当前位置: 首页>>代码示例>>C++>>正文


C++ BlendChunkRefPtr::setSrcFactor方法代码示例

本文整理汇总了C++中BlendChunkRefPtr::setSrcFactor方法的典型用法代码示例。如果您正苦于以下问题:C++ BlendChunkRefPtr::setSrcFactor方法的具体用法?C++ BlendChunkRefPtr::setSrcFactor怎么用?C++ BlendChunkRefPtr::setSrcFactor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BlendChunkRefPtr的用法示例。


在下文中一共展示了BlendChunkRefPtr::setSrcFactor方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    //Particle System Material
    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    Distribution3DRefPtr PositionDistribution = createPositionDistribution();

    Pnt3f PositionReturnValue;

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    for(UInt32 i(0) ; i<800 ; ++i)//controls how many particles are created
    {
        if(PositionDistribution != NULL)
        {
            PositionReturnValue = Pnt3f(PositionDistribution->generate());
        }

        ExampleParticleSystem->addParticle(
                                           PositionReturnValue,
                                           Vec3f(0.0f,0.0f,1.0f),
                                           Color4f(1.0,0.0,0.0,1.0), 
                                           Vec3f(10.0,10.0,10.0), 
                                           -1, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)	//acceleration
                                          );
    }
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer
    DiscParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::DiscParticleSystemDrawer::create();
    ExampleParticleSystemDrawer->setSegments(16);
    ExampleParticleSystemDrawer->setCenterAlpha(1.0);
    ExampleParticleSystemDrawer->setEdgeAlpha(0.0);

    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    //AttractionNode
    TransformRefPtr AttractionCore = OSG::Transform::create();
    Matrix AttractTransform;
    AttractTransform.setTranslate(0.0f, 0.0,0.0);

    AttractionCore->setMatrix(AttractTransform);

    NodeRefPtr AttractionNode = OSG::Node::create();
    AttractionNode->setCore(AttractionCore);

    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);
    scene->addChild(AttractionNode);

    mgr->setRoot(scene);

    // Show the whole Scene
//.........这里部分代码省略.........
开发者ID:danguilliams,项目名称:OpenSGToolbox,代码行数:101,代码来源:11DistanceAttractRepelParticleAffector.cpp

示例2: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    LineChunkRefPtr PSLineChunk = LineChunk::create();
    PSLineChunk->setWidth(2.0f);
    PSLineChunk->setSmooth(true);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,0.5f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,0.5f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSLineChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->addParticle(Pnt3f(-400,-400,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.25, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      );
    ExampleParticleSystem->addParticle(Pnt3f(400,400,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.25, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      ); 
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer (Line)
    LineParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::LineParticleSystemDrawer::create();
    ExampleParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
    ExampleParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SPEED);
    ExampleParticleSystemDrawer->setLineLengthScaling(0.001);
    ExampleParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f));

    //Create a Rate Particle Generator
    RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create();

    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setGenerationRate(300.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

    //Attach the Generator to the Particle System
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);


    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

//.........这里部分代码省略.........
开发者ID:danguilliams,项目名称:OpenSGToolbox,代码行数:101,代码来源:03RateParticleGenerator.cpp

示例3: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        TextureObjChunkRefPtr QuadTextureChunk = TextureObjChunk::create();
        ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Cloud.png");    
        QuadTextureChunk->setImage(LoadedImage);


        TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
        QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
        PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
        PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(QuadTextureChunk);
        PSMaterial->addChunk(QuadTextureEnvChunk);
        PSMaterial->addChunk(PSMaterialChunk);
        PSMaterial->addChunk(PSBlendChunk);



        //Particle System

        ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer
        QuadParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = QuadParticleSystemDrawer::create();


        BurstParticleGeneratorRecPtr ExampleBurstGenerator = BurstParticleGenerator::create();
        //Attach the function objects to the Generator
        ExampleBurstGenerator->setPositionDistribution(createPositionDistribution());
        ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleBurstGenerator->setBurstAmount(50.0);
        ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution());
        ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution());
        ExampleBurstGenerator->setSizeDistribution(createSizeDistribution());

