToSystemAffectors(ExampleGeometryCollisionParticleSystemAffector); //Smoke RateParticleGeneratorRecPtr SmokeGenerator = RateParticleGenerator::create(); //Attach the function objects to the Generator Distribution3DRefPtr SmokePositionDistribution = createSmokePositionDistribution(); SmokeGenerator->setPositionDistribution(SmokePositionDistribution); SmokeGenerator->setLifespanDistribution(createSmokeLifespanDistribution()); SmokeGenerator->setGenerationRate(50.0); SmokeGenerator->setVelocityDistribution(createSmokeVelocityDistribution()); //Attach the function objects the Affectors AgeFadeParticleAffectorRecPtr SmokeAgeFadeParticleAffector = AgeFadeParticleAffector::create(); SmokeAgeFadeParticleAffector->setFadeInTime(2.0f); SmokeAgeFadeParticleAffector->setFadeOutTime(5.0f); SmokeAgeFadeParticleAffector->setStartAlpha(0.0f); SmokeAgeFadeParticleAffector->setFadeToAlpha(0.2f); SmokeAgeFadeParticleAffector->setEndAlpha(0.0f); AgeSizeParticleAffectorRecPtr SmokeAgeSizeParticleAffector = AgeSizeParticleAffector::create(); //ages SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.1); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.2); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.3); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.5); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.7); SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.8); SmokeAgeSizeParticleAffector->editMFAges()->push_back(1.0); //sizes SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(0.5,0.5,0.5)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,1.0,1.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0)); SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5)); ParticleSystemCoreRefPtr SmokeParticleNodeCore = ParticleSystemCore::create(); SmokeParticleNodeCore->setSystem(SmokeParticleSystem); SmokeParticleNodeCore->setDrawer(SmokeParticleSystemDrawer); SmokeParticleNodeCore->setMaterial(PSSmokeMaterial); NodeRefPtr SmokeParticleNode = Node::create(); SmokeParticleNode->setCore(SmokeParticleNodeCore); //end///////////////////// //Shrapnel BurstParticleGeneratorRecPtr ShrapnelBurstGenerator = BurstParticleGenerator::create(); NodeRefPtr ShrapnelParticlePrototypeNode = SceneFileHandler::the()->read("Data/Shrapnel.obj"); NodeParticleSystemCoreRefPtr ShrapnelParticleNodeCore = NodeParticleSystemCore::create(); ShrapnelParticleNodeCore->setSystem(ShrapnelParticleSystem); ShrapnelParticleNodeCore->setPrototypeNode(ShrapnelParticlePrototypeNode); //Attach the function objects to the Generator Distribution3DRefPtr ShrapnelPositionDistribution = createShrapnelPositionDistribution(); ShrapnelBurstGenerator->setPositionDistribution(ShrapnelPositionDistribution); ShrapnelBurstGenerator->setLifespanDistribution(createLifespanDistribution()); ShrapnelBurstGenerator->setBurstAmount(50.0); ShrapnelBurstGenerator->setVelocityDistribution(createShrapnelVelocityDistribution()); ShrapnelBurstGenerator->setAccelerationDistribution(createShrapnelAccelerationDistribution()); NodeRefPtr ShrapnelParticleNode = Node::create(); ShrapnelParticleNode->setCore(ShrapnelParticleNodeCore); //end///////////////////// //fireball BurstParticleGeneratorRecPtr FireballGenerator = BurstParticleGenerator::create(); NodeRefPtr FireballParticlePrototypeNode = SceneFileHandler::the()->read("Data/bubble.obj"); NodeParticleSystemCoreRefPtr FireballParticleNodeCore = NodeParticleSystemCore::create(); FireballParticleNodeCore->setSystem(FireballParticleSystem); FireballParticleNodeCore->setPrototypeNode(FireballParticlePrototypeNode); //Attach the function objects to the Generator Distribution3DRefPtr FireballPositionDistribution = createFireballPositionDistribution(); FireballGenerator->setPositionDistribution(FireballPositionDistribution); FireballGenerator->setLifespanDistribution(createFireballLifespanDistribution()); FireballGenerator->setBurstAmount(100.0); FireballGenerator->setVelocityDistribution(createFireballVelocityDistribution()); FireballGenerator->setAccelerationDistribution(createFireballAccelerationDistribution()); //Attach the function objects the Affectors AgeSizeParticleAffectorRecPtr FireballAgeSizeParticleAffector = AgeSizeParticleAffector::create(); //ages FireballAgeSizeParticleAffector->editMFAges()->push_back(0.1); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.2); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.3); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.5); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.7); FireballAgeSizeParticleAffector->editMFAges()->push_back(0.8); FireballAgeSizeParticleAffector->editMFAges()->push_back(1.0); //sizes FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.3,2.3,2.3)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.5,2.5,2.5)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0)); FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5)); NodeRefPtr FireballParticleNode = Node::create(); FireballParticleNode->setCore(FireballParticleNodeCore); //end///////////////////// //Attach the Affector to the Smoke Particle System SmokeParticleSystem->pushToAffectors(SmokeAgeFadeParticleAffector); SmokeParticleSystem->pushToAffectors(SmokeAgeSizeParticleAffector); //Attach the Affector to the fireball Particle System FireballParticleSystem->pushToAffectors(FireballAgeSizeParticleAffector); // Make Main Scene Node NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(RocketParticleNode); scene->addChild(SmokeParticleNode); scene->addChild(ShrapnelParticleNode); scene->addChild(FireballParticleNode); scene->addChild(EnvironmentNode); RocketParticleSystem->connectParticleKilled(boost::bind(particleKilled, _1, ShrapnelParticleSystem.get(), ShrapnelBurstGenerator.get(), SmokeParticleSystem.get(), SmokeGenerator.get(), FireballParticleSystem.get(), FireballGenerator.get())); TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager, RocketParticleSystem.get())); sceneManager.setRoot(scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); sceneManager.getNavigator()->set(Pnt3f(0.0,0.0,-10.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0)); sceneManager.getNavigator()->setMotionFactor(1.0f); sceneManager.getCamera()->setNear(0.1f); sceneManager.getCamera()->setFar(1000.0f); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "20RocketLauncher"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { // 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 WIN32 & OpenSG and set up the scene 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)); //Sound Emitter Node SoundEmitterRecPtr TheEmitter = SoundEmitter::create(); TheEmitter->attachUpdateProducer(TutorialWindow); NodeUnrecPtr TheEmitterNode = Node::create(); TheEmitterNode->setCore(TheEmitter); //Sphere Transformation Node Matrix Translate; Translate.setTranslate(0.0,0.0,-5.0); Matrix Rotation; Rotation.setRotate(Quaternion(Vec3f(0.0,1.0,0.0), 0.0)); Matrix Total(Translate); Total.mult(Rotation); TransformRecPtr TheSphereTransform = Transform::create(); TheSphereTransform->setMatrix(Total); NodeUnrecPtr SphereTransformNode = Node::create(); SphereTransformNode->setCore(TheSphereTransform); SphereTransformNode->addChild(makeSphere(2, 1.0)); SphereTransformNode->addChild(TheEmitterNode); // create the scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SphereTransformNode); // tell the manager what to manage sceneManager.setRoot (scene); CameraUnrecPtr TheCamera = sceneManager.getCamera(); TheCamera->setNear(0.1); TheCamera->setFar(100.0); //Initialize the Sound Manager SoundManager::the()->attachUpdateProducer(TutorialWindow); SoundManager::the()->setCamera(sceneManager.getCamera()); SoundRecPtr PopSound = SoundManager::the()->createSound(); PopSound->setFile(BoostPath("./Data/pop.wav")); PopSound->setVolume(1.0); PopSound->setStreaming(false); PopSound->setLooping(-1); PopSound->setEnable3D(true); PopSound->connectSoundPlayed (boost::bind(handleSoundPlayed, _1)); PopSound->connectSoundStopped (boost::bind(handleSoundStopped, _1)); PopSound->connectSoundPaused (boost::bind(handleSoundPaused, _1)); PopSound->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1)); PopSound->connectSoundLooped (boost::bind(handleSoundLooped, _1)); //Attach this sound to the emitter node TheEmitter->setSound(PopSound); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, TheEmitter.get())); TutorialWindow->connectUpdate(boost::bind(handleUpdate, _1, TheSphereTransform.get())); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "02 Sound3D Window"); //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(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); //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, "22VortexParticleAffector"); //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(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(0.2f,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->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); //enable depth test DepthChunkRefPtr PSDepthChunk = DepthChunk::create(); ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSPointChunk); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); PSMaterial->addChunk(PSDepthChunk); LineChunkRefPtr PSLineChunk = LineChunk::create(); ChunkMaterialRefPtr TestMaterial = ChunkMaterial::create(); //TestMaterial->addChunk(PointChunk::create()); //TestMaterial->addChunk(LineChunk::create()); TestMaterial->addChunk(PSMaterialChunkChunk); PolygonChunkRefPtr ThePolygonChunk = PolygonChunk::create(); BlendChunkRefPtr TheBlendChunk = BlendChunk::create(); DepthChunkRefPtr TheDepthChunk = DepthChunk::create(); TestMaterial->addChunk(ThePolygonChunk); TestMaterial->addChunk(TheBlendChunk); TestMaterial->addChunk(TheDepthChunk); //Particle System ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create(); ExampleParticleSystem->attachUpdateProducer(TutorialWindow); ExampleParticleSystem->addParticle(Pnt3f(-40.0,0.0,0.0), Vec3f(0.0,1.0,0.0), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), -1, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,0.0)); ExampleParticleSystem->addParticle(Pnt3f(40.0,0.0,0.0), Vec3f(0.0,1.0,0.0), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), -1, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,0.0)); PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create(); ExamplePointParticleSystemDrawer->setForcePerParticleSizing(false); Matrix ExampleMatrix; ExampleMatrix.setTransform(Vec3f(10.0,10.0,10.0)); TransformRefPtr ExampleXform = Transform::create(); ExampleXform->setMatrix(ExampleMatrix); NodeRefPtr ExampleNode = Node::create(); ExampleNode->setCore(ExampleXform); RateParticleGeneratorRecPtr ExampleGenerator = RateParticleGenerator::create(); // ExampleGenerator->setEmitInWorldSpace(true); ExampleGenerator->setBeacon(ExampleNode); ExampleGenerator->setGenerationRate(5.0); ExampleGenerator->setPositionDistribution(createPositionDistribution()); ExampleGenerator->setLifespanDistribution(createLifespanDistribution()); NewtonParticleAffectorRefPtr ExampleAffector = NewtonParticleAffector::create(); ExampleAffector->setBeacon(ExampleNode); ExampleAffector->setMaxDistance(-1.0); ConditionalParticleAffectorRecPtr ExampleConditionalAffector = ConditionalParticleAffector::create(); ExampleConditionalAffector->setConditionalAttribute("active"); ExampleConditionalAffector->setConditionalOperator(4); //greater than ExampleConditionalAffector->setConditionalValue(0); // testing if the value associated with "test" = 1 ExampleConditionalAffector->pushToAffectors(ExampleAffector); DistanceAttractRepelParticleAffectorRefPtr ExampleAttractRepelAffector = DistanceAttractRepelParticleAffector::create(); ExampleAttractRepelAffector->setDistanceFromSource(DistanceParticleAffector::DISTANCE_FROM_NODE); //Attach the Generators and affectors to the Particle System ExampleParticleSystem->setBeacon(ExampleNode); //ExampleParticleSystem->pushToGenerators(ExampleGenerator); ExampleParticleSystem->pushToAffectors(ExampleConditionalAffector); // ExampleParticleSystem->pushToAffectors(ExampleAttractRepelAffector); ExampleParticleSystem->setMaxParticles(1000); ExampleParticleSystem->setDynamic(true); //Particle System Core ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); ParticleNodeCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT); NodeRefPtr PSNode = Node::create(); PSNode->setCore(ParticleNodeCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(PSNode); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager, ParticleNodeCore.get(), ExamplePointParticleSystemDrawer.get(), ExampleParticleSystem.get(), ExampleConditionalAffector.get())); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); sceneManager.getCamera()->setFar(1000.0); sceneManager.getCamera()->setNear(0.10); FCFileType::FCPtrStore Containers; Containers.insert(scene); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "16FullTest"); //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(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); //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)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Make Base Geometry Node NodeRecPtr TriGeometryBase = makeTorus(0.5, 1.0, 24, 24); //Make Main Scene Node NodeRecPtr scene = makeCoredNode<Group>(); setName(scene, "scene"); NodeRecPtr rootNode = Node::create(); setName(rootNode, "rootNode"); ComponentTransformRecPtr Trans; Trans = ComponentTransform::create(); rootNode->setCore(Trans); // add the torus as a child rootNode->addChild(scene); //Make The Physics Characteristics