コード例 #1
0
//////////////////////////////////////////////////////////////////////////
//! trimesh defined by filenode will be loaded
//////////////////////////////////////////////////////////////////////////
void buildTriMesh(void)
{
    NodeRefPtr tri = cloneTree(TriGeometryBase);
    if(tri!=NULL)
    {
        GeometryRefPtr triGeo = dynamic_cast<Geometry*>(tri->getCore()); 
        Matrix m;
        SimpleMaterialRefPtr tri_mat = SimpleMaterial::create();
        tri_mat->setAmbient(Color3f(0.1,0.1,0.2));
        tri_mat->setDiffuse(Color3f(1.0,0.1,0.7));

        triGeo->setMaterial(tri_mat);
        TransformRefPtr triTrans;
        NodeRefPtr triTransNode = makeCoredNode<Transform>(&triTrans);
        m.setIdentity();
        Real32 randX = (Real32)(rand()%10)-5.0;
        Real32 randY = (Real32)(rand()%10)-5.0;
        m.setTranslate(randX, randY, 18.0);
        triTrans->setMatrix(m);

        //create ODE data
        Vec3f GeometryBounds(calcMinGeometryBounds(triGeo));
        PhysicsBodyRefPtr triBody = PhysicsBody::create(physicsWorld);
        triBody->setPosition(Vec3f(randX, randY, 18.0));
        triBody->setLinearDamping(0.0001);
        triBody->setAngularDamping(0.0001);

        triBody->setBoxMass(1.0,GeometryBounds.x(), GeometryBounds.y(), GeometryBounds.z());
        PhysicsGeomRefPtr triGeom;
        if(true)
        {
            triGeom = PhysicsTriMeshGeom::create();
            triGeom->setBody(triBody);
            //add geom to space for collision
            triGeom->setSpace(physicsSpace);
            //set the geometryNode to fill the ode-triMesh
            NodeRefPtr TorusGeometryNode(makeTorus(0.55, 1.05, 6, 6));
            dynamic_pointer_cast<PhysicsTriMeshGeom>(triGeom)->setGeometryNode(TorusGeometryNode);
        }

        //add attachments
        tri->addAttachment(triGeom);
        triTransNode->addAttachment(triBody);
        //add to SceneGraph
        triTransNode->addChild(tri);
        spaceGroupNode->addChild(triTransNode);
    }
    else
    {
        SLOG << "Could not read MeshData!" << endLog;
    }

    commitChanges();
}
コード例 #2
0
// Initialize GLUT & OpenSG and set up the rootNode
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

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

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

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

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

        //Make Main Scene Node
        NodeRefPtr scene = makeCoredNode<Group>();
        setName(scene, "scene");
        NodeRecPtr rootNode = Node::create();
        setName(rootNode, "rootNode");
        ComponentTransformRefPtr Trans = ComponentTransform::create();
        rootNode->setCore(Trans);
        rootNode->addChild(scene);

        //Light Beacon
        Matrix LightTransformMat;
        LightTransformMat.setTranslate(Vec3f(50.0,0.0,100.0));

        TransformRefPtr LightTransform = Transform::create();
        LightTransform->setMatrix(LightTransformMat);

        NodeRefPtr TutorialLightBeacon = Node::create();
        TutorialLightBeacon->setCore(LightTransform);

        //Light Node
        PointLightRefPtr TutorialLight = PointLight::create();
        TutorialLight->setBeacon(TutorialLightBeacon);

        NodeRefPtr TutorialLightNode = Node::create();
        TutorialLightNode->setCore(TutorialLight);

        scene->addChild(TutorialLightNode);
        scene->addChild(TutorialLightBeacon);


        //Setup Physics Scene
        PhysicsWorldRecPtr physicsWorld = PhysicsWorld::create();
        physicsWorld->setWorldContactSurfaceLayer(0.005);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(100.0);
        physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));

