virtual void keyPressed(const KeyEventUnrecPtr e) { if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_COMMAND) { TutorialWindow->closeWindow(); } switch(e->getKey()) { case KeyEvent::KEY_SPACE: TheAnimation->pause(!TheAnimation->isPaused()); break; case KeyEvent::KEY_ENTER: TheAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TheAnimation->start(); break; case KeyEvent::KEY_1: dynamic_pointer_cast<FieldAnimation>(TheAnimation)->setInterpolationType(Animator::STEP_INTERPOLATION); break; case KeyEvent::KEY_2: dynamic_pointer_cast<FieldAnimation>(TheAnimation)->setInterpolationType(Animator::LINEAR_INTERPOLATION); break; case KeyEvent::KEY_3: dynamic_pointer_cast<FieldAnimation>(TheAnimation)->setInterpolationType(Animator::CUBIC_INTERPOLATION); break; } }
virtual void keyPressed(const KeyEventUnrecPtr e) { if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_COMMAND) { TutorialWindow->closeWindow(); } switch(e->getKey()) { case KeyEvent::KEY_SPACE: TheAnimationGroup->pause(!TheAnimationGroup->isPaused()); break; case KeyEvent::KEY_ENTER: TheAnimationGroup->attachUpdateProducer(TutorialWindow->editEventProducer()); TheAnimationGroup->start(); break; case KeyEvent::KEY_MINUS: TheAnimationGroup->setScale(osgMax(TheAnimationGroup->getScale()-0.1f, 0.0f)); break; case KeyEvent::KEY_PLUS: case KeyEvent::KEY_EQUALS: TheAnimationGroup->setScale(osgMax(TheAnimationGroup->getScale()+0.1f, 0.0f)); break; } }
void setupAnimation(void) { //Color Keyframe Sequence KeyframeColorSequenceUnrecPtr ColorKeyframes = KeyframeColorSequenceColor3f::create(); ColorKeyframes->addKeyframe(Color4f(1.0f,0.0f,0.0f,1.0f),0.0f); ColorKeyframes->addKeyframe(Color4f(0.0f,1.0f,0.0f,1.0f),2.0f); ColorKeyframes->addKeyframe(Color4f(0.0f,0.0f,1.0f,1.0f),4.0f); ColorKeyframes->addKeyframe(Color4f(1.0f,0.0f,0.0f,1.0f),6.0f); //Animator KeyframeAnimatorUnrecPtr TheAnimator = KeyframeAnimator::create(); TheAnimator->setKeyframeSequence(ColorKeyframes); //Animation TheAnimation = FieldAnimation::create(); TheAnimation->setAnimator(TheAnimator); TheAnimation->setInterpolationType(Animator::LINEAR_INTERPOLATION); TheAnimation->setCycling(-1); TheAnimation->setAnimatedMultiField(TutorialBackground, std::string("color"), 1); //Animation Listener TheAnimation->addAnimationListener(&TheAnimationListener); TheAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TheAnimation->start(); }
virtual void keyPressed(const KeyEventUnrecPtr e) { if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL) { TutorialWindow->closeWindow(); } }
void setupAnimation(void) { //Read animation data from XML file FCFileType::FCPtrStore NewContainers; NewContainers = FCFileHandler::the()->read(BoostPath("./Data/15TestAnimations.xml")); FCFileType::FCPtrStore::iterator Itor; for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor) { if( (*Itor)->getType().isDerivedFrom(Animation::getClassType())) { //Set the animation to the one we just read in TheAnimation = (dynamic_pointer_cast<Animation>(*Itor)); } else if( (*Itor)->getType() == (SimpleMaterial::getClassType())) { //Set torus material TheTorusMaterial = (dynamic_pointer_cast<SimpleMaterial>(*Itor)); //Attach torus material to torus geometry TorusGeometry->setMaterial(TheTorusMaterial); } } TheAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TheAnimation->start(); }
void initAnimations(FieldContainerUnrecPtr AnimatedObject, std::string AnimatedField) { //Main Animation TheAnimation = createColorAnimation(AnimatedObject, AnimatedField); TheAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TheAnimation->start(); }
virtual void keyPressed(const KeyEventUnrecPtr e) { //Exit if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_COMMAND) { TutorialWindow->closeWindow(); } //Toggle animation if(e->getKey() == KeyEvent::KEY_SPACE) { if(animationPaused) animationPaused = false; else animationPaused = true; } //Toggle bind pose if(e->getKey() == KeyEvent::KEY_B) { //Toggle skeleton if(dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->getDrawBindPose() == false) { dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawBindPose(true); } else { dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawBindPose(false); } } //Toggle current pose if(e->getKey() == KeyEvent::KEY_P) { //Toggle skeleton if(dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->getDrawPose() == false) { dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawPose(true); } else { dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawPose(false); } } //Switch animation if(e->getKey() == KeyEvent::KEY_1) { TheCurrentAnimation = TheJointAnimation; } else if(e->getKey() == KeyEvent::KEY_2) { TheCurrentAnimation = TheChildJointAnimation; } }
void setupAnimation(void) { std::vector<BoostPath> _ImagePaths; _ImagePaths.push_back(BoostPath("./Data/Anim001.jpg")); _ImagePaths.push_back(BoostPath("./Data/Anim002.jpg")); _ImagePaths.push_back(BoostPath("./Data/Anim003.jpg")); _ImagePaths.push_back(BoostPath("./Data/Anim004.jpg")); _ImagePaths.push_back(BoostPath("./Data/Anim005.jpg")); //Make the textures for(UInt32 i(0) ; i<_ImagePaths.size(); ++i) { ImageUnrecPtr AnimFrameImage = ImageFileHandler::the()->read(_ImagePaths[i].string().c_str()); _Images.push_back(AnimFrameImage); } TextureObjChunkUnrecPtr AnimFrameTexture = TextureObjChunk::create(); AnimFrameTexture->setImage(_Images.front()); //Box Material MaterialChunkUnrecPtr TheMaterialChunk = MaterialChunk::create(); TheMaterialChunk->setAmbient(Color4f(0.4,0.4,0.4,1.0)); TheMaterialChunk->setDiffuse(Color4f(0.8,0.8,0.8,1.0)); TheMaterialChunk->setSpecular(Color4f(1.0,1.0,1.0,1.0)); TheBoxMaterial = ChunkMaterial::create(); TheBoxMaterial->addChunk(AnimFrameTexture); //Texture Keyframe Sequence KeyframeFCPtrSequenceUnrecPtr TextureKeyframes = KeyframeFCPtrSequenceImage::create(); for(UInt32 i(0) ; i<_Images.size(); ++i) { TextureKeyframes->addKeyframe(_Images[i],static_cast<Real32>(i)*0.5f); } //Animator TutorialTextureAnimator = KeyframeAnimator::create(); TutorialTextureAnimator->setKeyframeSequence(TextureKeyframes); //Animation TutorialTextureAnimation = FieldAnimation::create(); TutorialTextureAnimation->setAnimator(TutorialTextureAnimator); TutorialTextureAnimation->setInterpolationType(Animator::STEP_INTERPOLATION); TutorialTextureAnimation->setCycling(-1); TutorialTextureAnimation->setAnimatedField(AnimFrameTexture,TextureObjChunk::ImageFieldId); //Animation Listener TutorialTextureAnimation->addAnimationListener(&TutorialTextureAnimationListener); TutorialTextureAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TutorialTextureAnimation->start(); }
virtual void keyTyped(const KeyEventUnrecPtr e) { if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL) { TheWindowEventProducer->closeWindow(); } switch(e->getKey()) { case KeyEvent::KEY_1: case KeyEvent::KEY_2: case KeyEvent::KEY_3: case KeyEvent::KEY_4: case KeyEvent::KEY_5: case KeyEvent::KEY_6: case KeyEvent::KEY_7: case KeyEvent::KEY_8: case KeyEvent::KEY_9: { UInt8 Index(e->getKeyChar() - '1'); if(Index < Sounds.size()) { Sounds[Index]->play(); } } break; case KeyEvent::KEY_P: SoundGroups[0]->pause(); break; case KeyEvent::KEY_U: SoundGroups[0]->unpause(); break; case KeyEvent::KEY_MINUS: { Real32 Volume(SoundGroups[0]->getVolume()); Volume -= 0.1; if(Volume < 0.0) Volume = 0.0; SoundGroups[0]->setVolume(Volume); } break; case KeyEvent::KEY_EQUALS: { Real32 Volume(SoundGroups[0]->getVolume()); Volume += 0.1; if(Volume > 1.0) Volume = 1.0; SoundGroups[0]->setVolume(Volume); } break; } }
virtual void keyPressed(const KeyEventUnrecPtr e) { //Exit if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL) { TutorialWindow->closeWindow(); } //Toggle animation if(e->getKey() == KeyEvent::KEY_SPACE) { if(animationPaused) animationPaused = false; else animationPaused = true; } }
virtual void keyPressed(const KeyEventUnrecPtr e) { if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_COMMAND) { TutorialWindow->closeWindow(); } switch(e->getKey()) { case KeyEvent::KEY_S: { allPhysicsBodies.push_back(buildSphere()); } break; case KeyEvent::KEY_B: { allPhysicsBodies.push_back(buildBox()); } break; case KeyEvent::KEY_E: makeExplosion(Pnt3f(0.0f,0.0f,-5.0f), 1280.0f); break; case KeyEvent::KEY_1: makeExplosion(Pnt3f(0.0f,0.0f,-5.0f), 20.0f); break; case KeyEvent::KEY_2: makeExplosion(Pnt3f(0.0f,0.0f,-5.0f), 80.0f); break; case KeyEvent::KEY_3: makeExplosion(Pnt3f(0.0f,0.0f,-5.0f), 320.0f); break; case KeyEvent::KEY_4: makeExplosion(Pnt3f(0.0f,0.0f,-5.0f), 1280.0f); break; case KeyEvent::KEY_5: makeExplosion(Pnt3f(0.0f,0.0f,-5.0f), 5120.0f); break; case KeyEvent::KEY_6: makeExplosion(Pnt3f(0.0f,0.0f,-5.0f), 20480.0f); break; } }
