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->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); //Particle System 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(1.0f,1.0f,1.0f,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_NONE); ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSPointChunk); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); //Particle System ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create(); ExampleParticleSystem->addParticle(Pnt3f(0,25,0), Vec3f(0.0,0.0f,1.0f), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) ); ExampleParticleSystem->addParticle(Pnt3f(0,-25,0), Vec3f(0.0,0.0f,1.0f), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) ); ExampleParticleSystem->attachUpdateProducer(TutorialWindow); //Particle System Drawer (Point) PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create(); //Particle System Drawer (line) LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create(); ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY); ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X); ExampleLineParticleSystemDrawer->setLineLength(2.0f); ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f)); //Create a Rate Particle Generator RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create(); //Attach the function objects to the Generator ExampleGenerator->setPositionDistribution(createPositionDistribution()); ExampleGenerator->setLifespanDistribution(createLifespanDistribution()); ExampleGenerator->setGenerationRate(200); UniformParticleAffectorRecPtr ExampleUniformAffector = UniformParticleAffector::create(); ExampleUniformAffector->setMagnitude(20.0); // force which the field exerts on particles (negative = towards the air field's beacon location) NodeRefPtr UniformBeacon = Node::create(); ExampleUniformAffector->setBeacon(UniformBeacon); // set to 'emulate' from (0,0,0) ExampleUniformAffector->setDirection(Vec3f(1.0,0.0,0.0)); // direction which field is exerted ExampleUniformAffector->setMaxDistance(-1.0); // particles affected regardless of distance from ExampleUniformAffector->setAttenuation(0.0); // strength of uniform field dimishes by dist^attenuation, in this case it is constant regardless of distance ExampleUniformAffector->setParticleMass(10.0); //Attach the Generator and Affector to the Particle System ExampleParticleSystem->pushToGenerators(ExampleGenerator); ExampleParticleSystem->pushToAffectors(ExampleUniformAffector); ExampleParticleSystem->setMaxParticles(500); //Particle System Node ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); NodeRefPtr ParticleNode = Node::create(); ParticleNode->setCore(ParticleNodeCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(ParticleNode); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager, ParticleNodeCore.get(), ExamplePointParticleSystemDrawer.get(), ExampleLineParticleSystemDrawer.get(), ExampleUniformAffector.get())); sceneManager.setRoot(scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // Show the whole Scene sceneManager.showAll(); sceneManager.getCamera()->setFar(1000.0); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "19UniformFieldParticleAffector"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); BlendChunkRefPtr PSBlendChunk = BlendChunk::create(); PSBlendChunk->setSrcFactor(GL_SRC_ALPHA); PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); //Particle System Material 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 PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); Distribution3DRefPtr PositionDistribution = createPositionDistribution(); Pnt3f PositionReturnValue; //Particle System ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create(); for(UInt32 i(0) ; i<800 ; ++i)//controls how many particles are created { if(PositionDistribution != NULL) { PositionReturnValue = Pnt3f(PositionDistribution->generate()); } ExampleParticleSystem->addParticle( PositionReturnValue, Vec3f(0.0f,0.0f,1.0f), Color4f(1.0,0.0,0.0,1.0), Vec3f(10.0,10.0,10.0), -1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) //acceleration ); } ExampleParticleSystem->attachUpdateListener(TutorialWindow); //Particle System Drawer DiscParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::DiscParticleSystemDrawer::create(); ExampleParticleSystemDrawer->setSegments(16); ExampleParticleSystemDrawer->setCenterAlpha(1.0); ExampleParticleSystemDrawer->setEdgeAlpha(0.0); //Particle System Node ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); NodeRefPtr ParticleNode = OSG::Node::create(); ParticleNode->setCore(ParticleNodeCore); //AttractionNode TransformRefPtr AttractionCore = OSG::Transform::create(); Matrix AttractTransform; AttractTransform.setTranslate(0.0f, 0.0,0.0); AttractionCore->setMatrix(AttractTransform); NodeRefPtr AttractionNode = OSG::Node::create(); AttractionNode->setCore(AttractionCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(ParticleNode); scene->addChild(AttractionNode); mgr->setRoot(scene); // Show the whole Scene //mgr->showAll(); mgr->getNavigator()->set(Pnt3f(0.0,0.0,500.