        //Particle System Node
        ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);

        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);

        //Ground Node
        NodeRefPtr GoundNode = makePlane(30.0,30.0,10,10);

        Matrix GroundTransformation;
        GroundTransformation.setRotate(Quaternion(Vec3f(1.0f,0.0,0.0), -3.14195f));
        TransformRefPtr GroundTransformCore = Transform::create();
        GroundTransformCore->setMatrix(GroundTransformation);

        NodeRefPtr GroundTransformNode = Node::create();
        GroundTransformNode->setCore(GroundTransformCore);
        GroundTransformNode->addChild(GoundNode);


        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);
        scene->addChild(GroundTransformNode);


        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1,
                                                    &sceneManager,
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:05QuadParticleDrawer.cpp

示例4: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(12.0f);
    PSPointChunk->setSmooth(true);
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    //Particle System

    ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer
    PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();

    ExampleBurstGenerator = OSG::BurstParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleBurstGenerator->setPositionDistribution(createPositionDistribution());
    ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleBurstGenerator->setBurstAmount(50.0);
    ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution());



    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);

    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "04BurstParticleGenerator");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:96,代码来源:04BurstParticleGenerator.cpp

示例5: main

int main(int argc, char **argv)
{
    preloadSharedObject("OSGImageFileIO");
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        // Creating the Particle System Material
        // Here, the image is loaded.  The entire image sequence is conatined in one image,
        // which reduces texture memory overhead and runs faster.
        TextureObjChunkRefPtr QuadTextureChunk = TextureObjChunk::create();
        ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Explosion.png");
        QuadTextureChunk->setImage(LoadedImage);

        TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
        QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
        PSMaterialChunk->setLit(false);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(QuadTextureChunk);
        PSMaterial->addChunk(QuadTextureEnvChunk);
        PSMaterial->addChunk(PSMaterialChunk);
        PSMaterial->addChunk(PSBlendChunk);

        //Particle System
        ParticleSystemRecPtr ExplosionParticleSystem = ParticleSystem::create();
        ExplosionParticleSystem->attachUpdateProducer(TutorialWindow);

        //Age Particle Function.  Controls which image is shown when, based on the age of a particle.
        AgeParticleFunctionRecPtr AgeFunc = AgeParticleFunction::create();
        AgeFunc->setSequenceTime(0.07f); // image changes every 0.1 seconds.
        AgeFunc->setSequenceOrder(AgeParticleFunction::CUSTOM); // using the custom sequence below.
        /*
           Here, a custom sequence for the image ordering is assembled.  The image sequence will be shown in
           the order specified here.  Once the end of the sequence is reached, the sequence repeats.
           */
        UInt32 NumImages(25);
        for(UInt32 i(0) ; i<NumImages ; ++i)
        {
            AgeFunc->editMFCustomSequence()->push_back(i);
        }

        //Particle System Drawer -
        QuadSequenceParticleSystemDrawerRecPtr ExplosionParticleSystemDrawer = QuadSequenceParticleSystemDrawer::create();
        // image dimensions (in pixels) are required if there is a border on the images.
        ExplosionParticleSystemDrawer->setImageDimensions(Vec2us(320,320));
        // The "dimensions" of the sequence contained in the image.  For this image,
        // there are 3 images in the "x" direction, and two in the "y" direction, for a
        // total of 6.
        ExplosionParticleSystemDrawer->setSequenceDimensions(Vec2b(5,5));
        // width of the border on each side of the image, in pixels.
        ExplosionParticleSystemDrawer->setBorderOffsets(Vec2b(0,0));
        // this is the age function we just created above.
        ExplosionParticleSystemDrawer->setSequenceFunction(AgeFunc);

