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; }
int main(int argc, char **argv) { preloadSharedObject("OSGImageFileIO"); // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); // Creating the Particle System Material // Here, the image is loaded. The entire image sequence is conatined in one image, // which reduces texture memory overhead and runs faster. TextureObjChunkRefPtr QuadTextureChunk = TextureObjChunk::create(); ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/SpriteExplode.png"); QuadTextureChunk->setImage(LoadedImage); TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create(); QuadTextureEnvChunk->setEnvMode(GL_MODULATE); BlendChunkRefPtr PSBlendChunk = BlendChunk::create(); PSBlendChunk->setSrcFactor(GL_SRC_ALPHA); PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create(); PSMaterialChunk->setAmbient(Color4f(0.3f,0.0f,0.0f,1.0f)); PSMaterialChunk->setDiffuse(Color4f(0.7f,0.0f,0.0f,1.0f)); PSMaterialChunk->setSpecular(Color4f(0.9f,0.0f,0.0f,1.0f)); PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(QuadTextureChunk); PSMaterial->addChunk(QuadTextureEnvChunk); PSMaterial->addChunk(PSMaterialChunk); PSMaterial->addChunk(PSBlendChunk); //Particle System ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create(); ExampleParticleSystem->attachUpdateProducer(TutorialWindow); //Age Particle Function. Controls which image is shown when, based on the age of a particle. AgeParticleFunctionRecPtr AgeFunc = AgeParticleFunction::create(); AgeFunc->setSequenceTime(0.1f); // image changes every 0.1 seconds. AgeFunc->setSequenceOrder(AgeParticleFunction::CUSTOM); // using the custom sequence below. /* Here, a custom sequence for the image ordering is assembled. The image sequence will be shown in the order specified here. Once the end of the sequence is reached, the sequence repeats. */ AgeFunc->editMFCustomSequence()->push_back(0); AgeFunc->editMFCustomSequence()->push_back(1); AgeFunc->editMFCustomSequence()->push_back(2); AgeFunc->editMFCustomSequence()->push_back(3); AgeFunc->editMFCustomSequence()->push_back(4); AgeFunc->editMFCustomSequence()->push_back(5); AgeFunc->editMFCustomSequence()->push_back(4); AgeFunc->editMFCustomSequence()->push_back(3); AgeFunc->editMFCustomSequence()->push_back(2); AgeFunc->editMFCustomSequence()->push_back(1); //Particle System Drawer - QuadSequenceParticleSystemDrawerRecPtr ExampleParticleSystemDrawer = QuadSequenceParticleSystemDrawer::create(); // image dimensions (in pixels) are required if there is a border on the images. ExampleParticleSystemDrawer->setImageDimensions(Vec2us(780,520)); // The "dimensions" of the sequence contained in the image. For this image, // there are 3 images in the "x" direction, and two in the "y" direction, for a // total of 6. ExampleParticleSystemDrawer->setSequenceDimensions(Vec2b(3,2)); // width of the border on each side of the image, in pixels. ExampleParticleSystemDrawer->setBorderOffsets(Vec2b(0,0)); // this is the age function we just created above. ExampleParticleSystemDrawer->setSequenceFunction(AgeFunc); RateParticleGeneratorRecPtr ExampleParticleGenerator = RateParticleGenerator::create(); //Attach the function objects to the Generator ExampleParticleGenerator->setPositionDistribution(createPositionDistribution()); ExampleParticleGenerator->setLifespanDistribution(createLifespanDistribution()); ExampleParticleGenerator->setVelocityDistribution(createVelocityDistribution()); ExampleParticleGenerator->setAccelerationDistribution(createAccelerationDistribution()); ExampleParticleGenerator->setSizeDistribution(createSizeDistribution()); ExampleParticleGenerator->setGenerationRate(40.0f); //Particle System Node ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); ParticleNodeCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT); NodeRefPtr ParticleNode = Node::create(); ParticleNode->setCore(ParticleNodeCore); ExampleParticleSystem->addParticle(Pnt3f(10.0,0.0,0.0), Vec3f(0.0,1.0,0.0), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.01, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,0.0)); ExampleParticleSystem->addParticle(Pnt3f(-10.0,0.0,0.0), Vec3f(0.0,1.0,0.0), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.01, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,0.0)); ExampleParticleSystem->pushToGenerators(ExampleParticleGenerator); // Make