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0)); mgr->getNavigator()->setMotionFactor(1.0f); mgr->getCamera()->setNear(0.1f); mgr->getCamera()->setFar(1000.0f); DistanceAttractRepelParticleAffectorRefPtr ExampleDistanceAttractRepelParticleAffector = OSG::DistanceAttractRepelParticleAffector::create(); ExampleDistanceAttractRepelParticleAffector->setMinDistance(0.0); ExampleDistanceAttractRepelParticleAffector->setMaxDistance(1000.0); ExampleDistanceAttractRepelParticleAffector->setQuadratic(0.0); ExampleDistanceAttractRepelParticleAffector->setLinear(100.0); ExampleDistanceAttractRepelParticleAffector->setConstant(0.0); ExampleDistanceAttractRepelParticleAffector->setParticleSystemNode(ParticleNode); ExampleDistanceAttractRepelParticleAffector->setDistanceFromSource(DistanceAttractRepelParticleAffector::DISTANCE_FROM_NODE); ExampleDistanceAttractRepelParticleAffector->setDistanceFromNode(AttractionNode); ExampleParticleSystem->pushToAffectors(ExampleDistanceAttractRepelParticleAffector); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "11DistanceAttractRepelParticleAffector"); //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->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager)); //Particle System Material LineChunkRefPtr PSLineChunk = LineChunk::create(); PSLineChunk->setWidth(2.0f); PSLineChunk->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,0.5f)); PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,0.5f)); PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f)); PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSLineChunk); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); //Particle System ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create(); ExampleParticleSystem->addParticle(Pnt3f(-400,-400,0), Vec3f(0.0,0.0f,1.0f), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.25, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) ); ExampleParticleSystem->addParticle(Pnt3f(400,400,0), Vec3f(0.0,0.0f,1.0f), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.25, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) ); ExampleParticleSystem->attachUpdateProducer(TutorialWindow); //Particle System Drawer (Line) LineParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = LineParticleSystemDrawer::create(); ExampleParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY); ExampleParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SPEED); ExampleParticleSystemDrawer->setLineLengthScaling(0.001); ExampleParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f)); //Create a Rate Particle Generator RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create(); //Attach the function objects to the Generator ExampleGenerator->setPositionDistribution(createPositionDistribution()); ExampleGenerator->setLifespanDistribution(createLifespanDistribution()); ExampleGenerator->setGenerationRate(300.0); ExampleGenerator->setVelocityDistribution(createVelocityDistribution()); //Attach the Generator to the Particle System ExampleParticleSystem->pushToGenerators(ExampleGenerator); //Particle System Node ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); NodeRefPtr ParticleNode = Node::create(); ParticleNode->setCore(ParticleNodeCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(ParticleNode); sceneManager.setRoot(scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // 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, "03RateParticleGenerator"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Particle System Material LineChunkRefPtr PSLineChunk = LineChunk::create(); PSLineChunk->setWidth(1.0f); 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,0.3f,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); PSMaterialChunk->setLit(false); ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSLineChunk); PSMaterial->addChunk(PSMaterialChunk); PSMaterial->addChunk(PSBlendChunk); //Particle System ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create(); ExampleParticleSystem->attachUpdateListener(TutorialWindow); //Create the particles UInt32 NumParticlesToGenerate(2500); Distribution3DRefPtr PositionDistribution = createPositionDistribution(); Distribution3DRefPtr NormalDistribution = createNormalDistribution(); Distribution3DRefPtr ColorDistribution = createColorDistribution(); Distribution3DRefPtr SizeDistribution = createSizeDistribution(); Distribution1DRefPtr LifespanDistribution = createLifespanDistribution(); Distribution3DRefPtr VelocityDistribution = createVelocityDistribution(); Distribution3DRefPtr AccelerationDistribution = createAccelerationDistribution(); Pnt3f PositionReturnValue; Vec3f NormalReturnValue = Vec3f(0.0,0.0f,1.0f); Color4f ColorReturnValue = Color4f(1.0,1.0f,1.0f, 1.0f); Vec3f SizeReturnValue; Time LifespanReturnValue = -1; Vec3f VelocityReturnValue; Vec3f AccelerationReturnValue; for(UInt32 i(0) ; i< NumParticlesToGenerate ; ++i) { if(PositionDistribution != NULL) { PositionReturnValue.setValue(PositionDistribution->generate().getValues()); } if(ColorDistribution != NULL) { Vec3f ColorRGB = ColorDistribution->generate(); ColorReturnValue.setValuesRGBA(ColorRGB[0],ColorRGB[1],ColorRGB[2],1.0f); } if(SizeDistribution != NULL) { SizeReturnValue = SizeDistribution->generate(); } if(LifespanDistribution != NULL) { LifespanReturnValue = LifespanDistribution->generate(); } if(VelocityDistribution != NULL) { VelocityReturnValue = VelocityDistribution->generate(); } ExampleParticleSystem->addParticle(PositionReturnValue, NormalReturnValue, ColorReturnValue, SizeReturnValue, LifespanReturnValue, VelocityReturnValue, AccelerationReturnValue ); } //Particle System Drawer LineParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = LineParticleSystemDrawer::create(); ExampleParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY); ExampleParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X); ExampleParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f)); //Particle System Node ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); NodeRefPtr ParticleNode = Node::create(); ParticleNode->setCore(ParticleNodeCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(ParticleNode); mgr->setRoot(scene); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "02DynamicDistribution"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); BlendChunkRefPtr PSBlendChunk = BlendChunk::create(); PSBlendChunk->setSrcFactor(GL_SRC_ALPHA); PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); //Particle System Material TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create(); ImageRefPtr LoadedImage = ImageFileHandler::the()->read("./Data/Cloud.png"); QuadTextureObjChunk->setImage(LoadedImage); 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 PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(QuadTextureObjChunk); PSMaterial->addChunk(PSMaterialChunk); PSMaterial->addChunk(PSBlendChunk); //Particle System Material 2 TextureObjChunkRefPtr QuadTextureObjChunk2 = TextureObjChunk::create(); ImageRefPtr LoadedImage2 = ImageFileHandler::the()->read("./Data/Cloud.png"); QuadTextureObjChunk2->setImage(LoadedImage2); MaterialChunkRefPtr PSMaterialChunk2 = MaterialChunk::create(); PSMaterialChunk2->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f)); PSMaterialChunk2->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); PSMaterialChunk2->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f)); PSMaterialChunk2->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ChunkMaterialRefPtr PSMaterial2 = ChunkMaterial::create(); PSMaterial2->addChunk(QuadTextureObjChunk2); PSMaterial2->addChunk(PSMaterialChunk2); PSMaterial2->addChunk(PSBlendChunk); //Particle System Example1ParticleSystem = OSG::ParticleSystem::create(); Example1ParticleSystem->attachUpdateListener(TutorialWindow); Example2ParticleSystem = OSG::ParticleSystem::create(); Example2ParticleSystem->attachUpdateListener(TutorialWindow); //Particle System Drawer Example1ParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create(); Example2ParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create(); //Attach the function objects to the Generator //Generator 1 ExampleBurstGenerator = OSG::BurstParticleGenerator::create(); ExampleBurstGenerator->setPositionDistribution(createPositionDistribution()); ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution()); ExampleBurstGenerator->setBurstAmount(50.0); ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution()); ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution()); ExampleBurstGenerator->setSizeDistribution(createSizeDistribution()); //Generator 2 Example2BurstGenerator = OSG::BurstParticleGenerator::create(); Example2BurstGenerator->setPositionDistribution(createPositionDistribution()); Example2BurstGenerator->setLifespanDistribution(createLifespanDistribution()); Example2BurstGenerator->setBurstAmount(50.0); Example2BurstGenerator->setVelocityDistribution(createVelocityDistribution2()); Example2BurstGenerator->setAccelerationDistribution(createAccelerationDistribution()); Example2BurstGenerator->setSizeDistribution(createSizeDistribution()); //Particle System Node ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create(); ParticleNodeCore->setSystem(Example1ParticleSystem); ParticleNodeCore->setDrawer(Example1ParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); NodeRefPtr ParticleNode = OSG::Node::create(); ParticleNode->setCore(ParticleNodeCore); //Particle System Node2 ParticleSystemCoreRefPtr ParticleNodeCore2 = OSG::ParticleSystemCore::create(); ParticleNodeCore2->setSystem(Example2ParticleSystem); ParticleNodeCore2->setDrawer(Example2ParticleSystemDrawer); ParticleNodeCore2->setMaterial(PSMaterial2); NodeRefPtr ParticleNode2 = OSG::Node::create(); ParticleNode2->setCore(ParticleNodeCore2); //Ground Node NodeRefPtr GoundNode = makePlane(30.0,30.0,10,10); Matrix GroundTransformation; GroundTransformation.setRotate(Quaternion(Vec3f(1.0f,0.0,0.0), -3.14195f)); TransformRefPtr GroundTransformCore = Transform::create(); GroundTransformCore->setMatrix(GroundTransformation); NodeRefPtr GroundTransformNode = Node::create(); GroundTransformNode->setCore(GroundTransformCore); GroundTransformNode->addChild(GoundNode); // Make Main Scene Node and add the Torus NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(ParticleNode); scene->addChild(ParticleNode2); scene->addChild(GroundTransformNode); mgr->setRoot(scene); // Show the whole Scene mgr->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; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //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/Checker.jpg"); 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(PSMaterialChunk); PSSmokeMaterial->addChunk(QuadTextureEnvChunk); //Particle System //Rocket RocketParticleSystem = OSG::ParticleSystem::create(); RocketParticleSystem->attachUpdateListener(TutorialWindow); TutorialRocketParticleSystemListener TheRocketListener; RocketParticleSystem->addParticleSystemListener(&TheRocketListener); //smoke SmokeParticleSystem = OSG::ParticleSystem::create(); SmokeParticleSystem->attachUpdateListener(TutorialWindow); //Shrapnel ShrapnelParticleSystem = OSG::ParticleSystem::create(); ShrapnelParticleSystem->attachUpdateListener(TutorialWindow); //Fireball FireballParticleSystem = OSG::ParticleSystem::create(); FireballParticleSystem->attachUpdateListener(TutorialWindow); //Particle System Drawer //Rocket does not have a drawer because it is being attached to a special node core //Smoke SmokeParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create(); //SmokeParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.5f,0.5f)); //Shrapnel ExampleShrapnelParticleSystemDrawer = OSG::PointParticleSystemDrawer::create(); ExampleShrapnelParticleSystemDrawer->setForcePerParticleSizing(true); //Fireball ExampleFireballParticleSystemDrawer = OSG::PointParticleSystemDrawer::create(); ExampleFireballParticleSystemDrawer->setForcePerParticleSizing(true); //Particle System Node //collision node //NodeRefPtr EnvironmentNode = makeSphere(2,4.0f); Matrix EnvironmentTransformation; EnvironmentTransformation.setScale(0.1f); TransformRefPtr EnvironmentTransformCore = Transform::create(); EnvironmentTransformCore->setMatrix(EnvironmentTransformation); NodeRefPtr EnvironmentNode = Node::create(); EnvironmentNode->setCore(EnvironmentTransformCore); //EnvironmentNode->addChild(SceneFileHandler::the()->read("Data/Chloroplast.osb")); EnvironmentNode->addChild(SceneFileHandler::the()->read("Data/house.obj")); //NodeRefPtr ParticlePrototypeNode = makeTorus(1.0,4.0,16,16); NodeRefPtr RocketParticlePrototypeNode = SceneFileHandler::the()->read("Data/rocket.obj"); if(RocketParticlePrototypeNode == NULL) { RocketParticlePrototypeNode = makeTorus(.5, 2, 16, 16); } NodeParticleSystemCoreRefPtr RocketParticleNodeCore = OSG::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); TutorialParticleCollisionListener TheCollisionListener; ExampleGeometryCollisionParticleSystemAffector->addParticleGeometryCollisionListener(&TheCollisionListener); NodeRefPtr RocketParticleNode = OSG::Node::create(); RocketParticleNode->setCore(RocketParticleNodeCore); //Attach the Affector to the Rocket Particle System //RocketParticleSystem->pushToAffectors(); RocketParticleSystem->pushToSystemAffectors(ExampleGeometryCollisionParticleSystemAffector); //Smoke