void setupAnimation(void) { //Number Keyframe Sequence KeyframeNumberSequenceReal32UnrecPtr XTransKeyframes = KeyframeNumberSequenceReal32::create(); XTransKeyframes->addKeyframe(1.0,0.0f); XTransKeyframes->addKeyframe(5.0,2.0f); XTransKeyframes->addKeyframe(-5.0,4.0f); XTransKeyframes->addKeyframe(1.0,6.0f); KeyframeNumberSequenceReal32UnrecPtr YRotKeyframes = KeyframeNumberSequenceReal32::create(); YRotKeyframes->addKeyframe(0.0,0.0f); YRotKeyframes->addKeyframe(45.0,2.0f); YRotKeyframes->addKeyframe(0.0,4.0f); KeyframeNumberSequenceReal32UnrecPtr ZScaleKeyframes = KeyframeNumberSequenceReal32::create(); ZScaleKeyframes->addKeyframe(1.0,0.0f); ZScaleKeyframes->addKeyframe(2.0,2.0f); ZScaleKeyframes->addKeyframe(3.0,4.0f); ZScaleKeyframes->addKeyframe(1.0,6.0f); //Animator TransformAnimatorUnrecPtr TheAnimator = TransformAnimator::create(); TheAnimator->setXTranslationSequence(XTransKeyframes); TheAnimator->setXRotationSequence(YRotKeyframes); TheAnimator->setYRotationSequence(YRotKeyframes); //TheAnimator->setZRotationSequence(YRotKeyframes); TheAnimator->setZScaleSequence(ZScaleKeyframes); //Animation TheAnimation = FieldAnimation::create(); TheAnimation->setAnimator(TheAnimator); TheAnimation->setInterpolationType(Animator::LINEAR_INTERPOLATION); TheAnimation->setCycling(2); TheAnimation->setAnimatedField(TorusNodeTrans, std::string("matrix")); //Animation Listener TheAnimation->addAnimationListener(&TheAnimationListener); TheAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TheAnimation->start(); }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener 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); //Setup the Animation setupAnimation(); //Box Geometry GeometryUnrecPtr BoxGeometry = makeBoxGeo(1.0,1.0,1.0,1,1,1); BoxGeometry->setMaterial(TheBoxMaterial); NodeUnrecPtr BoxGeometryNode = Node::create(); BoxGeometryNode->setCore(BoxGeometry); //Make Box Node NodeUnrecPtr BoxNode = Node::create(); TransformUnrecPtr BoxNodeTrans; BoxNodeTrans = Transform::create(); BoxNode->setCore(BoxNodeTrans); BoxNode->addChild(BoxGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans; Trans = ComponentTransform::create(); scene->setCore(Trans); // add the torus as a child scene->addChild(BoxNode); // tell the manager what to manage 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, "05TextureAnimation"); //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); //Add Window Listener 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); //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); //Read skeleton from XML file FCFileType::FCPtrStore NewContainers; NewContainers = FCFileHandler::the()->read(BoostPath("./Data/16Skeleton.xml")); SkeletonUnrecPtr ExampleSkeleton; FCFileType::FCPtrStore::iterator Itor; for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor) { //Only import skeleton data; we ignore anything else saved in the XML file if( (*Itor)->getType() == (Skeleton::getClassType())) { //Set the Skeleton to the one we just read in ExampleSkeleton = (dynamic_pointer_cast<Skeleton>(*Itor)); } } //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); //Skeleton Particle System Node NodeUnrecPtr SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); //Torus Node NodeUnrecPtr TorusNode = makeTorus(.5, 2, 32, 32); // Make Main Scene Node and add the Torus NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); //scene->addChild(TorusNode); scene->addChild(makeCoordAxis(10.0)); mgr->setRoot(scene); mgr->turnHeadlightOff(); // Show the whole Scene mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "16LoadXMLSkeleton"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
virtual void keyPressed(const KeyEventUnrecPtr e) { //Exit if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_COMMAND) { TutorialWindow->closeWindow(); } //Toggle animation if(e->getKey() == KeyEvent::KEY_SPACE) { if(animationPaused) animationPaused = false; else animationPaused = true; } //Toggle bind pose if(e->getKey() == KeyEvent::KEY_B) { if(e->getModifiers() & KeyEvent::KEY_MODIFIER_SHIFT) { //Toggle mesh if(UnboundGeometry->getTravMask() == 0) { UnboundGeometry->setTravMask(1); } else { UnboundGeometry->setTravMask(0); } } else { //Toggle skeleton if(dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->getDrawBindPose() == false) { dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawBindPose(true); } else { dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawBindPose(false); } } } //Toggle current pose if(e->getKey() == KeyEvent::KEY_P) { if(e->getModifiers() & KeyEvent::KEY_MODIFIER_SHIFT) { //Toggle mesh if(MeshNode->getTravMask() == 0) { MeshNode->setTravMask(1); } else { MeshNode->setTravMask(0); } } else { //Toggle skeleton if(dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->getDrawPose() == false) { dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawPose(true); } else { dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawPose(false); } } } }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener 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); //Shader Material BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); //Material Chunk MaterialChunkUnrecPtr ShaderMaterialChunk = MaterialChunk::create(); ShaderMaterialChunk->setAmbient(Color4f(0.4f,0.4f,0.4f,1.0f)); ShaderMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); ShaderMaterialChunk->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f)); //Shader Chunk SimpleSHLChunkUnrecPtr TheSHLChunk = SimpleSHLChunk::create(); TheSHLChunk->setVertexProgram(createSHLVertexProg()); TheSHLChunk->setFragmentProgram(createSHLFragProg()); //Color Parameter ShaderVariableVec4fUnrecPtr Color1Parameter = ShaderVariableVec4f::create(); Color1Parameter->setName("Color1"); Color1Parameter->setValue(Vec4f(0.0f,1.0f,0.0f,1.0f)); ShaderVariableVec4fUnrecPtr Color2Parameter = ShaderVariableVec4f::create(); Color2Parameter->setName("Color2"); Color2Parameter->setValue(Vec4f(1.0f,1.0f,1.0f,1.0f)); //Shader Parameter Chunk SHLParameterChunkUnrecPtr SHLParameters = SHLParameterChunk::create(); SHLParameters->getParameters().push_back(Color1Parameter); SHLParameters->getParameters().push_back(Color2Parameter); SHLParameters->setSHLChunk(TheSHLChunk); ChunkMaterialUnrecPtr ShaderMaterial = ChunkMaterial::create(); ShaderMaterial->addChunk(ShaderMaterialChunk); ShaderMaterial->addChunk(TheSHLChunk); ShaderMaterial->addChunk(SHLParameters); //Torus Node GeometryUnrecPtr TorusGeometry = makeTorusGeo(5.0f,20.0f, 32,32); TorusGeometry->setMaterial(ShaderMaterial); NodeUnrecPtr TorusNode = Node::create(); TorusNode->setCore(TorusGeometry); // Make Main Scene Node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusNode); mgr->setRoot(scene); // Show the whole Scene mgr->showAll(); //Create the Animations initAnimations(Color1Parameter, "value"); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04ShaderAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener 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); //Torus Node NodeUnrecPtr TorusGeometryNode = makeTorus(.5, 2, 32, 32); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans; TorusNodeTrans = Transform::create(); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans; Trans = ComponentTransform::create(); scene->setCore(Trans); // add the torus as a child scene->addChild(TorusNode); //Make a gradient Background TutorialBackground = GradientBackground::create(); TutorialBackground->addLine(Color3f(1.0,0.0,0.0),0.0); TutorialBackground->addLine(Color3f(0.0,1.0,0.0),0.5); TutorialBackground->addLine(Color3f(0.0,0.0,1.0),1.0); setName(TutorialBackground, std::string("TutorialGradientBackground")); setupAnimation(); // tell the manager what to manage mgr->setRoot (scene); mgr->getWindow()->getPort(0)->setBackground(TutorialBackground); // 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, "03MFieldAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
void setupAnimation(JointUnrecPtr TheJoint, JointUnrecPtr TheChildJoint) { //Create an animation for TheJoint //TheJoint Transformation keyframes (we'll animate TheJoint's translation) Matrix transform = TheJoint->getJointTransformation(); KeyframeTransformationSequenceUnrecPtr TheJointTranformationKeyframes = KeyframeTransformationSequenceMatrix4f::create(); transform.setTranslate(0.0f,0.0f,0.0f); TheJointTranformationKeyframes->addKeyframe(transform, 0.0f); transform.setTranslate(2.0f,0.0f,0.0f); TheJointTranformationKeyframes->addKeyframe(transform, 2.0f); transform.setTranslate(1.0f,0.0f,0.0f); TheJointTranformationKeyframes->addKeyframe(transform, 4.0f); transform.setTranslate(3.0f,0.0f,0.0f); TheJointTranformationKeyframes->addKeyframe(transform, 6.0f); transform = TheJoint->getJointTransformation(); transform.setTranslate(0.0f,0.0f,0.0f); TheJointTranformationKeyframes->addKeyframe(transform, 8.0f); //TheJoint Animator AnimatorUnrecPtr TheJointAnimator = KeyframeAnimator::create(); dynamic_pointer_cast<KeyframeAnimator>(TheJointAnimator)->setKeyframeSequence(TheJointTranformationKeyframes); //TheJoint Animation TheJointAnimation = FieldAnimation::create(); dynamic_pointer_cast<FieldAnimation>(TheJointAnimation)->setAnimator(TheJointAnimator); dynamic_pointer_cast<FieldAnimation>(TheJointAnimation)->setInterpolationType(Animator::CUBIC_INTERPOLATION); dynamic_pointer_cast<FieldAnimation>(TheJointAnimation)->setCycling(-1); dynamic_pointer_cast<FieldAnimation>(TheJointAnimation)->setAnimatedField(TheJoint, std::string("JointTransformation")); TheJointAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TheJointAnimation->start(); //Create an animation for TheChildJoint //TheChildJoint Transformation keyframes (we'll animate TheChildJoint's rotation) transform = TheChildJoint->getJointTransformation(); KeyframeTransformationSequenceUnrecPtr TheChildJointTransformationKeyframes = KeyframeTransformationSequenceMatrix4f::create(); TheChildJointTransformationKeyframes->addKeyframe(transform, 