        RateParticleGeneratorRecPtr ExplosionParticleGenerator = RateParticleGenerator::create();
        //Attach the function objects to the Generator
        ExplosionParticleGenerator->setPositionDistribution(createPositionDistribution());
        ExplosionParticleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExplosionParticleGenerator->setVelocityDistribution(createVelocityDistribution());
        ExplosionParticleGenerator->setAccelerationDistribution(createAccelerationDistribution());
        ExplosionParticleGenerator->setSizeDistribution(createSizeDistribution());
        ExplosionParticleGenerator->setGenerationRate(100.0f);

        //Particle System Node
        ParticleSystemCoreRefPtr ExplosionParticleCore = ParticleSystemCore::create();
        ExplosionParticleCore->setSystem(ExplosionParticleSystem);
        ExplosionParticleCore->setDrawer(ExplosionParticleSystemDrawer);
        ExplosionParticleCore->setMaterial(PSMaterial);
        ExplosionParticleCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT);

        NodeRefPtr ExplosionParticleNode = Node::create();
        ExplosionParticleNode->setCore(ExplosionParticleCore);

        ExplosionParticleSystem->addParticle(Pnt3f(10.0,0.0,0.0),
//.........这里部分代码省略.........
开发者ID:ahuballah,项目名称:OpenSGToolbox,代码行数:101,代码来源:06Explosion.cpp

示例6: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(5.0f);
        PSPointChunk->setSmooth(true);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunkChunk->setColorMaterial(GL_NONE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->addParticle(Pnt3f(0,25,0),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,1.0,1.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           0.1, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          );
        ExampleParticleSystem->addParticle(Pnt3f(0,-25,0),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,1.0,1.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           0.1, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          );
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer (Point)
        PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();

        //Particle System Drawer (line)
        LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create();
        ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
        ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
        ExampleLineParticleSystemDrawer->setLineLength(2.0f);
        ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f));

        //Create a Rate Particle Generator
        RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create();

        //Attach the function objects to the Generator
        ExampleGenerator->setPositionDistribution(createPositionDistribution());
        ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleGenerator->setGenerationRate(200);

        UniformParticleAffectorRecPtr ExampleUniformAffector = UniformParticleAffector::create();
        ExampleUniformAffector->setMagnitude(20.0); // force which the field exerts on particles (negative = towards the air field's beacon location)
        NodeRefPtr UniformBeacon = Node::create();
        ExampleUniformAffector->setBeacon(UniformBeacon); // set to 'emulate' from (0,0,0)
        ExampleUniformAffector->setDirection(Vec3f(1.0,0.0,0.0)); // direction which field is exerted
        ExampleUniformAffector->setMaxDistance(-1.0); // particles affected regardless of distance from
        ExampleUniformAffector->setAttenuation(0.0); // strength of uniform field dimishes by dist^attenuation, in this case it is constant regardless of distance
        ExampleUniformAffector->setParticleMass(10.0);



        //Attach the Generator and Affector to the Particle System
        ExampleParticleSystem->pushToGenerators(ExampleGenerator);
        ExampleParticleSystem->pushToAffectors(ExampleUniformAffector);
        ExampleParticleSystem->setMaxParticles(500);


//.........这里部分代码省略.........
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:101,代码来源:19UniformFieldParticleAffector.cpp

示例7: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
	
	//Particle System Material
	LineChunkRefPtr PSLineChunk = LineChunk::create();
		PSLineChunk->setWidth(1.0f);

	BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
		PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
		PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

	MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
		PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
		PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
		PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
		PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);
		PSMaterialChunk->setLit(false);

	ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
		PSMaterial->addChunk(PSLineChunk);
		PSMaterial->addChunk(PSMaterialChunk);
		PSMaterial->addChunk(PSBlendChunk);

	//Particle System
    ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);


	//Create the particles
    UInt32 NumParticlesToGenerate(2500);