Node PhysicsCharacteristicsDrawableRecPtr PhysDrawable = PhysicsCharacteristicsDrawable::create(); PhysDrawable->setRoot(rootNode); NodeRecPtr PhysDrawableNode = Node::create(); PhysDrawableNode->setCore(PhysDrawable); PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin()); rootNode->addChild(PhysDrawableNode); //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(); PhysicsHandlerRecPtr physHandler = PhysicsHandler::create(); physHandler->setWorld(physicsWorld); physHandler->pushToSpaces(physicsSpace); physHandler->setUpdateNode(rootNode); physHandler->attachUpdateProducer(TutorialWindow); /************************************************************************/ /* create spaces, geoms and bodys */ /************************************************************************/ //create a group for our space GroupRecPtr spaceGroup; NodeRecPtr spaceGroupNode = makeCoredNode<Group>(&spaceGroup); //create the ground plane GeometryRecPtr plane; NodeRecPtr planeNode = makeBox(30.0, 30.0, 1.0, 1, 1, 1); plane = dynamic_cast<Geometry*>(planeNode->getCore()); //and its Material SimpleMaterialRecPtr plane_mat = SimpleMaterial::create(); plane_mat->setAmbient(Color3f(0.7,0.7,0.7)); plane_mat->setDiffuse(Color3f(0.9,0.6,1.0)); plane->setMaterial(plane_mat); //create Physical Attachments PhysicsBoxGeomRecPtr planeGeom = PhysicsBoxGeom::create(); planeGeom->setLengths(Vec3f(30.0, 30.0, 1.0)); //add geoms to space for collision planeGeom->setSpace(physicsSpace); //add Attachments to nodes... spaceGroupNode->addAttachment(physicsSpace); spaceGroupNode->addAttachment(physHandler); spaceGroupNode->addAttachment(physicsWorld); spaceGroupNode->addChild(planeNode); planeNode->addAttachment(planeGeom); scene->addChild(spaceGroupNode); //Create Statistics Foreground SimpleStatisticsForegroundRecPtr PhysicsStatForeground = SimpleStatisticsForeground::create(); PhysicsStatForeground->setSize(25); PhysicsStatForeground->setColor(Color4f(0,1,0,0.7)); PhysicsStatForeground->addElement(WindowEventProducer::statWindowLoopTime, "Draw FPS: %r.3f"); PhysicsStatForeground->getCollector()->getElem(WindowEventProducer::statWindowLoopTime, true); PhysicsStatForeground->addElement(RenderAction::statNGeometries, "%d Nodes drawn"); PhysicsStatForeground->getCollector()->getElem(RenderAction::statNGeometries, true); PhysicsStatForeground->addElement(PhysicsHandler::statPhysicsTime, "Physics time: %.3f s"); PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statPhysicsTime, true); PhysicsStatForeground->addElement(PhysicsHandler::statCollisionTime, "Collision time: %.3f s"); PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statCollisionTime, true); PhysicsStatForeground->addElement(PhysicsHandler::statSimulationTime, "Simulation time: %.3f s"); PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statSimulationTime, true); PhysicsStatForeground->addElement(PhysicsHandler::statNCollisions, "%d collisions"); PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statNCollisions, true); PhysicsStatForeground->addElement(PhysicsHandler::statNCollisionTests, "%d collision tests"); PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statNCollisionTests, true); PhysicsStatForeground->addElement(PhysicsHandler::statNPhysicsSteps, "%d simulation steps per frame"); PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statNPhysicsSteps, true); TutorialWindow->connectUpdate(boost::bind(handleStatisticsReset, _1), boost::signals2::at_front); StatCollector::setGlobalCollector(PhysicsStatForeground->getCollector()); SimpleStatisticsForegroundRecPtr RenderStatForeground = SimpleStatisticsForeground::create(); RenderStatForeground->setSize(25); RenderStatForeground->setColor(Color4f(0,1,0,0.7)); // tell the manager what to manage sceneManager.setRoot (rootNode); sceneManager.getWindow()->getPort(0)->addForeground(PhysicsStatForeground); sceneManager.getWindow()->getPort(0)->addForeground(RenderStatForeground); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TriGeometryBase.get(), spaceGroupNode.get(), PhysDrawableNode.get(), physicsWorld.get(), physicsSpace.get())); // show the whole rootNode sceneManager.getNavigator()->set(Pnt3f(20.0,20.0,10.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0)); sceneManager.getNavigator()->setMotionFactor(1.0f); sceneManager.getCamera()->setFar(10000.0f); sceneManager.getCamera()->setNear(0.1f); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "01SimplePhysics"); //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; }