Main Scene Node and add the Torus NodeRefPtr scene = makeCoredNode<Group>(); scene->addChild(ParticleNode); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager, AgeFunc.get())); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "05a - QuadSequenceParticleDrawer"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { preloadSharedObject("OSGImageFileIO"); // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); // Creating the Particle System Material // Here, the image is loaded. The entire image sequence is conatined in one image, // which reduces texture memory overhead and runs faster. TextureObjChunkRefPtr QuadTextureChunk = TextureObjChunk::create(); ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Explosion.png"); QuadTextureChunk->setImage(LoadedImage); TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create(); QuadTextureEnvChunk->setEnvMode(GL_MODULATE); BlendChunkRefPtr PSBlendChunk = BlendChunk::create(); PSBlendChunk->setSrcFactor(GL_SRC_ALPHA); PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create(); PSMaterialChunk->setLit(false); ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(QuadTextureChunk); PSMaterial->addChunk(QuadTextureEnvChunk); PSMaterial->addChunk(PSMaterialChunk); PSMaterial->addChunk(PSBlendChunk); //Particle System ParticleSystemRecPtr ExplosionParticleSystem = ParticleSystem::create(); ExplosionParticleSystem->attachUpdateProducer(TutorialWindow); //Age Particle Function. Controls which image is shown when, based on the age of a particle. AgeParticleFunctionRecPtr AgeFunc = AgeParticleFunction::create(); AgeFunc->setSequenceTime(0.07f); // image changes every 0.1 seconds. AgeFunc->setSequenceOrder(AgeParticleFunction::CUSTOM); // using the custom sequence below. /* Here, a custom sequence for the image ordering is assembled. The image sequence will be shown in the order specified here. Once the end of the sequence is reached, the sequence repeats. */ UInt32 NumImages(25); for(UInt32 i(0) ; i<NumImages ; ++i) { AgeFunc->editMFCustomSequence()->push_back(i); } //Particle System Drawer - QuadSequenceParticleSystemDrawerRecPtr ExplosionParticleSystemDrawer = QuadSequenceParticleSystemDrawer::create(); // image dimensions (in pixels) are required if there is a border on the images. ExplosionParticleSystemDrawer->setImageDimensions(Vec2us(320,320)); // The "dimensions" of the sequence contained in the image. For this image, // there are 3 images in the "x" direction, and two in the "y" direction, for a // total of 6. ExplosionParticleSystemDrawer->setSequenceDimensions(Vec2b(5,5)); // width of the border on each side of the image, in pixels. ExplosionParticleSystemDrawer->setBorderOffsets(Vec2b(0,0)); // this is the age function we just created above. ExplosionParticleSystemDrawer->setSequenceFunction(AgeFunc); RateParticleGeneratorRecPtr ExplosionParticleGenerator = RateParticleGenerator::create(); //Attach the function objects to the Generator ExplosionParticleGenerator->setPositionDistribution(createPositionDistribution()); ExplosionParticleGenerator->setLifespanDistribution(createLifespanDistribution()); ExplosionParticleGenerator->setVelocityDistribution(createVelocityDistribution()); ExplosionParticleGenerator->setAccelerationDistribution(createAccelerationDistribution()); ExplosionParticleGenerator->setSizeDistribution(createSizeDistribution()); ExplosionParticleGenerator->setGenerationRate(100.0f); //Particle System Node ParticleSystemCoreRefPtr ExplosionParticleCore = ParticleSystemCore::create(); ExplosionParticleCore->setSystem(ExplosionParticleSystem); ExplosionParticleCore->setDrawer(ExplosionParticleSystemDrawer); ExplosionParticleCore->setMaterial(PSMaterial); ExplosionParticleCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT); NodeRefPtr ExplosionParticleNode = Node::create(); ExplosionParticleNode->setCore(ExplosionParticleCore); ExplosionParticleSystem->addParticle(Pnt3f(10.0,0.0,0.0), Vec3f(0.0,1.0,0.0), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.01, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,0.0)); ExplosionParticleSystem->addParticle(Pnt3f(-10.0,0.0,0.0), Vec3f(0.0,1.0,0.0), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.01, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,0.0)); ExplosionParticleSystem->pushToGenerators(ExplosionParticleGenerator); AgeSizeParticleAffectorRecPtr