	Distribution3DRefPtr PositionDistribution = createPositionDistribution();
	Distribution3DRefPtr NormalDistribution = createNormalDistribution();
	Distribution3DRefPtr ColorDistribution = createColorDistribution();
	Distribution3DRefPtr SizeDistribution = createSizeDistribution();
	Distribution1DRefPtr LifespanDistribution = createLifespanDistribution();
	Distribution3DRefPtr VelocityDistribution = createVelocityDistribution();
	Distribution3DRefPtr AccelerationDistribution = createAccelerationDistribution();

	Pnt3f PositionReturnValue;
	Vec3f NormalReturnValue = Vec3f(0.0,0.0f,1.0f);
	Color4f ColorReturnValue = Color4f(1.0,1.0f,1.0f, 1.0f);
	Vec3f SizeReturnValue;
	Time LifespanReturnValue = -1;
	Vec3f VelocityReturnValue;
	Vec3f AccelerationReturnValue;


    for(UInt32 i(0) ; i< NumParticlesToGenerate ; ++i)
    {
		if(PositionDistribution != NULL)
		{
			PositionReturnValue.setValue(PositionDistribution->generate().getValues());
		}

		
		if(ColorDistribution != NULL)
		{
            Vec3f ColorRGB = ColorDistribution->generate();
			ColorReturnValue.setValuesRGBA(ColorRGB[0],ColorRGB[1],ColorRGB[2],1.0f);
		}

		
		if(SizeDistribution != NULL)
		{
			SizeReturnValue = SizeDistribution->generate();
		}

		if(LifespanDistribution != NULL)
		{
			LifespanReturnValue = LifespanDistribution->generate();
		}
		if(VelocityDistribution != NULL)
		{
			VelocityReturnValue = VelocityDistribution->generate();
		}

		ExampleParticleSystem->addParticle(PositionReturnValue,
//.........这里部分代码省略.........
开发者ID:danguilliams,项目名称:OpenSGToolbox,代码行数:101,代码来源:02DynamicDistributions.cpp

示例8: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create();
    ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Cloud.png");    
    QuadTextureObjChunk->setImage(LoadedImage);

    TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
    QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
    PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(QuadTextureObjChunk);
    PSMaterial->addChunk(QuadTextureEnvChunk);
    PSMaterial->addChunk(PSMaterialChunk);
    PSMaterial->addChunk(PSBlendChunk);



    //Affector
    ExampleAgeSizeParticleAffector = OSG::AgeSizeParticleAffector::create();
    //ages
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.0);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.05);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.2);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.36);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.7);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.8);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(1.0);

    //sizes
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,0.5,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,0.5,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(20.0,0.5,30.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.0,60.0,6.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,3.0,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(10.0,1.0,10.0));

    //Particle System
    ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);
    ExampleParticleSystem->pushToAffectors(ExampleAgeSizeParticleAffector);

    //Particle System Drawer
    ExampleParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();


    ExampleBurstGenerator = OSG::BurstParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleBurstGenerator->setPositionDistribution(createPositionDistribution());
    ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleBurstGenerator->setBurstAmount(10.0);
    ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution());
    //ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution());
    ExampleBurstGenerator->setSizeDistribution(createSizeDistribution());

    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);

    //Ground Node
    NodeRefPtr GoundNode = makePlane(30.0,30.0,10,10);
//.........这里部分代码省略.........
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:07AgeSizeParticleAffector.cpp

示例9: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));
        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager));

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(20.0f);
        PSPointChunk->setSmooth(true);
        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);

        Distribution3DRefPtr PositionDistribution = createPositionDistribution();
        Distribution1DRefPtr LifespanDistribution = createLifespanDistribution();

        Pnt3f PositionReturnValue;
        Time LifespanReturnValue = -1;

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        for(UInt32 i(0) ; i<200 ; ++i)//controls how many particles are created
        {
            if(PositionDistribution != NULL)
            {
                PositionReturnValue = Pnt3f(PositionDistribution->generate());
            }
            if(LifespanDistribution != NULL)
            {
                LifespanReturnValue = LifespanDistribution->generate();
            }