0.0f); transform.setRotate(Quaternion(Vec3f(0.0,1.0,0.0),0.0)); TheChildJointTransformationKeyframes->addKeyframe(transform, 2.0f); transform.setRotate(Quaternion(Vec3f(0.0,1.0,0.0),0.5*Pi)); TheChildJointTransformationKeyframes->addKeyframe(transform, 4.0f); transform.setRotate(Quaternion(Vec3f(0.0,1.0,0.0),Pi)); TheChildJointTransformationKeyframes->addKeyframe(transform, 6.0f); transform.setRotate(Quaternion(Vec3f(0.0,1.0,0.0),1.5*Pi)); TheChildJointTransformationKeyframes->addKeyframe(transform, 8.0f); transform.setRotate(Quaternion(Vec3f(0.0,1.0,0.0),2.0*Pi)); TheChildJointTransformationKeyframes->addKeyframe(transform, 10.0f); //TheChildJoint Animator AnimatorUnrecPtr TheChildJointAnimator = KeyframeAnimator::create(); dynamic_pointer_cast<KeyframeAnimator>(TheChildJointAnimator)->setKeyframeSequence(TheChildJointTransformationKeyframes); //TheChildJoint Animation TheChildJointAnimation = FieldAnimation::create(); dynamic_pointer_cast<FieldAnimation>(TheChildJointAnimation)->setAnimator(TheChildJointAnimator); dynamic_pointer_cast<FieldAnimation>(TheChildJointAnimation)->setInterpolationType(Animator::CUBIC_INTERPOLATION); dynamic_pointer_cast<FieldAnimation>(TheChildJointAnimation)->setCycling(-1); dynamic_pointer_cast<FieldAnimation>(TheChildJointAnimation)->setAnimatedField(TheChildJoint, std::string("JointTransformation")); TheChildJointAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TheChildJointAnimation->start(); }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener 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); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "1 Play first example animation" << std::endl; std::cout << "2 Play second example animation" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); GeometryRefPtr SphereGeometry = makeSphereGeo(2, 0.25f); GeometryRefPtr BoxGeometry = makeBoxGeo(0.5f,0.5f,0.5f,1,1,1); //Skeleton SkeletonBlendedGeometryUnrecPtr ExampleSkeleton = SkeletonBlendedGeometry::create(); //Joint JointRecPtr ExampleRootJoint = Joint::create(); //Add this joint to the skeleton ExampleSkeleton->pushToJoints(ExampleRootJoint, Matrix()); NodeRecPtr ExampleRootJointNode = makeNodeFor(ExampleRootJoint); NodeRecPtr TempRootJointNode = ExampleRootJointNode; NodeRefPtr GeoNode = makeNodeFor(BoxGeometry); TempRootJointNode->addChild(GeoNode); Matrix TempMat; //Create a set of randomly placed child joints for (Real32 i = 0.0f; i < 5.0f; ++i) { JointRecPtr ExampleChildJoint = Joint::create(); NodeRecPtr ExampleChildJointNode = makeNodeFor(ExampleChildJoint); GeoNode = makeNodeFor(SphereGeometry); ExampleChildJointNode->addChild(GeoNode); //TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f)); switch((static_cast<UInt32>(i) % 3)) { case 0: TempMat.setTranslate(2.0f,0.0f,0.0f); break; case 1: TempMat.setTranslate(0.0f,2.0f,0.0f); break; case 2: TempMat.setTranslate(0.0f,0.0f,2.0f); break; } //Set bind and current transformations to TempMat (calculated above) ExampleChildJoint->setJointTransformation(TempMat); //Add ExampleChildJoint as a child to the previous joint TempRootJointNode->addChild(ExampleChildJointNode);//add a Child to the root joint //ExampleChildJoint will be the next parent joint TempRootJointNode = ExampleChildJointNode; //Add this joint to the skeleton Matrix InvBind(TempRootJointNode->getToWorld()); InvBind.invert(); ExampleSkeleton->pushToJoints(ExampleChildJoint, InvBind); } //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we won't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When the skeleton's bind pose is rendered, it will be green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose is rendered in blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); //Create scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); scene->addChild(ExampleRootJointNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(ExampleRootJoint, dynamic_cast<Joint*>(ExampleRootJointNode->getChild(1)->getCore())); //Set the currently playing animation to TheJointAnimation (can be switched at runtime via a key command) TheCurrentAnimation = TheJointAnimation; // 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, "11BoneAnimation"); //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); //Add Window Listener 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); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "1 Play first example animation" << std::endl; std::cout << "2 Play second example animation" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //Joint JointUnrecPtr ExampleRootJoint = Joint::create(); JointUnrecPtr TempRootJoint; TempRootJoint = ExampleRootJoint; Matrix TempMat; //Create a set of randomly placed joints for (Real32 i = 1.0f; i < 9.0f; i++) { JointUnrecPtr ExampleChildJoint; TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f)); ExampleChildJoint = Joint::create(); //create a joint called ExampleChildJoint //Set ExampleChildJoint's current and bind transformations to TempMat (calculated above) ExampleChildJoint->setRelativeTransformation(TempMat); ExampleChildJoint->setBindRelativeTransformation(TempMat); ExampleChildJoint->setUseParentTranslation(true); //Add ExampleChildJoint as a child to the previously created joint TempRootJoint->pushToChildJoints(ExampleChildJoint);//add a Child to the previous joint //ExampleChildJoint will be the next parent joint TempRootJoint = TempRootJoint->getChildJoints(0); } //Skeleton SkeletonUnrecPtr ExampleSkeleton = Skeleton::create(); ExampleSkeleton->pushToRootJoints(ExampleRootJoint); //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we won't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When the skeleton's bind pose is rendered, it will be green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose is rendered in blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); //Create scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(ExampleRootJoint, ExampleRootJoint->getChildJoints(0)); //Set the currently playing animation to TheJointAnimation (can be switched at runtime via a key command) TheCurrentAnimation = TheJointAnimation; // 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, "11BoneAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
void setupAnimation(void) { Matrix TempMat; //We create an animation and an animator for each joint we wish to animate //Left Elbow KeyframeTransformationSequenceUnrecPtr LeftElbowKeyframes = KeyframeTransformationSequenceMatrix4f::create(); //Make keyframes TempMat.setTransform(Vec3f(2.0,0.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); LeftElbowKeyframes->addKeyframe(TempMat,0.0f); TempMat.setTransform(Vec3f(2.0,0.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),1.57f)); LeftElbowKeyframes->addKeyframe(TempMat,3.0f); TempMat.setTransform(Vec3f(2.0,0.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); LeftElbowKeyframes->addKeyframe(TempMat,6.0f); //Left Elbow Animator KeyframeAnimatorUnrecPtr LeftElbowAnimator = KeyframeAnimator::create(); LeftElbowAnimator->setKeyframeSequence(LeftElbowKeyframes); //Right Elbow KeyframeTransformationSequenceUnrecPtr RightElbowKeyframes = KeyframeTransformationSequenceMatrix4f::create(); //Make keyframes TempMat.setTransform(Vec3f(-2.0,0.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); RightElbowKeyframes->addKeyframe(TempMat,0.0f); TempMat.setTransform(Vec3f(-2.0,0.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),-1.57f)); RightElbowKeyframes->addKeyframe(TempMat,3.0f); TempMat.setTransform(Vec3f(-2.0,0.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); RightElbowKeyframes->addKeyframe(TempMat,6.0f); //Right Elbow Animator KeyframeAnimatorUnrecPtr RightElbowAnimator = KeyframeAnimator::create(); RightElbowAnimator->setKeyframeSequence(RightElbowKeyframes); //Left Shoulder KeyframeTransformationSequenceUnrecPtr LeftShoulderKeyframes = KeyframeTransformationSequenceMatrix4f::create(); //Make keyframes TempMat.setTransform(Vec3f(1.0,-0.5,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); LeftShoulderKeyframes->addKeyframe(TempMat,0.0f); TempMat.setTransform(Vec3f(1.0,-0.5,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.4f)); LeftShoulderKeyframes->addKeyframe(TempMat,3.0f); TempMat.setTransform(Vec3f(1.0,-0.5,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); LeftShoulderKeyframes->addKeyframe(TempMat,6.0f); //Left Shoulder Animator KeyframeAnimatorUnrecPtr LeftShoulderAnimator = KeyframeAnimator::create(); LeftShoulderAnimator->setKeyframeSequence(LeftShoulderKeyframes); //Right Shoulder KeyframeTransformationSequenceUnrecPtr RightShoulderKeyframes = KeyframeTransformationSequenceMatrix4f::create(); //Make keyframes TempMat.setTransform(Vec3f(-1.0,-0.5,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); RightShoulderKeyframes->addKeyframe(TempMat,0.0f); TempMat.setTransform(Vec3f(-1.0,-0.5,0.0),Quaternion(Vec3f(0.0,0.0,1.0),-0.4f)); RightShoulderKeyframes->addKeyframe(TempMat,3.0f); TempMat.setTransform(Vec3f(-1.0,-0.5,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); RightShoulderKeyframes->addKeyframe(TempMat,6.0f); //Right Shoulder Animator KeyframeAnimatorUnrecPtr RightShoulderAnimator = KeyframeAnimator::create(); RightShoulderAnimator->setKeyframeSequence(RightShoulderKeyframes); //Left Hip KeyframeTransformationSequenceUnrecPtr LeftHipKeyframes = KeyframeTransformationSequenceMatrix4f::create(); //Make keyframes TempMat.setTransform(Vec3f(1.0,-1.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); LeftHipKeyframes->addKeyframe(TempMat,0.0f); TempMat.setTransform(Vec3f(1.0,-1.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.4f)); LeftHipKeyframes->addKeyframe(TempMat,3.0f); TempMat.setTransform(Vec3f(1.0,-1.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); LeftHipKeyframes->addKeyframe(TempMat,6.0f); //Left Hip Animator KeyframeAnimatorUnrecPtr LeftHipAnimator = KeyframeAnimator::create(); LeftHipAnimator->setKeyframeSequence(LeftHipKeyframes); //Right Hip KeyframeTransformationSequenceUnrecPtr RightHipKeyframes = KeyframeTransformationSequenceMatrix4f::create(); //Make keyframes TempMat.setTransform(Vec3f(-1.0,-1.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); RightHipKeyframes->addKeyframe(TempMat,0.0f); TempMat.setTransform(Vec3f(-1.0,-1.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),-0.4f)); RightHipKeyframes->addKeyframe(TempMat,3.0f); TempMat.setTransform(Vec3f(-1.0,-1.0,0.0),Quaternion(Vec3f(0.0,0.0,1.0),0.0f)); RightHipKeyframes->addKeyframe(TempMat,6.0f); //Right Hip Animator KeyframeAnimatorUnrecPtr RightHipAnimator = KeyframeAnimator::create(); RightHipAnimator->setKeyframeSequence(RightHipKeyframes); //Clavicle KeyframeTransformationSequenceUnrecPtr ClavicleKeyframes = KeyframeTransformationSequenceMatrix4f::create(); //Make keyframes TempMat.setTransform(Vec3f(0.0,5.0,0.0)); ClavicleKeyframes->addKeyframe(TempMat,0.0f); TempMat.setTransform(Vec3f(0.0,3.0,0.0)); ClavicleKeyframes->addKeyframe(TempMat,2.0f); TempMat.setTransform(Vec3f(0.0,3.0,0.0)); ClavicleKeyframes->addKeyframe(TempMat,4.0f); TempMat.setTransform(Vec3f(0.0,5.0,0.0)); ClavicleKeyframes->addKeyframe(TempMat,6.0f); //Clavicle Animator KeyframeAnimatorUnrecPtr ClavicleAnimator = KeyframeAnimator::create(); ClavicleAnimator->setKeyframeSequence(ClavicleKeyframes); //Skeleton Animation TheSkeletonAnimation = SkeletonAnimation::create(); //Add the animators we just made to the skeleton animation TheSkeletonAnimation->addTransformationAnimator(LeftElbowAnimator, LeftElbow); //Here we tell the skeleton animation the it should use the animator LeftElbowAnimator to animate the joint LeftElbow TheSkeletonAnimation->addTransformationAnimator(RightElbowAnimator, RightElbow); TheSkeletonAnimation->addTransformationAnimator(LeftShoulderAnimator, LeftShoulder); TheSkeletonAnimation->addTransformationAnimator(RightShoulderAnimator, RightShoulder); TheSkeletonAnimation->addTransformationAnimator(LeftHipAnimator, LeftHip); TheSkeletonAnimation->addTransformationAnimator(RightHipAnimator, RightHip); TheSkeletonAnimation->addTransformationAnimator(ClavicleAnimator, Clavicle); TheSkeletonAnimation->setSkeleton(ExampleSkeleton); TheSkeletonAnimation->attachUpdateProducer(TutorialWindow->editEventProducer()); TheSkeletonAnimation->start(); }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); //Initialize Window TutorialWindow->initWindow(); //Torus Material TheTorusMaterial = SimpleMaterial::create(); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setAmbient(Color3f(0.2,0.2,0.2)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setSpecular(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setShininess(100.0f); //Torus Geometry GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeRefPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeRefPtr TorusNode = Node::create(); TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeRefPtr scene = Node::create(); Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); scene->addChild(TorusNode); setupAnimation(); commitChanges(); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); // tell the manager what to manage mgr->setRoot (scene); // show the whole scene mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "OpenSG 02TransformAnimation 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 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); //Make Torus Node NodeUnrecPtr TorusNode = makeTorus(.5, 2, 32, 32); //Make Main Scene Node NodeUnrecPtr scene = makeCoredNode<Group>(); setName(scene, "scene"); rootNode = Node::create(); setName(rootNode, "rootNode"); ComponentTransformUnrecPtr Trans; Trans = ComponentTransform::create(); rootNode->setCore(Trans); // add the torus as a child rootNode->addChild(scene); //Setup Physics Scene 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)); //physicsSpace = PhysicsSimpleSpace::create(); //physicsSpace = PhysicsQuadTreeSpace::create(); //physicsSpace = PhysicsHashSpace::create(); physicsSpace = PhysicsSweepAndPruneSpace::create(); CollisionContactParametersUnrecPtr DefaultCollisionParams = CollisionContactParameters::createEmpty(); DefaultCollisionParams->setMode(dContactApprox1 | dContactBounce); DefaultCollisionParams->setMu(0.3); DefaultCollisionParams->setMu2(0.0); DefaultCollisionParams->setBounce(0.2); DefaultCollisionParams->setBounceSpeedThreshold(0.1); 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); physHandler = PhysicsHandler::create(); physHandler->setWorld(physicsWorld); physHandler->pushToSpaces(physicsSpace); physHandler->setUpdateNode(rootNode); physHandler->attachUpdateProducer(TutorialWindow->editEventProducer()); rootNode->addAttachment(physHandler); rootNode->addAttachment(physicsWorld); rootNode->addAttachment(physicsSpace); /************************************************************************/ /* create spaces, geoms and bodys */ /************************************************************************/ //create a group for our space GroupUnrecPtr spaceGroup; spaceGroupNode = makeCoredNode<Group>(&spaceGroup); //create the ground plane GeometryUnrecPtr plane; NodeUnrecPtr planeNode = makeBox(30.0, 30.0, 1.0, 1, 1, 1); plane = dynamic_cast<Geometry*>(planeNode->getCore()); //and its Material SimpleMaterialUnrecPtr 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 PhysicsBoxGeomUnrecPtr 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->addChild(planeNode); planeNode->addAttachment(planeGeom); scene->addChild(spaceGroupNode); //Create Statistics Foreground SimpleStatisticsForegroundUnrecPtr PhysicsStatForeground = SimpleStatisticsForeground::create(); PhysicsStatForeground->setSize(25); PhysicsStatForeground->setColor(Color4f(0,1,0,0.7)); PhysicsStatForeground->addElement(PhysicsHandler::statPhysicsTime, "Physics time: %.3f s"); PhysicsStatForeground->addElement(PhysicsHandler::statCollisionTime, "Collision time: %.3f s"); PhysicsStatForeground->addElement(PhysicsHandler::statSimulationTime, "Simulation time: %.3f s"); PhysicsStatForeground->addElement(PhysicsHandler::statNCollisions, "%d collisions"); PhysicsStatForeground->addElement(PhysicsHandler::statNCollisionTests, "%d collision tests"); PhysicsStatForeground->addElement(PhysicsHandler::statNPhysicsSteps, "%d simulation steps per frame"); // tell the manager what to manage mgr->setRoot (rootNode); mgr->getWindow()->getPort(0)->addForeground(PhysicsStatForeground); physHandler->setStatistics(PhysicsStatForeground->getCollector()); // show the whole rootNode mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "05Explosion"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
void setupAnimation(void) { //Color Keyframe Sequence ColorKeyframes = KeyframeColorSequenceColor3f::create(); ColorKeyframes->addKeyframe(Color4f(1.0f,0.0f,0.0f,1.0f),0.0f); ColorKeyframes->addKeyframe(Color4f(0.0f,1.0f,0.0f,1.0f),2.0f); ColorKeyframes->addKeyframe(Color4f(0.0f,0.0f,1.0f,1.0f),4.0f); ColorKeyframes->addKeyframe(Color4f(1.0f,0.0f,0.0f,1.0f),6.0f); //Color Animator KeyframeAnimatorUnrecPtr TheColorAnimator = KeyframeAnimator::create(); TheColorAnimator->setKeyframeSequence(ColorKeyframes); //Color Animation FieldAnimationUnrecPtr TheColorAnimation = FieldAnimation::create(); TheColorAnimation->setAnimator(TheColorAnimator); TheColorAnimation->setInterpolationType(Animator::LINEAR_INTERPOLATION); TheColorAnimation->setCycling(2); TheColorAnimation->setAnimatedField(TheTorusMaterial, std::string("diffuse")); //Vector Keyframe Sequence VectorKeyframes = KeyframeVectorSequenceVec3f::create(); VectorKeyframes->addKeyframe(Vec3f(0.0f,0.0f,0.0f),0.0f); VectorKeyframes->addKeyframe(Vec3f(0.0f,1.0f,0.0f),1.0f); VectorKeyframes->addKeyframe(Vec3f(1.0f,1.0f,0.0f),2.0f); VectorKeyframes->addKeyframe(Vec3f(1.0f,0.0f,0.0f),3.0f); VectorKeyframes->addKeyframe(Vec3f(0.0f,0.0f,0.0f),4.0f); //Vector Animator KeyframeAnimatorUnrecPtr TheVectorAnimator = KeyframeAnimator::create(); TheVectorAnimator->setKeyframeSequence(VectorKeyframes); //Vector Animation FieldAnimationUnrecPtr TheVectorAnimation = FieldAnimation::create(); TheVectorAnimation->setAnimator(TheVectorAnimator); TheVectorAnimation->setInterpolationType(Animator::LINEAR_INTERPOLATION); TheVectorAnimation->setCycling(2); //TheVectorAnimation->setAnimatedField(getFieldContainer("Transform",std::string("TorusNodeVectorCore")), std::string("matrix")); //Transformation Keyframe Sequence TransformationKeyframes = KeyframeTransformationSequenceMatrix4f::create(); Matrix TempMat; TempMat.setTransform(Vec3f(0.0f,0.0f,0.0f), Quaternion(Vec3f(0.0f,1.0f,0.0f), 3.14159f*0.0f)); TransformationKeyframes->addKeyframe(TempMat,0.0f); TempMat.setTransform(Vec3f(0.0f,1.0f,0.0f), Quaternion(Vec3f(0.0f,1.0f,0.0f), 3.14159f*0.5f)); TransformationKeyframes->addKeyframe(TempMat,1.0f); TempMat.setTransform(Vec3f(1.0f,1.0f,0.0f), Quaternion(Vec3f(0.0f,1.0f,0.0f), 3.14159f*1.0f)); TransformationKeyframes->addKeyframe(TempMat,2.0f); TempMat.setTransform(Vec3f(1.0f,0.0f,0.0f), Quaternion(Vec3f(0.0f,1.0f,0.0f), 3.14159f*1.5f)); TransformationKeyframes->addKeyframe(TempMat,3.0f); TempMat.setTransform(Vec3f(0.0f,0.0f,0.0f), Quaternion(Vec3f(0.0f,1.0f,0.0f), 3.14159f*2.0f)); TransformationKeyframes->addKeyframe(TempMat,4.0f); //Transformation Animator KeyframeAnimatorUnrecPtr TheTransformationAnimator = KeyframeAnimator::create(); TheTransformationAnimator->setKeyframeSequence(TransformationKeyframes); //Transformation Animation FieldAnimationUnrecPtr TheTransformationAnimation = FieldAnimation::create(); TheTransformationAnimation->setAnimator(TheTransformationAnimator); TheTransformationAnimation->setInterpolationType(Animator::LINEAR_INTERPOLATION); TheTransformationAnimation->setCycling(2); TheTransformationAnimation->setAnimatedField(TorusNodeTrans, std::string("matrix")); TheAnimationGroup = AnimationGroup::create(); TheAnimationGroup->pushToAnimations(TheColorAnimation); TheAnimationGroup->pushToAnimations(TheTransformationAnimation); TheAnimationGroup->attachUpdateProducer(TutorialWindow->editEventProducer()); TheAnimationGroup->start(); }