        PhysicsHashSpaceRecPtr physicsSpace = PhysicsHashSpace::create();

        //Setup the default collision parameters
        CollisionContactParametersRefPtr DefaultCollisionParams = CollisionContactParameters::createEmpty();
        DefaultCollisionParams->setMode(dContactApprox1);
        DefaultCollisionParams->setMu(1.0);
        DefaultCollisionParams->setMu2(0.0);
        DefaultCollisionParams->setBounce(0.0);
        DefaultCollisionParams->setBounceSpeedThreshold(0.0);
        DefaultCollisionParams->setSoftCFM(0.1);
        DefaultCollisionParams->setSoftERP(0.2);
        DefaultCollisionParams->setMotion1(0.0);
        DefaultCollisionParams->setMotion2(0.0);
        DefaultCollisionParams->setMotionN(0.0);
        DefaultCollisionParams->setSlip1(0.0);
        DefaultCollisionParams->setSlip2(0.0);

        physicsSpace->setDefaultCollisionParameters(DefaultCollisionParams);

        PhysicsHandlerRecPtr physHandler = PhysicsHandler::create();
        physHandler->setWorld(physicsWorld);
        physHandler->pushToSpaces(physicsSpace);
        physHandler->setUpdateNode(rootNode);
        physHandler->attachUpdateProducer(TutorialWindow);

        rootNode->addAttachment(physHandler);    
        rootNode->addAttachment(physicsWorld);
        rootNode->addAttachment(physicsSpace);


        /************************************************************************/
        /* create spaces, geoms and bodys                                                                     */
        /************************************************************************/
        //create a group for our space
        GroupRefPtr spaceGroup;
        NodeRecPtr spaceGroupNode = makeCoredNode<Group>(&spaceGroup);

        //create the ground terrain
        GeometryRefPtr TerrainGeo = buildTerrain(Vec2f(400.0,400.0),25,25);

        //and its Material
        SimpleMaterialRefPtr TerrainMat = SimpleMaterial::create();
        TerrainMat->setAmbient(Color3f(0.3,0.5,0.3));
        TerrainMat->setDiffuse(Color3f(0.5,0.9,0.5));
        TerrainGeo->setMaterial(TerrainMat);

        NodeRefPtr TerrainNode = Node::create();
        TerrainNode->setCore(TerrainGeo);


        //create ODE data
        PhysicsGeomRefPtr TerrainODEGeom = PhysicsTriMeshGeom::create();

        //add geom to space for collision
        TerrainODEGeom->setSpace(physicsSpace);
        //set the geometryNode to fill the ode-triMesh
        dynamic_pointer_cast<PhysicsTriMeshGeom>(TerrainODEGeom)->setGeometryNode(TerrainNode);

        //add attachments
        //add Attachments to nodes...
        spaceGroupNode->addAttachment(physicsSpace);
        spaceGroupNode->addChild(TerrainNode);

        TerrainNode->addAttachment(TerrainODEGeom);

        TutorialLightNode->addChild(spaceGroupNode);

        //Create Character
        PhysicsBodyRefPtr CharacterPhysicsBody = buildCharacter(Vec3f(5.0,5.0,10.0),
                                                                Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0),
                                                                spaceGroupNode,
                                                                physicsWorld,
                                                                physicsSpace);

        PhysicsLMotorJointRefPtr CharacterMover = buildMover(CharacterPhysicsBody);

        TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1,
                                                      spaceGroupNode.get(),
                                                      physicsWorld.get(),
                                                      physicsSpace.get()));

        TutorialWindow->connectUpdate(boost::bind(handleUpdate, _1,
                                                  CharacterPhysicsBody.get(),
                                                  CharacterMover.get()));

        // tell the manager what to manage
        sceneManager.setRoot  (rootNode);

        // show the whole rootNode
        sceneManager.showAll();

        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "03CharacterTerrain");

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

    osgExit();

    return 0;
}