SmokeGenerator = OSG::RateParticleGenerator::create(); //Attach the function objects to the Generator SmokePositionDistribution = createSmokePositionDistribution(); SmokeGenerator->setPositionDistribution(SmokePositionDistribution); SmokeGenerator->setLifespanDistribution(createSmokeLifespanDistribution()); SmokeGenerator->setGenerationRate(50.0); SmokeGenerator->setVelocityDistribution(createSmokeVelocityDistribution()); //Attach the function objects the Affectors SmokeAgeFadeParticleAffector = OSG::AgeFadeParticleAffector::create(); SmokeAgeFadeParticleAffector->setFadeInTime(2.0f); SmokeAgeFadeParticleAffector->setFadeOutTime(5.0f); SmokeAgeFadeParticleAffector->setStartAlpha(0.0f); SmokeAgeFadeParticleAffector->setFadeToAlpha(0.2f); SmokeAgeFadeParticleAffector->setEndAlpha(0.0f); SmokeAgeSizeParticleAffector = OSG::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 = OSG::ParticleSystemCore::create(); SmokeParticleNodeCore->setSystem(SmokeParticleSystem); SmokeParticleNodeCore->setDrawer(SmokeParticleSystemDrawer); SmokeParticleNodeCore->setMaterial(PSSmokeMaterial); NodeRefPtr SmokeParticleNode = OSG::Node::create(); SmokeParticleNode->setCore(SmokeParticleNodeCore); //end///////////////////// //Shrapnel ShrapnelBurstGenerator = OSG::BurstParticleGenerator::create(); NodeRefPtr ShrapnelParticlePrototypeNode = SceneFileHandler::the()->read("Data/Shrapnel.obj"); NodeParticleSystemCoreRefPtr ShrapnelParticleNodeCore = OSG::NodeParticleSystemCore::create(); ShrapnelParticleNodeCore->setSystem(ShrapnelParticleSystem); ShrapnelParticleNodeCore->setPrototypeNode(ShrapnelParticlePrototypeNode); //Attach the function objects to the Generator ShrapnelPositionDistribution = createShrapnelPositionDistribution(); ShrapnelBurstGenerator->setPositionDistribution(ShrapnelPositionDistribution); ShrapnelBurstGenerator->setLifespanDistribution(createLifespanDistribution()); ShrapnelBurstGenerator->setBurstAmount(50.0); ShrapnelBurstGenerator->setVelocityDistribution(createShrapnelVelocityDistribution()); ShrapnelBurstGenerator->setAccelerationDistribution(createShrapnelAccelerationDistribution()); NodeRefPtr ShrapnelParticleNode = OSG::Node::create(); ShrapnelParticleNode->setCore(ShrapnelParticleNodeCore); //end///////////////////// //fireball FireballGenerator = OSG::BurstParticleGenerator::create(); NodeRefPtr FireballParticlePrototypeNode = SceneFileHandler::the()->read("Data/bubble.obj"); NodeParticleSystemCoreRefPtr FireballParticleNodeCore = OSG::NodeParticleSystemCore::create(); FireballParticleNodeCore->setSystem(FireballParticleSystem); FireballParticleNodeCore->setPrototypeNode(FireballParticlePrototypeNode); //Attach the function objects to the Generator FireballPositionDistribution = createFireballPositionDistribution(); FireballGenerator->setPositionDistribution(FireballPositionDistribution); FireballGenerator->setLifespanDistribution(createFireballLifespanDistribution()); FireballGenerator->setBurstAmount(100.0); FireballGenerator->setVelocityDistribution(createFireballVelocityDistribution()); FireballGenerator->setAccelerationDistribution(createFireballAccelerationDistribution()); //Attach the function objects the Affectors FireballAgeSizeParticleAffector = OSG::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 = OSG::Node::create(); FireballParticleNode->setCore(FireballParticleNodeCore); //end///////////////////// // Make Main Scene Node NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(RocketParticleNode); scene->addChild(SmokeParticleNode); scene->addChild(ShrapnelParticleNode); scene->addChild(FireballParticleNode); scene->addChild(EnvironmentNode); mgr->setRoot(scene); mgr->getNavigator()->set(Pnt3f(0.0,0.0,0.0), Pnt3f(0.0,0.0,-1.0), Vec3f(0.0,1.0,0.0)); mgr->getNavigator()->setMotionFactor(1.0f); mgr->getCamera()->setNear(0.1f); mgr->getCamera()->setFar(1000.0f); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "10RocketLauncher"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //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(0.3f,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 PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSPointChunk); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); Distribution3DRefPtr PositionDistribution = createPositionDistribution(); Distribution1DRefPtr LifespanDistribution = createLifespanDistribution(); Pnt3f PositionReturnValue; Time LifespanReturnValue = -1; //Particle System ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create(); for(UInt32 i(0) ; i<200 ; ++i)//controls how many particles are created { if(PositionDistribution != NULL) { PositionReturnValue = Pnt3f(PositionDistribution->generate()); } if(LifespanDistribution != NULL) { LifespanReturnValue = LifespanDistribution->generate(); } ExampleParticleSystem->addParticle( PositionReturnValue, Vec3f(0.0f,0.0f,1.0f), Color4f(1.0,0.0,0.0,1.0), Vec3f(1.0,1.0,1.0), LifespanReturnValue, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) //acceleration ); } ExampleParticleSystem->attachUpdateListener(TutorialWindow); //Particle System Drawer PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create(); //Create an CollectiveGravityParticleSystemAffector CollectiveGravityParticleSystemAffectorRefPtr ExampleCollectiveGravityParticleSystemAffector = OSG::CollectiveGravityParticleSystemAffector::create(); ExampleCollectiveGravityParticleSystemAffector->setParticleMass(10000000000.0f); ExampleParticleSystem->pushToSystemAffectors(ExampleCollectiveGravityParticleSystemAffector); //Particle System Node ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); NodeRefPtr ParticleNode = OSG::Node::create(); ParticleNode->setCore(ParticleNodeCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(ParticleNode); mgr->setRoot(scene); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "10GravityParticleSystemAffector"); //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->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); //Particle System Material PointChunkRefPtr PSPointChunk = PointChunk::create(); PSPointChunk->setSize(10.0f); 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->setEmission(Color4f(0.2f,0.6f,0.5f,0.3f)); PSMaterialChunkChunk->setColorMaterial(GL_NONE); //enable depth test DepthChunkRefPtr PSDepthChunk = DepthChunk::create(); ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSPointChunk); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); PSMaterial->addChunk(PSDepthChunk); //Particle System ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create(); ExampleParticleSystem->attachUpdateProducer(TutorialWindow); //Particle System Drawer //Point PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create(); //ExamplePointParticleSystemDrawer->setForcePerParticleSizing(true); //Line LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create(); ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_NORMAL);//DIRECTION_VELOCITY_CHANGE); ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X); ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(1.0,0.0)); //Quad QuadParticleSystemDrawerRecPtr ExampleQuadParticleSystemDrawer = QuadParticleSystemDrawer::create(); ExampleQuadParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.1,0.1)); ExampleQuadParticleSystemDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_PARTICLE_NORMAL,QuadParticleSystemDrawer::UP_STATIC); RateParticleGeneratorRefPtr ExampleGeneratorTheSequel = RateParticleGenerator::create(); //Attach the function objects to the Generator ExampleGeneratorTheSequel->setPositionDistribution(createPositionDistribution()); ExampleGeneratorTheSequel->setLifespanDistribution(createLifespanDistribution()); ExampleGeneratorTheSequel->setGenerationRate(300.0); ExampleGeneratorTheSequel->setVelocityDistribution(createVelocityDistribution()); //Attach the Generator to the Particle System //ExampleParticleSystem->pushToGenerators(ExampleGenerator); ExampleParticleSystem->setMaxParticles(500); ExampleParticleSystem->pushToGenerators(ExampleGeneratorTheSequel); //Particle System Node ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExampleQuadParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); ParticleNodeCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT); NodeRefPtr ParticleNode = Node::create(); ParticleNode->setCore(ParticleNodeCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(ParticleNode); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager, ParticleNodeCore.get(), ExamplePointParticleSystemDrawer.get(), ExampleLineParticleSystemDrawer.get(), ExampleQuadParticleSystemDrawer.get())); sceneManager.setRoot(scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // Show the whole Scene sceneManager.showAll(); sceneManager.getCamera()->setFar(500.0); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "14ParticleSorting"); //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->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); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // 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"); //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(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(1.0f,1.0f,1.0f,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 