ExampleAgeSizeParticleAffector = AgeSizeParticleAffector::create(); //Age and size ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.0); ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(0.2,0.2,0.2)); ExampleAgeSizeParticleAffector->editMFAges()->push_back(1.0); ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0)); ExampleAgeSizeParticleAffector->editMFAges()->push_back(1.8); ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.2,2.2,0.1)); //Age Fade Affector AgeFadeParticleAffectorRecPtr ExampleAgeFadeParticleAffector = AgeFadeParticleAffector::create(); //Age and size ExampleAgeFadeParticleAffector->setStartAlpha(0.0f); ExampleAgeFadeParticleAffector->setFadeInTime(0.5f); ExampleAgeFadeParticleAffector->setFadeToAlpha(1.0f); ExampleAgeFadeParticleAffector->setFadeOutTime(0.5f); ExampleAgeFadeParticleAffector->setEndAlpha(0.0f); ExplosionParticleSystem->pushToAffectors(ExampleAgeFadeParticleAffector); //Smoke Particle System VortexParticleAffectorRecPtr SmokeVortexAffector = VortexParticleAffector::create(); SmokeVortexAffector->setMagnitude(0.2); SmokeVortexAffector->setVortexAxis(Vec3f(0.0,1.0,0.0)); // field rotates around y axis NodeRefPtr VortexBeacon = makeCoredNode<Group>(); SmokeVortexAffector->setBeacon(VortexBeacon); // set to 'emulate' from (0,0,0) SmokeVortexAffector->setMaxDistance(-1.0); // particles affected regardless of distance SmokeVortexAffector->setAttenuation(0.25); // strength of uniform field dimishes by dist^attenuation AgeFadeParticleAffectorRecPtr SmokeAgeFadeParticleAffector = AgeFadeParticleAffector::create(); //Age and size SmokeAgeFadeParticleAffector->setStartAlpha(0.0f); SmokeAgeFadeParticleAffector->setFadeInTime(0.2f); SmokeAgeFadeParticleAffector->setFadeToAlpha(1.0f); SmokeAgeFadeParticleAffector->setFadeOutTime(3.5f); SmokeAgeFadeParticleAffector->setEndAlpha(0.0f); RateParticleGeneratorRecPtr SmokeParticleGenerator = RateParticleGenerator::create(); SmokeParticleGenerator->setSizeDistribution(createSmokeSizeDistribution()); SmokeParticleGenerator->setPositionDistribution(createSmokePositionDistribution()); SmokeParticleGenerator->setLifespanDistribution(createSmokeLifespanDistribution()); SmokeParticleGenerator->setVelocityDistribution(createSmokeVelocityDistribution()); SmokeParticleGenerator->setColorDistribution(createSmokeColorDistribution()); SmokeParticleGenerator->setGenerationRate(80.0f); ParticleSystemRecPtr SmokeParticleSystem = ParticleSystem::create(); SmokeParticleSystem->pushToGenerators(SmokeParticleGenerator); SmokeParticleSystem->attachUpdateProducer(TutorialWindow); SmokeParticleSystem->pushToAffectors(SmokeAgeFadeParticleAffector); SmokeParticleSystem->pushToAffectors(SmokeVortexAffector); TextureObjChunkRefPtr SmokeTextureObjChunk = TextureObjChunk::create(); ImageRefPtr SmokeImage = ImageFileHandler::the()->read("Data/Smoke.png"); SmokeTextureObjChunk->setImage(SmokeImage); ChunkMaterialRefPtr SmokeMaterial = ChunkMaterial::create(); SmokeMaterial->addChunk(SmokeTextureObjChunk); SmokeMaterial->addChunk(QuadTextureEnvChunk); SmokeMaterial->addChunk(PSMaterialChunk); SmokeMaterial->addChunk(PSBlendChunk); SmokeMaterial->setSortKey(-1.0f); QuadParticleSystemDrawerRecPtr SmokeParticleSystemDrawer = QuadParticleSystemDrawer::create(); ParticleSystemCoreRefPtr SmokeParticleCore = ParticleSystemCore::create(); SmokeParticleCore->setSystem(SmokeParticleSystem); SmokeParticleCore->setDrawer(SmokeParticleSystemDrawer); SmokeParticleCore->setMaterial(SmokeMaterial); SmokeParticleCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT); NodeRefPtr SmokeParticleNode = Node::create(); SmokeParticleNode->setCore(SmokeParticleCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = makeCoredNode<Group>(); scene->addChild(ExplosionParticleNode); scene->addChild(SmokeParticleNode); scene->addChild(VortexBeacon); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager, AgeFunc.get())); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "06Explosion"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }