void ParticleSystemParticleTrailGenerator::onCreate(const ParticleTrailGenerator *Id) { // assemble default material PointChunkRecPtr pointChunk = PointChunk::create(); pointChunk->setSmooth(true); BlendChunkRecPtr blendChunk = BlendChunk::create(); //Particle System Material MaterialChunkRecPtr materialChunkChunk = MaterialChunk::create(); materialChunkChunk->setAmbient(Color4f(0.5f,0.5f,0.5f,1.0f)); materialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); materialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f)); materialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); // Assembling materials ChunkMaterialRecPtr mat = ChunkMaterial::create(); mat->addChunk(materialChunkChunk); mat->addChunk(pointChunk); mat->addChunk(blendChunk); PointParticleSystemDrawerRecPtr theDrawer = PointParticleSystemDrawer::create(); theDrawer->setForcePerParticleSizing(true); ParticleSystemRecPtr newPS = ParticleSystem::create(); newPS->setDynamic(true); setParticleSystem(newPS); ParticleSystemCoreRecPtr newCore = ParticleSystemCore::create(); newCore->setSystem(newPS); newCore->setMaterial(mat); newCore->setDrawer(theDrawer); setCore(newCore); }
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)); 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; }