PSMaterial = ChunkMaterial::create(); PSMaterial->addChunk(PSPointChunk); PSMaterial->addChunk(PSMaterialChunkChunk); PSMaterial->addChunk(PSBlendChunk); //Particle System ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create(); ExampleParticleSystem->addParticle(Pnt3f(0,-100,0), Vec3f(0.0,0.0f,1.0f), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) ); ExampleParticleSystem->addParticle(Pnt3f(0,100,0), Vec3f(0.0,0.0f,1.0f), Color4f(1.0,1.0,1.0,1.0), Vec3f(1.0,1.0,1.0), 0.1, Vec3f(0.0f,0.0f,0.0f), //Velocity Vec3f(0.0f,0.0f,0.0f) ); ExampleParticleSystem->attachUpdateProducer(TutorialWindow); //Particle System Drawer (Point) PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create(); //Particle System Drawer (line) LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create(); ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY); ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X); ExampleLineParticleSystemDrawer->setLineLength(2.0f); ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f)); //Create a Rate Particle Generator RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create(); //Attach the function objects to the Generator ExampleGenerator->setPositionDistribution(createPositionDistribution()); ExampleGenerator->setLifespanDistribution(createLifespanDistribution()); ExampleGenerator->setGenerationRate(60.0); ExampleGenerator->setVelocityDistribution(createVelocityDistribution()); VortexParticleAffectorRecPtr ExampleVortexAffector = VortexParticleAffector::create(); ExampleVortexAffector->setMagnitude(20.0); ExampleVortexAffector->setVortexAxis(Vec3f(0.0,0.0,1.0)); // field rotates around z axis NodeRefPtr VortexBeacon = Node::create(); ExampleVortexAffector->setBeacon(VortexBeacon); // set to 'emulate' from (0,0,0) ExampleVortexAffector->setMaxDistance(-1.0); // particles affected regardless of distance ExampleVortexAffector->setAttenuation(0.25); // strength of uniform field dimishes by dist^attenuation //Attach the Generator and Affector to the Particle System ExampleParticleSystem->pushToGenerators(ExampleGenerator); ExampleParticleSystem->pushToAffectors(ExampleVortexAffector); ExampleParticleSystem->setMaxParticles(800); //Particle System Node ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); NodeRefPtr ParticleNode = Node::create(); ParticleNode->setCore(ParticleNodeCore); // Make Main Scene Node and add the Torus NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(ParticleNode); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager, ParticleNodeCore.get(), ExamplePointParticleSystemDrawer.get(), ExampleLineParticleSystemDrawer.get(), ExampleVortexAffector.get())); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); sceneManager.getCamera()->setFar(1000.0); std::cout << "Vortex Particle Affector Tutorial Controls:\n" << "1: Use point drawer\n" << "2: Use line drawer\n" << "3: Decrease vortex magnitude\n" << "4: Increase vortex magnitude\n" << "Ctrl + Q: Exit Tutorial"; //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "22VortexParticleAffector"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { OSG::preloadSharedObject("OSGImageFileIO"); // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); // 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 ExampleParticleSystem = OSG::ParticleSystem::create(); ExampleParticleSystem->attachUpdateListener(TutorialWindow); //Age Particle Function. Controls which image is shown when, based on the age of a particle. AgeFunc = OSG::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 - ExampleParticleSystemDrawer = OSG::QuadSequenceParticleSystemDrawer::create(); // image dimensions (in pixels) are required if there is a border on the images. ExampleParticleSystemDrawer->setImageDimensions(OSG::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(OSG::Vec2b(3,2)); // width of the border on each side of the image, in pixels. ExampleParticleSystemDrawer->setBorderOffsets(OSG::Vec2b(0,0)); // this is the age function we just created above. ExampleParticleSystemDrawer->setSequenceFunction(AgeFunc); ExampleParticleGenerator = OSG::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(2.0f); //Particle System Node ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); ParticleNodeCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT); NodeRefPtr ParticleNode = OSG::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 = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(ParticleNode); mgr->setRoot(scene); // Show the whole Scene mgr->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; }