// Initialize WIN32 & OpenSG and set up the scene int main(int argc, char **argv) { std::cout << "\n\nKEY COMMANDS:" << std::endl << "1-9 Play Sounds 1-9" << std::endl << "p Pause Sounds" << std::endl << "u Unpause Sounds" << std::endl << "- Decrease Sound Group Volume" << std::endl << "= Increase Sound Group Volume" << std::endl << "CTRL-Q Exit\n\n" << std::endl; // OSG init osgInit(argc,argv); TheWindowEventProducer = createNativeWindow(); TheWindowEventProducer->initWindow(); TheWindowEventProducer->setDisplayCallback(display); TheWindowEventProducer->setReshapeCallback(reshape); //Attach Mouse Listener TutorialMouseListener TheTutorialMouseListener; MouseEventConnection = TheWindowEventProducer->addMouseListener(&TheTutorialMouseListener); //Attach Key Listener TutorialKeyListener TheTutorialKeyListener; TheWindowEventProducer->addKeyListener(&TheTutorialKeyListener); //Attach MouseMotion Listener TutorialMouseMotionListener TheTutorialMouseMotionListener; TheWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener); // create the scene NodeUnrecPtr scene = makeTorus(1.0, 2.0, 16, 16); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(TheWindowEventProducer ); mgr->setRoot (scene); // show the whole scene mgr->showAll(); //Load Sound Definitions FCFileType::FCPtrStore NewContainers; NewContainers = FCFileHandler::the()->read(BoostPath("Data/04SoundData.xml")); FCFileType::FCPtrStore::iterator Itor; TutorialSoundListener TheSoundListerner; for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor) { //Get Sounds if( (*Itor)->getType().isDerivedFrom(Sound::getClassType())) { Sounds.push_back(dynamic_pointer_cast<Sound>(*Itor)); dynamic_pointer_cast<Sound>(*Itor)->addSoundListener(&TheSoundListerner); } //Get Sound Groups if( (*Itor)->getType().isDerivedFrom(SoundGroup::getClassType())) { SoundGroups.push_back(dynamic_pointer_cast<SoundGroup>(*Itor)); } } //Initialize the Sound Manager SoundManager::the()->attachUpdateProducer(TheWindowEventProducer); SoundManager::the()->setCamera(mgr->getCamera()); Vec2f WinSize(TheWindowEventProducer->getDesktopSize() * 0.85f); Pnt2f WinPos((TheWindowEventProducer->getDesktopSize() - WinSize) *0.5); TheWindowEventProducer->openWindow(WinPos, WinSize, "04 XML Sound Loading Window"); //Enter main loop TheWindowEventProducer->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); //Add Window Listener 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); //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(4.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); GeometryRefPtr SphereGeometry = makeSphereGeo(2, 0.25f); GeometryRefPtr BoxGeometry = makeBoxGeo(0.5f,0.5f,0.5f,1,1,1); //Skeleton SkeletonBlendedGeometryUnrecPtr ExampleSkeleton = SkeletonBlendedGeometry::create(); //Joint TransformRecPtr ExampleRootJoint = Transform::create(); NodeRecPtr ExampleRootJointNode = makeNodeFor(ExampleRootJoint); //Add this joint to the skeleton ExampleSkeleton->pushToJoints(ExampleRootJointNode, Matrix()); NodeRecPtr TempRootJointNode = ExampleRootJointNode; NodeRefPtr GeoNode = makeNodeFor(BoxGeometry); TempRootJointNode->addChild(GeoNode); Matrix TempMat; //Create a set of randomly placed child joints for (Real32 i = 0.0f; i < 5.0f; ++i) { TransformRecPtr ExampleChildJoint = Transform::create(); NodeRecPtr ExampleChildJointNode = makeNodeFor(ExampleChildJoint); GeoNode = makeNodeFor(SphereGeometry); ExampleChildJointNode->addChild(GeoNode); //TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f)); switch((static_cast<UInt32>(i) % 3)) { case 0: TempMat.setTranslate(2.0f,0.0f,0.0f); break; case 1: TempMat.setTranslate(0.0f,2.0f,0.0f); break; case 2: TempMat.setTranslate(0.0f,0.0f,2.0f); break; } //Set bind and current transformations to TempMat (calculated above) ExampleChildJoint->setMatrix(TempMat); //Add ExampleChildJoint as a child to the previous joint TempRootJointNode->addChild(ExampleChildJointNode);//add a Child to the root joint //ExampleChildJoint will be the next parent joint TempRootJointNode = ExampleChildJointNode; //Add this joint to the skeleton Matrix InvBind(TempRootJointNode->getToWorld()); InvBind.invert(); ExampleSkeleton->pushToJoints(ExampleChildJointNode, InvBind); } //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); //Skeleton Particle System Node NodeUnrecPtr SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); // Make Main Scene Node and add the Torus NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); scene->addChild(ExampleRootJointNode); 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, "10SkeletonDrawer"); //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); //Add Window Listener 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); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl << "space Play/Pause the animation" << std::endl << "B Show/Hide the bind pose skeleton" << std::endl << "P Show/Hide the current pose skeleton" << std::endl << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //===========================================Joints================================================================== Matrix TempMat; /*================================================================================================*/ /* Left Fingers */ LeftFingers = Joint::create(); //create a joint called LeftFingers TempMat.setTranslate(1.0,0.0,0.0); LeftFingers->setRelativeTransformation(TempMat); LeftFingers->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Right Fingers */ RightFingers = Joint::create(); //create a joint called RightFingers TempMat.setTranslate(-1.0,0.0,0.0); RightFingers->setRelativeTransformation(TempMat); RightFingers->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Left Hand */ LeftHand = Joint::create(); //create a joint called LeftHand TempMat.setTranslate(2.0,0.0,0.0); LeftHand->setRelativeTransformation(TempMat); LeftHand->setBindRelativeTransformation(TempMat); LeftHand->pushToChildJoints(LeftFingers); /*================================================================================================*/ /* Right Hand */ RightHand = Joint::create(); //create a joint called RightHand TempMat.setTranslate(-2.0,0.0,0.0); RightHand->setRelativeTransformation(TempMat); RightHand->setBindRelativeTransformation(TempMat); RightHand->pushToChildJoints(RightFingers); /*================================================================================================*/ /* Left Elbow */ LeftElbow = Joint::create(); //create a joint called LeftElbow TempMat.setTranslate(2.0,0.0,0.0); LeftElbow->setRelativeTransformation(TempMat); LeftElbow->setBindRelativeTransformation(TempMat); LeftElbow->pushToChildJoints(LeftHand); /*================================================================================================*/ /* Right Elbow */ RightElbow = Joint::create(); //create a joint called RightElbow TempMat.setTranslate(-2.0,0.0,0.0); RightElbow->setRelativeTransformation(TempMat); RightElbow->setBindRelativeTransformation(TempMat); RightElbow->pushToChildJoints(RightHand); /*================================================================================================*/ /* Left Shoulder */ LeftShoulder = Joint::create(); //create a joint called LeftShoulder TempMat.setTranslate(1.0,-0.5,0.0); LeftShoulder->setRelativeTransformation(TempMat); LeftShoulder->setBindRelativeTransformation(TempMat); LeftShoulder->pushToChildJoints(LeftElbow); /*================================================================================================*/ /* Right Shoulder */ RightShoulder = Joint::create(); //create a joint called RightShoulder TempMat.setTranslate(-1.0,-0.5,0.0); RightShoulder->setRelativeTransformation(TempMat); RightShoulder->setBindRelativeTransformation(TempMat); RightShoulder->pushToChildJoints(RightElbow); /*================================================================================================*/ /* Head */ Head = Joint::create(); //create a joint called Head