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); // Material point chunk, so particles are drawn as points PointChunkRefPtr PSPointChunk = PointChunk::create(); PSPointChunk->setSize(5.0f); PSPointChunk->setSmooth(true); // Material blend chunk BlendChunkRefPtr PSBlendChunk = BlendChunk::create(); PSBlendChunk->setSrcFactor(GL_SRC_ALPHA); PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); LineChunkRefPtr PSLineChunk = LineChunk::create(); //Texture Chunk TextureObjChunkRefPtr PSTexChunk = OSG::TextureObjChunk::create(); //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(PSPointChunk); PSMaterial->addChunk(PSBlendChunk); PSMaterial->addChunk(PSLineChunk); PSMaterial->addChunk(PSTexChunk); PSMaterial->setTransparencyMode(Material::TransparencyForceTransparent); // Creating a particle generator RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create(); //Attach the function objects to the Generator ExampleGenerator->setPositionDistribution(createPositionDistribution()); ExampleGenerator->setGenerationRate(8.0); ExampleGenerator->setVelocityDistribution(createVelocityDistribution()); ExampleGenerator->setLifespanDistribution(createLifespanDistribution()); ExampleGenerator->setSizeDistribution(createSizeDistribution()); //Creating Particle System ExampleParticleSystem = OSG::ParticleSystem::create(); // add a couple temp particles so the camera is zoomed out ExampleParticleSystem->addParticle(OSG::Pnt3f(0,0,-100),OSG::Vec3f(0,1,0),OSG::Color4f(1,1,1,1),OSG::Vec3f(1,1,1),0.1,OSG::Vec3f(0,0,0),OSG::Vec3f(0,0,0)); ExampleParticleSystem->addParticle(OSG::Pnt3f(0,0,100),OSG::Vec3f(0,1,0),OSG::Color4f(1,1,1,1),OSG::Vec3f(1,1,1),0.1,OSG::Vec3f(0,0,0),OSG::Vec3f(0,0,0)); ExampleParticleSystem->setMaxParticles(200); ExampleParticleSystem->attachUpdateListener(TutorialWindow); //Creating Particle System Drawer PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create(); ExampleParticleSystemDrawer->setForcePerParticleSizing(true); // Attaching affector and generator to the particle system ExampleParticleSystem->pushToGenerators(ExampleGenerator); //Particle System Core, setting its system, drawer, and material ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create(); ParticleNodeCore->setSystem(ExampleParticleSystem); ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer); ParticleNodeCore->setMaterial(PSMaterial); // Create Trail Generator(s) // simple trail generator ExampleTrailGenerator = OSG::SimpleParticleTrailGenerator::create(); ExampleTrailGenerator->setTrailResolution(2.5f); ExampleTrailGenerator->setDrawMethod(SimpleParticleTrailGenerator::POINTS); ExampleTrailGenerator->setTrailLength(3.12); ExampleTrailGenerator->setTrailLengthMethod(ParticleTrailGenerator::TIME); ExampleTrailGenerator->setTrailResolutionMethod(ParticleTrailGenerator::DISTANCE_SPACING); ExampleTrailGenerator->setTrailMaterial(PSMaterial); // attach listener for trail generator to the particle system ExampleParticleSystem->addParticleSystemListener(ExampleTrailGenerator->getParticleSystemListener()); // Set up node with the particle system at its core NodeRefPtr ParticleNode = OSG::Node::create(); ParticleNode->setCore(ParticleNodeCore); // add the trail generator to the scene ParticleNode->addChild(ExampleTrailGenerator); // Make Main Scene Node NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(ParticleNode); mgr->setRoot(scene); // Show the whole Scene mgr->showAll(); mgr->getCamera()->setFar(10000.0f); mgr->getCamera()->setNear(0.1f); mgr->setStatistics(true); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "01ParticleTrail"); 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 << "I: Toggle drawing trails as points/lines" << 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; }