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) { // 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; }