TempMat.setTranslate(0.0,1.0,0.0); Head->setRelativeTransformation(TempMat); Head->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Clavicle */ Clavicle = Joint::create(); //create a joint called Clavicle TempMat.setTranslate(0.0,5.0,0.0); Clavicle->setRelativeTransformation(TempMat); Clavicle->setBindRelativeTransformation(TempMat); Clavicle->pushToChildJoints(LeftShoulder); Clavicle->pushToChildJoints(RightShoulder); Clavicle->pushToChildJoints(Head); /*================================================================================================*/ /* Left Toes */ LeftToes = Joint::create(); //create a bone called ExampleChildbone TempMat.setTranslate(0.0,0.0,1.0); LeftToes->setRelativeTransformation(TempMat); LeftToes->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Right Toes */ RightToes = Joint::create(); //create a joint called RightToes TempMat.setTranslate(0.0,0.0,1.0); RightToes->setRelativeTransformation(TempMat); RightToes->setBindRelativeTransformation(TempMat); /*================================================================================================*/ /* Left Foot */ LeftFoot = Joint::create(); //create a joint called LeftFoot TempMat.setTranslate(0.0,-3.0,0.0); LeftFoot->setRelativeTransformation(TempMat); LeftFoot->setBindRelativeTransformation(TempMat); LeftFoot->pushToChildJoints(LeftToes); /*================================================================================================*/ /* Right Foot */ RightFoot = Joint::create(); //create a joint called RightFoot TempMat.setTranslate(0.0,-3.0,0.0); RightFoot->setRelativeTransformation(TempMat); RightFoot->setBindRelativeTransformation(TempMat); RightFoot->pushToChildJoints(RightToes); /*================================================================================================*/ /* Left Knee */ LeftKnee = Joint::create(); //create a joint called LeftKnee TempMat.setTranslate(0.0,-3.0,0.0); LeftKnee->setRelativeTransformation(TempMat); LeftKnee->setBindRelativeTransformation(TempMat); LeftKnee->pushToChildJoints(LeftFoot); /*================================================================================================*/ /* Right Knee */ RightKnee = Joint::create(); //create a joint called RightKnee TempMat.setTranslate(0.0,-3.0,0.0); RightKnee->setRelativeTransformation(TempMat); RightKnee->setBindRelativeTransformation(TempMat); RightKnee->pushToChildJoints(RightFoot); /*================================================================================================*/ /* Left Hip */ LeftHip = Joint::create(); //create a joint called LeftHip TempMat.setTranslate(1.0,-1.0,0.0); LeftHip->setRelativeTransformation(TempMat); LeftHip->setBindRelativeTransformation(TempMat); LeftHip->pushToChildJoints(LeftKnee); /*================================================================================================*/ /* Right Hip */ RightHip = Joint::create(); //create a joint called RightHip TempMat.setTranslate(-1.0,-1.0,0.0); RightHip->setRelativeTransformation(TempMat); RightHip->setBindRelativeTransformation(TempMat); RightHip->pushToChildJoints(RightKnee); /*================================================================================================*/ /* Pelvis */ Pelvis = Joint::create(); //create a joint called Pelvis TempMat.setTranslate(0.0,7.0,0.0); Pelvis->setRelativeTransformation(TempMat); Pelvis->setBindRelativeTransformation(TempMat); Pelvis->pushToChildJoints(LeftHip); Pelvis->pushToChildJoints(RightHip); Pelvis->pushToChildJoints(Clavicle); //Skeleton ExampleSkeleton = Skeleton::create(); ExampleSkeleton->pushToRootJoints(Pelvis); //Set Pelvis as root joint of skeleton //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //Be default, we won't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When drawn, the skeleton's bind pose renders green ExampleSkeletonDrawable->setDrawPose(true); //Be default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose renders blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); //Create scene NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(); // 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, "12SkeletonAnimation"); //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); //Add Window Listener 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); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "B Show/Hide the bind pose skeleton" << std::endl; std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl; std::cout << "P Show/Hide the current pose skeleton" << std::endl; std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //Skeleton ExampleSkeleton = SkeletonBlendedGeometry::create(); //===========================================Joints================================================================== Matrix TempMat; Matrix InvBind; /*================================================================================================*/ /* Pelvis */ Pelvis = Joint::create(); //create a joint called Pelvis TempMat.setTranslate(0.0,7.0,0.0); Pelvis->setJointTransformation(TempMat); NodeRecPtr PelvisNode = makeNodeFor(Pelvis); InvBind = PelvisNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Pelvis, InvBind); setName(Pelvis, "Pelvis Joint"); setName(PelvisNode, "Pelvis Node"); /*================================================================================================*/ /* Clavicle */ Clavicle = Joint::create(); //create a joint called Clavicle TempMat.setTranslate(0.0,5.0,0.0); Clavicle->setJointTransformation(TempMat); NodeRecPtr ClavicleNode = makeNodeFor(Clavicle); PelvisNode->addChild(ClavicleNode); InvBind = ClavicleNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Clavicle, InvBind); setName(Clavicle, "Clavicle Joint"); setName(ClavicleNode, "Clavicle Node"); /*================================================================================================*/ /* Left Shoulder */ LeftShoulder = Joint::create(); //create a joint called LeftShoulder TempMat.setTranslate(1.0,-0.5,0.0); LeftShoulder->setJointTransformation(TempMat); NodeRecPtr LeftShoulderNode = makeNodeFor(LeftShoulder); ClavicleNode->addChild(LeftShoulderNode); InvBind = LeftShoulderNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftShoulder, InvBind); setName(LeftShoulder, "Left Shoulder Joint"); setName(LeftShoulderNode, "Left Shoulder Node"); /*================================================================================================*/ /* Left Elbow */ LeftElbow = Joint::create(); //create a joint called LeftElbow TempMat.setTranslate(2.0,0.0,0.0); LeftElbow->setJointTransformation(TempMat); NodeRecPtr LeftElbowNode = makeNodeFor(LeftElbow); LeftShoulderNode->addChild(LeftElbowNode); InvBind = LeftElbowNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftElbow, InvBind); setName(LeftElbow, "Left Elbow Joint"); setName(LeftElbowNode, "Left Elbow Node"); /*================================================================================================*/ /* Left Hand */ LeftHand = Joint::create(); //create a joint called LeftHand TempMat.setTranslate(2.0,0.0,0.0); LeftHand->setJointTransformation(TempMat); NodeRecPtr LeftHandNode = makeNodeFor(LeftHand); LeftElbowNode->addChild(LeftHandNode); InvBind = LeftHandNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftHand, InvBind); setName(LeftHand, "Left Hand Joint"); setName(LeftHandNode, "Left Hand Node"); /*================================================================================================*/ /* Left Fingers */ LeftFingers = Joint::create(); //create a joint called LeftFingers TempMat.setTranslate(1.0,0.0,0.0); LeftFingers->setJointTransformation(TempMat); NodeRecPtr LeftFingersNode = makeNodeFor(LeftFingers); LeftHandNode->addChild(LeftFingersNode); InvBind = LeftFingersNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftFingers, InvBind); setName(LeftFingers, "Left Fingers Joint"); setName(LeftFingersNode, "Left Fingers Node"); /*================================================================================================*/ /* Right Shoulder */ RightShoulder = Joint::create(); //create a joint called RightShoulder TempMat.setTranslate(-1.0,-0.5,0.0); RightShoulder->setJointTransformation(TempMat); NodeRecPtr RightShoulderNode = makeNodeFor(RightShoulder); ClavicleNode->addChild(RightShoulderNode); InvBind = RightShoulderNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightShoulder, InvBind); setName(RightShoulder, "Right Shoulder Joint"); setName(RightShoulderNode, "Right Shoulder Node"); /*================================================================================================*/ /* Right Elbow */ RightElbow = Joint::create(); //create a joint called RightElbow TempMat.setTranslate(-2.0,0.0,0.0); RightElbow->setJointTransformation(TempMat); NodeRecPtr RightElbowNode = makeNodeFor(RightElbow); RightShoulderNode->addChild(RightElbowNode); InvBind = RightElbowNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightElbow, InvBind); setName(RightElbow, "Right Elbow Joint"); setName(RightElbowNode, "Right Elbow Node"); /*================================================================================================*/ /* Right Hand */ RightHand = Joint::create(); //create a joint called RightHand TempMat.setTranslate(-2.0,0.0,0.0); RightHand->setJointTransformation(TempMat); NodeRecPtr RightHandNode = makeNodeFor(RightHand); RightElbowNode->addChild(RightHandNode); InvBind = RightHandNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightHand, InvBind); setName(RightHand, "Right Hand Joint"); setName(RightHandNode, "Right Hand Node"); /*================================================================================================*/ /* Right Fingers */ RightFingers = Joint::create(); //create a joint called RightFingers TempMat.setTranslate(-1.0,0.0,0.0); RightFingers->setJointTransformation(TempMat); NodeRecPtr RightFingersNode = makeNodeFor(RightFingers); RightHandNode->addChild(RightFingersNode); InvBind = RightFingersNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightFingers, InvBind); setName(RightFingers, "Right Fingers Joint"); setName(RightFingersNode, "Right Fingers Node"); /*================================================================================================*/ /* Head */ Head = Joint::create(); //create a joint called Head TempMat.setTranslate(0.0,1.0,0.0); Head->setJointTransformation(TempMat); NodeRecPtr HeadNode = makeNodeFor(Head); ClavicleNode->addChild(HeadNode); InvBind = HeadNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(Head, InvBind); setName(Head, "Head Joint"); setName(HeadNode, "Head Node"); /*================================================================================================*/ /* Left Hip */ LeftHip = Joint::create(); //create a joint called LeftHip TempMat.setTranslate(1.0,-1.0,0.0); LeftHip->setJointTransformation(TempMat); NodeRecPtr LeftHipNode = makeNodeFor(LeftHip); PelvisNode->addChild(LeftHipNode); InvBind = LeftHipNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftHip, InvBind); setName(LeftHip, "Left Hip Joint"); setName(LeftHipNode, "Left Hip Node"); /*================================================================================================*/ /* Left Knee */ LeftKnee = Joint::create(); //create a joint called LeftKnee TempMat.setTranslate(0.0,-3.0,0.0); LeftKnee->setJointTransformation(TempMat); NodeRecPtr LeftKneeNode = makeNodeFor(LeftKnee); LeftHipNode->addChild(LeftKneeNode); InvBind = LeftKneeNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftKnee, InvBind); setName(LeftKnee, "Left Knee Joint"); setName(LeftKneeNode, "Left Knee Node"); /*================================================================================================*/ /* Left Foot */ LeftFoot = Joint::create(); //create a joint called LeftFoot TempMat.setTranslate(0.0,-3.0,0.0); LeftFoot->setJointTransformation(TempMat); NodeRecPtr LeftFootNode = makeNodeFor(LeftFoot); LeftKneeNode->addChild(LeftFootNode); InvBind = LeftFootNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftFoot, InvBind); setName(LeftFoot, "Left Foot Joint"); setName(LeftFootNode, "Left Foot Node"); /*================================================================================================*/ /* Left Toes */ LeftToes = Joint::create(); //create a bone called ExampleChildbone TempMat.setTranslate(0.0,0.0,1.0); LeftToes->setJointTransformation(TempMat); NodeRecPtr LeftToesNode = makeNodeFor(LeftToes); LeftFootNode->addChild(LeftToesNode); InvBind = LeftToesNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(LeftToes, InvBind); setName(LeftToes, "Left Toes Joint"); setName(LeftToesNode, "Left Toes Node"); /*================================================================================================*/ /* Right Hip */ RightHip = Joint::create(); //create a joint called RightHip TempMat.setTranslate(-1.0,-1.0,0.0); RightHip->setJointTransformation(TempMat); NodeRecPtr RightHipNode = makeNodeFor(RightHip); PelvisNode->addChild(RightHipNode); InvBind = RightHipNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightHip, InvBind); setName(RightHip, "Right Hip Joint"); setName(RightHipNode, "Right Hip Node"); /*================================================================================================*/ /* Right Knee */ RightKnee = Joint::create(); //create a joint called RightKnee TempMat.setTranslate(0.0,-3.0,0.0); RightKnee->setJointTransformation(TempMat); NodeRecPtr RightKneeNode = makeNodeFor(RightKnee); RightHipNode->addChild(RightKneeNode); InvBind = RightKneeNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightKnee, InvBind); setName(RightKnee, "Right Knee Joint"); setName(RightKneeNode, "Right Knee Node"); /*================================================================================================*/ /* Right Foot */ RightFoot = Joint::create(); //create a joint called RightFoot TempMat.setTranslate(0.0,-3.0,0.0); RightFoot->setJointTransformation(TempMat); NodeRecPtr RightFootNode = makeNodeFor(RightFoot); RightKneeNode->addChild(RightFootNode); InvBind = RightFootNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightFoot, InvBind); setName(RightFoot, "Right Foot Joint"); setName(RightFootNode, "Right Foot Node"); /*================================================================================================*/ /* Right Toes */ RightToes = Joint::create(); //create a joint called RightToes TempMat.setTranslate(0.0,0.0,1.0); RightToes->setJointTransformation(TempMat); NodeRecPtr RightToesNode = makeNodeFor(RightToes); RightFootNode->addChild(RightToesNode); InvBind = RightToesNode->getToWorld(); InvBind.invert(); ExampleSkeleton->pushToJoints(RightToes, InvBind); setName(RightToes, "Right Toes Joint"); setName(RightToesNode, "Right Toes Node"); //Create a geometry to attach to the skeleton (i.e-> skin) GeoUInt8PropertyUnrecPtr type = GeoUInt8Property::create(); type->push_back(GL_QUADS); GeoUInt32PropertyUnrecPtr lens = GeoUInt32Property::create(); lens->push_back(72); GeoPnt3fPropertyUnrecPtr pnts = GeoPnt3fProperty ::create(); // the points of the Quads //Back pnts->push_back(Pnt3f(-0.5, 6.0, 0)); pnts->push_back(Pnt3f( 0.5, 6.0, 0)); pnts->push_back(Pnt3f( 0.5, 12.0, 0)); pnts->push_back(Pnt3f(-0.5, 12.0, 0)); //Head pnts->push_back(Pnt3f(-0.5, 12, 0)); pnts->push_back(Pnt3f( 0.5, 12, 0)); pnts->push_back(Pnt3f( 0.5, 13, 0)); pnts->push_back(Pnt3f(-0.5, 13, 0)); //Left Shoulder pnts->push_back(Pnt3f(0.0, 11.5, 0)); pnts->push_back(Pnt3f(0.0, 12.5, 0)); pnts->push_back(Pnt3f(1.0, 12.0, 0)); pnts->push_back(Pnt3f(1.0, 11.0, 0)); //Left Humerus pnts->push_back(Pnt3f(1.0, 11.0, 0)); pnts->push_back(Pnt3f(1.0, 12.0, 0)); pnts->push_back(Pnt3f(3.0, 12.0, 0)); pnts->push_back(Pnt3f(3.0, 11.0, 0)); //Left Radius pnts->push_back(Pnt3f(3.0, 11.0, 0)); pnts->push_back(Pnt3f(3.0, 12.0, 0)); pnts->push_back(Pnt3f(5.0, 12.0, 0)); pnts->push_back(Pnt3f(5.0, 11.0, 0)); //Left Hand pnts->push_back(Pnt3f(5.0, 11.0, 0)); pnts->push_back(Pnt3f(5.0, 12.0, 0)); pnts->push_back(Pnt3f(6.0, 12.0, 0)); pnts->push_back(Pnt3f(6.0, 11.0, 0)); //Right Shoulder pnts->push_back(Pnt3f(0.0, 11.5, 0)); pnts->push_back(Pnt3f(0.0, 12.5, 0)); pnts->push_back(Pnt3f(-1.0, 12.0, 0)); pnts->push_back(Pnt3f(-1.0, 11.0, 0)); //Right Humerus pnts->push_back(Pnt3f(-1.0, 11.0, 0)); pnts->push_back(Pnt3f(-1.0, 12.0, 0)); pnts->push_back(Pnt3f(-3.0, 12.0, 0)); pnts->push_back(Pnt3f(-3.0, 11.0, 0)); //Right Radius pnts->push_back(Pnt3f(-3.0, 11.0, 0)); pnts->push_back(Pnt3f(-3.0, 12.0, 0)); pnts->push_back(Pnt3f(-5.0, 12.0, 0)); pnts->push_back(Pnt3f(-5.0, 11.0, 0)); //Right Hand pnts->push_back(Pnt3f(-5.0, 11.0, 0)); pnts->push_back(Pnt3f(-5.0, 12.0, 0)); pnts->push_back(Pnt3f(-6.0, 12.0, 0)); pnts->push_back(Pnt3f(-6.0, 11.0, 0)); //Left Hip pnts->push_back(Pnt3f(0.0, 6.5, 0)); pnts->push_back(Pnt3f(0.5, 7.5, 0)); pnts->push_back(Pnt3f( 1.5, 6.0, 0)); pnts->push_back(Pnt3f(0.5, 6.0, 0)); //Left Femur pnts->push_back(Pnt3f(0.5, 6.0, 0)); pnts->push_back(Pnt3f( 1.5, 6.0, 0)); pnts->push_back(Pnt3f( 1.5, 3.0, 0)); pnts->push_back(Pnt3f(0.5, 3.0, 0)); //Left Tibia pnts->push_back(Pnt3f(0.5, 3.0, 0)); pnts->push_back(Pnt3f( 1.5, 3.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 0)); pnts->push_back(Pnt3f(0.5, 0.0, 0)); //Left Foot pnts->push_back(Pnt3f(0.5, 0.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 0)); pnts->push_back(Pnt3f( 1.5, 0.0, 1.0)); pnts->push_back(Pnt3f(0.5, 0.0, 1.0)); //Right Hip pnts->push_back(Pnt3f(0.0, 6.5, 0)); pnts->push_back(Pnt3f(-0.5, 7.5, 0)); pnts->push_back(Pnt3f( -1.5, 6.0, 0)); pnts->push_back(Pnt3f(-0.5, 6.0, 0)); //Right Femur pnts->push_back(Pnt3f(-0.5, 6.0, 0)); pnts->push_back(Pnt3f( -1.5, 6.0, 0)); pnts->push_back(Pnt3f( -1.5, 3.0, 0)); pnts->push_back(Pnt3f(-0.5, 3.0, 0)); //Right Tibia pnts->push_back(Pnt3f(-0.5, 3.0, 0)); pnts->push_back(Pnt3f( -1.5, 3.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 0)); pnts->push_back(Pnt3f(-0.5, 0.0, 0)); //Right Foot pnts->push_back(Pnt3f(-0.5, 0.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 0)); pnts->push_back(Pnt3f( -1.5, 0.0, 1.0)); pnts->push_back(Pnt3f(-0.5, 0.0, 1.0)); //Normals GeoVec3fPropertyUnrecPtr norms = GeoVec3fProperty ::create(); geo=Geometry::create(); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Hip norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Femur norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Tibia norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Left Foot norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); //Right Hip norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Femur norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Tibia norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); norms->push_back(Vec3f( 0.0,0.0,1.0)); //Right Foot norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); norms->push_back(Vec3f( 0.0,1.0,0.0)); //Tell the geometry (geo) to use the points and normals we just defined geo->setTypes (type); geo->setLengths (lens); geo->setPositions(pnts); geo->setNormals(norms); // assign a material to the geometry to make it visible. The details // of materials are defined later. geo->setMaterial(getDefaultMaterial()); //Create unbound geometry node (for displaying mesh in its bind pose) UnboundGeometry = Node::create(); UnboundGeometry->setCore(geo); UnboundGeometry->setTravMask(0); //By default, we won't show the mesh's bind pose //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); ExampleSkeletonDrawable->setDrawBindPose(false); //By default, we don't draw the skeleton's bind pose ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0)); //When drawn, the skeleton's bind pose renders green ExampleSkeletonDrawable->setDrawPose(true); //By default, we do draw the skeleton's current pose ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0)); //The skeleton's current pose renders blue //Skeleton Node SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); // Skeleton Blended Geometry // Here we are attaching the "skin" to the skeleton so that when the skeleton is animated, the skin moves with it ExampleSkeleton->setBaseGeometry(geo); //Back ExampleSkeleton->addJointBlending(0,Pelvis,1.0f); ExampleSkeleton->addJointBlending(1,Pelvis,1.0f); ExampleSkeleton->addJointBlending(2,Clavicle,1.0f); ExampleSkeleton->addJointBlending(3,Clavicle,1.0f); //Head ExampleSkeleton->addJointBlending(4,Clavicle,1.0f); ExampleSkeleton->addJointBlending(5,Clavicle,1.0f); ExampleSkeleton->addJointBlending(6,Head,1.0f); ExampleSkeleton->addJointBlending(7,Head,1.0f); //Left Shoulder ExampleSkeleton->addJointBlending(8,Clavicle,1.0f); ExampleSkeleton->addJointBlending(9,Clavicle,1.0f); ExampleSkeleton->addJointBlending(10,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(11,LeftShoulder,1.0f); //Left Humerus ExampleSkeleton->addJointBlending(12,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(13,LeftShoulder,1.0f); ExampleSkeleton->addJointBlending(14,LeftElbow,0.8f); ExampleSkeleton->addJointBlending(15,LeftElbow,0.8f); ExampleSkeleton->addJointBlending(14,LeftHand,0.2f); ExampleSkeleton->addJointBlending(15,LeftHand,0.2f); //Left Radius ExampleSkeleton->addJointBlending(16,LeftElbow,1.0f); ExampleSkeleton->addJointBlending(17,LeftElbow,1.0f); ExampleSkeleton->addJointBlending(18,LeftHand,1.0f); ExampleSkeleton->addJointBlending(19,LeftHand,1.0f); //Left Hand ExampleSkeleton->addJointBlending(20,LeftHand,1.0f); ExampleSkeleton->addJointBlending(21,LeftHand,1.0f); ExampleSkeleton->addJointBlending(22,LeftFingers,1.0f); ExampleSkeleton->addJointBlending(23,LeftFingers,1.0f); //Right Shoulder ExampleSkeleton->addJointBlending(24,Clavicle,1.0f); ExampleSkeleton->addJointBlending(25,Clavicle,1.0f); ExampleSkeleton->addJointBlending(26,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(27,RightShoulder,1.0f); //Right Humerus ExampleSkeleton->addJointBlending(28,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(29,RightShoulder,1.0f); ExampleSkeleton->addJointBlending(30,RightElbow,1.0f); ExampleSkeleton->addJointBlending(31,RightElbow,1.0f); //Right Radius ExampleSkeleton->addJointBlending(32,RightElbow,1.0f); ExampleSkeleton->addJointBlending(33,RightElbow,1.0f); ExampleSkeleton->addJointBlending(34,RightHand,1.0f); ExampleSkeleton->addJointBlending(35,RightHand,1.0f); //Right Hand ExampleSkeleton->addJointBlending(36,RightHand,1.0f); ExampleSkeleton->addJointBlending(37,RightHand,1.0f); ExampleSkeleton->addJointBlending(38,RightFingers,1.0f); ExampleSkeleton->addJointBlending(39,RightFingers,1.0f); //Left Hip ExampleSkeleton->addJointBlending(40,Pelvis,1.0f); ExampleSkeleton->addJointBlending(41,Pelvis,1.0f); ExampleSkeleton->addJointBlending(42,LeftHip,1.0f); ExampleSkeleton->addJointBlending(43,LeftHip,1.0f); //Left Femur ExampleSkeleton->addJointBlending(44,LeftHip,1.0f); ExampleSkeleton->addJointBlending(45,LeftHip,1.0f); ExampleSkeleton->addJointBlending(46,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(47,LeftKnee,1.0f); //Left Tibia ExampleSkeleton->addJointBlending(48,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(49,LeftKnee,1.0f); ExampleSkeleton->addJointBlending(50,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(51,LeftFoot,1.0f); //Left Foot ExampleSkeleton->addJointBlending(52,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(53,LeftFoot,1.0f); ExampleSkeleton->addJointBlending(54,LeftToes,1.0f); ExampleSkeleton->addJointBlending(55,LeftToes,1.0f); //Right Hip ExampleSkeleton->addJointBlending(56,Pelvis,1.0f); ExampleSkeleton->addJointBlending(57,Pelvis,1.0f); ExampleSkeleton->addJointBlending(58,RightHip,1.0f); ExampleSkeleton->addJointBlending(59,RightHip,1.0f); //Right Femur ExampleSkeleton->addJointBlending(60,RightHip,1.0f); ExampleSkeleton->addJointBlending(61,RightHip,1.0f); ExampleSkeleton->addJointBlending(62,RightKnee,1.0f); ExampleSkeleton->addJointBlending(63,RightKnee,1.0f); //Right Tibia ExampleSkeleton->addJointBlending(64,RightKnee,1.0f); ExampleSkeleton->addJointBlending(65,RightKnee,1.0f); ExampleSkeleton->addJointBlending(66,RightFoot,1.0f); ExampleSkeleton->addJointBlending(67,RightFoot,1.0f); //Right Foot ExampleSkeleton->addJointBlending(68,RightFoot,1.0f); ExampleSkeleton->addJointBlending(69,RightFoot,1.0f); ExampleSkeleton->addJointBlending(70,RightToes,1.0f); ExampleSkeleton->addJointBlending(71,RightToes,1.0f); MeshNode = Node::create(); MeshNode->setCore(ExampleSkeleton); //Create scene node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(UnboundGeometry); scene->addChild(SkeletonNode); scene->addChild(MeshNode); mgr->setRoot(scene); //Setup the Animation setupAnimation(); //Save to an xml file FCFileType::FCPtrStore Containers; Containers.insert(ExampleSkeleton); Containers.insert(PelvisNode); Containers.insert(TheSkeletonAnimation); //Use an empty Ignore types vector FCFileType::FCTypeVector IgnoreTypes; //IgnoreTypes.push_back(Node::getClassType().getId()); //Write the Field Containers to a xml file FCFileHandler::the()->write(Containers,BoostPath("./13Output.xml"),IgnoreTypes); // 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, "13MeshBlending"); //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); //Add Window Listener 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); //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; //SkeletonDrawer System Material LineChunkUnrecPtr ExampleLineChunk = LineChunk::create(); ExampleLineChunk->setWidth(2.0f); ExampleLineChunk->setSmooth(true); BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create(); ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f)); ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f)); ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f)); ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create(); ExampleMaterial->addChunk(ExampleLineChunk); ExampleMaterial->addChunk(ExampleMaterialChunk); ExampleMaterial->addChunk(ExampleBlendChunk); //Joint Node Hierarchy NodeRecPtr ExampleJointNode; //Create a new skeleton SkeletonBlendedGeometryRecPtr ExampleSkeleton; //Load skeleton from an XML file FCFileType::FCPtrStore NewContainers; NewContainers = FCFileHandler::the()->read(BoostPath("./Data/14Skeleton.xml")); FCFileType::FCPtrStore::iterator Itor; for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor) { //We only want the skeleton; ignore anything else saved in the XML file if( (*Itor)->getType() == (SkeletonBlendedGeometry::getClassType())) { ExampleSkeleton = (dynamic_pointer_cast<SkeletonBlendedGeometry>(*Itor)); } if( (*Itor)->getType() == (Node::getClassType()) && (dynamic_pointer_cast<Node>(*Itor)->getParent() == NULL)) { ExampleJointNode = (dynamic_pointer_cast<Node>(*Itor)); } } //SkeletonDrawer SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create(); ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton); ExampleSkeletonDrawable->setMaterial(ExampleMaterial); //Skeleton Node NodeUnrecPtr SkeletonNode = Node::create(); SkeletonNode->setCore(ExampleSkeletonDrawable); // Make Main Scene Node and add the Torus NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(SkeletonNode); 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, "14SkeletonLoader"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
// Initialize OpenSG and set up the scene int main(int argc, char **argv) { //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener 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); //Torus Geometry TorusGeometry = makeTorusGeo(.5, 2, 16, 16); NodeUnrecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans; TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); //ComponentTransformUnrecPtr Trans; //Trans = ComponentTransform::create(); //setName(Trans, std::string("MainTransformationCore")); scene->setCore(Group::create()); // add the torus as a child scene->addChild(TorusNode); setupAnimation(); mgr->setRoot (scene); // show the whole scene mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "15LoadXMLAnimation"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }