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)); // 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); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, &sceneManager, ExampleParticleSystem.get(), ExamplePSTrailGenerator.get())); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.getNavigator()->set(Pnt3f(0.0,0.0,100.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0)); sceneManager.getNavigator()->setMotionFactor(1.0f); sceneManager.getCamera()->setFar(10000.0f); sceneManager.getCamera()->setNear(0.1f); //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->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; }
// 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; }