// Initialize WIN32 & OpenSG and set up the scene 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)); //Sound Emitter Node SoundEmitterRecPtr TheEmitter = SoundEmitter::create(); TheEmitter->attachUpdateProducer(TutorialWindow); NodeUnrecPtr TheEmitterNode = Node::create(); TheEmitterNode->setCore(TheEmitter); //Sphere Transformation Node Matrix Translate; Translate.setTranslate(0.0,0.0,-5.0); Matrix Rotation; Rotation.setRotate(Quaternion(Vec3f(0.0,1.0,0.0), 0.0)); Matrix Total(Translate); Total.mult(Rotation); TransformRecPtr TheSphereTransform = Transform::create(); TheSphereTransform->setMatrix(Total); NodeUnrecPtr SphereTransformNode = Node::create(); SphereTransformNode->setCore(TheSphereTransform); SphereTransformNode->addChild(makeSphere(2, 1.0)); SphereTransformNode->addChild(TheEmitterNode); // create the scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SphereTransformNode); // tell the manager what to manage sceneManager.setRoot (scene); CameraUnrecPtr TheCamera = sceneManager.getCamera(); TheCamera->setNear(0.1); TheCamera->setFar(100.0); //Initialize the Sound Manager SoundManager::the()->attachUpdateProducer(TutorialWindow); SoundManager::the()->setCamera(sceneManager.getCamera()); SoundRecPtr PopSound = SoundManager::the()->createSound(); PopSound->setFile(BoostPath("./Data/pop.wav")); PopSound->setVolume(1.0); PopSound->setStreaming(false); PopSound->setLooping(-1); PopSound->setEnable3D(true); PopSound->connectSoundPlayed (boost::bind(handleSoundPlayed, _1)); PopSound->connectSoundStopped (boost::bind(handleSoundStopped, _1)); PopSound->connectSoundPaused (boost::bind(handleSoundPaused, _1)); PopSound->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1)); PopSound->connectSoundLooped (boost::bind(handleSoundLooped, _1)); //Attach this sound to the emitter node TheEmitter->setSound(PopSound); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, TheEmitter.get())); TutorialWindow->connectUpdate(boost::bind(handleUpdate, _1, TheSphereTransform.get())); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "02 Sound3D Window"); //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(); // 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)); TutorialWindow->connectKeyReleased(boost::bind(keyReleased, _1)); //Make Main Scene Node NodeRefPtr scene = makeCoredNode<Group>(); setName(scene, "scene"); NodeRecPtr rootNode = Node::create(); setName(rootNode, "rootNode"); ComponentTransformRefPtr Trans = ComponentTransform::create(); rootNode->setCore(Trans); rootNode->addChild(scene); //Light Beacon Matrix LightTransformMat; LightTransformMat.setTranslate(Vec3f(50.0,0.0,100.0)); TransformRefPtr LightTransform = Transform::create(); LightTransform->setMatrix(LightTransformMat); NodeRefPtr TutorialLightBeacon = Node::create(); TutorialLightBeacon->setCore(LightTransform); //Light Node PointLightRefPtr TutorialLight = PointLight::create(); TutorialLight->setBeacon(TutorialLightBeacon); NodeRefPtr TutorialLightNode = Node::create(); TutorialLightNode->setCore(TutorialLight); scene->addChild(TutorialLightNode); scene->addChild(TutorialLightBeacon); //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(); //Setup the default collision parameters CollisionContactParametersRefPtr DefaultCollisionParams = CollisionContactParameters::createEmpty(); DefaultCollisionParams->setMode(dContactApprox1); DefaultCollisionParams->setMu(1.0); DefaultCollisionParams->setMu2(0.0); DefaultCollisionParams->setBounce(0.0); DefaultCollisionParams->setBounceSpeedThreshold(0.0); DefaultCollisionParams->setSoftCFM(0.1); DefaultCollisionParams->setSoftERP(0.2); DefaultCollisionParams->setMotion1(0.0); DefaultCollisionParams->setMotion2(0.0); DefaultCollisionParams->setMotionN(0.0); DefaultCollisionParams->setSlip1(0.0); DefaultCollisionParams->setSlip2(0.0); physicsSpace->setDefaultCollisionParameters(DefaultCollisionParams); PhysicsHandlerRecPtr physHandler = PhysicsHandler::create(); physHandler->setWorld(physicsWorld); physHandler->pushToSpaces(physicsSpace); physHandler->setUpdateNode(rootNode); physHandler->attachUpdateProducer(TutorialWindow); rootNode->addAttachment(physHandler); rootNode->addAttachment(physicsWorld); rootNode->addAttachment(physicsSpace); /************************************************************************/ /* create spaces, geoms and bodys */ /************************************************************************/ //create a group for our space GroupRefPtr spaceGroup; NodeRecPtr spaceGroupNode = makeCoredNode<Group>(&spaceGroup); //create the ground terrain GeometryRefPtr TerrainGeo = buildTerrain(Vec2f(400.0,400.0),25,25); //and its Material SimpleMaterialRefPtr TerrainMat = SimpleMaterial::create(); TerrainMat->setAmbient(Color3f(0.3,0.5,0.3)); TerrainMat->setDiffuse(Color3f(0.5,0.9,0.5)); TerrainGeo->setMaterial(TerrainMat); NodeRefPtr TerrainNode = Node::create(); TerrainNode->setCore(TerrainGeo); //create ODE data PhysicsGeomRefPtr TerrainODEGeom = PhysicsTriMeshGeom::create(); //add geom to space for collision TerrainODEGeom->setSpace(physicsSpace); //set the geometryNode to fill the ode-triMesh dynamic_pointer_cast<PhysicsTriMeshGeom>(TerrainODEGeom)->setGeometryNode(TerrainNode); //add attachments //add Attachments to nodes... spaceGroupNode->addAttachment(physicsSpace); spaceGroupNode->addChild(TerrainNode); TerrainNode->addAttachment(TerrainODEGeom); TutorialLightNode->addChild(spaceGroupNode); //Create Character PhysicsBodyRefPtr CharacterPhysicsBody = buildCharacter(Vec3f(5.0,5.0,10.0), Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0), spaceGroupNode, physicsWorld, physicsSpace); PhysicsLMotorJointRefPtr CharacterMover = buildMover(CharacterPhysicsBody); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, spaceGroupNode.get(), physicsWorld.get(), physicsSpace.get())); TutorialWindow->connectUpdate(boost::bind(handleUpdate, _1, CharacterPhysicsBody.get(), CharacterMover.get())); // tell the manager what to manage sceneManager.setRoot (rootNode); // show the whole rootNode sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "03CharacterTerrain"); //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; }