            ExampleParticleSystem->addParticle(
                                               PositionReturnValue,
                                               Vec3f(0.0f,0.0f,1.0f),
                                               Color4f(1.0,0.0,0.0,1.0), 
                                               Vec3f(1.0,1.0,1.0), 
                                               LifespanReturnValue, 
                                               Vec3f(0.0f,0.0f,0.0f), //Velocity
                                               Vec3f(0.0f,0.0f,0.0f)	//acceleration
                                              );
        }
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer
        PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = PointParticleSystemDrawer::create();


        //Create an CollectiveGravityParticleSystemAffector
        CollectiveGravityParticleSystemAffectorRefPtr ExampleCollectiveGravityParticleSystemAffector = CollectiveGravityParticleSystemAffector::create();
        ExampleCollectiveGravityParticleSystemAffector->setParticleMass(1000000.0f);

        ExampleParticleSystem->pushToSystemAffectors(ExampleCollectiveGravityParticleSystemAffector);


        //Particle System Node
        ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);

        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);


        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
//.........这里部分代码省略.........
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:101,代码来源:10GravityParticleSystemAffector.cpp

示例10: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(20.0f);
        PSPointChunk->setSmooth(true);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(0.2f,0.6f,0.5f,0.3f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.2f,0.9f,0.1f,0.3f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.5f,0.4f,0.2f,0.6f));
        PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        //enable depth test
        DepthChunkRefPtr PSDepthChunk = DepthChunk::create();

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);
        PSMaterial->addChunk(PSDepthChunk);

        LineChunkRefPtr PSLineChunk = LineChunk::create();
        ChunkMaterialRefPtr TestMaterial = ChunkMaterial::create();
        //TestMaterial->addChunk(PointChunk::create());
        //TestMaterial->addChunk(LineChunk::create());
        TestMaterial->addChunk(PSMaterialChunkChunk);
        PolygonChunkRefPtr ThePolygonChunk = PolygonChunk::create();
        BlendChunkRefPtr TheBlendChunk = BlendChunk::create();
        DepthChunkRefPtr TheDepthChunk = DepthChunk::create();
        TestMaterial->addChunk(ThePolygonChunk);
        TestMaterial->addChunk(TheBlendChunk);
        TestMaterial->addChunk(TheDepthChunk);

        //Particle System
        ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();


        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        ExampleParticleSystem->addParticle(Pnt3f(-40.0,0.0,0.0),
                                           Vec3f(0.0,1.0,0.0),
                                           Color4f(1.0,1.0,1.0,1.0),
                                           Vec3f(1.0,1.0,1.0),
                                           -1,
                                           Vec3f(0.0,0.0,0.0),
                                           Vec3f(0.0,0.0,0.0));

        ExampleParticleSystem->addParticle(Pnt3f(40.0,0.0,0.0),
                                           Vec3f(0.0,1.0,0.0),
                                           Color4f(1.0,1.0,1.0,1.0),
                                           Vec3f(1.0,1.0,1.0),
                                           -1,
                                           Vec3f(0.0,0.0,0.0),
                                           Vec3f(0.0,0.0,0.0));

        PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();
        ExamplePointParticleSystemDrawer->setForcePerParticleSizing(false);

        Matrix ExampleMatrix;
        ExampleMatrix.setTransform(Vec3f(10.0,10.0,10.0));

        TransformRefPtr ExampleXform = Transform::create();
        ExampleXform->setMatrix(ExampleMatrix);


        NodeRefPtr ExampleNode = Node::create();
        ExampleNode->setCore(ExampleXform);

        RateParticleGeneratorRecPtr ExampleGenerator = RateParticleGenerator::create();
        //		ExampleGenerator->setEmitInWorldSpace(true);
        ExampleGenerator->setBeacon(ExampleNode);
        ExampleGenerator->setGenerationRate(5.0);
//.........这里部分代码省略.........
开发者ID:ahuballah,项目名称:OpenSGToolbox,代码行数:101,代码来源:16FullTest.cpp

示例11: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);


    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    PointParticleSystemDrawerRefPtr ExamplePointParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    //NodeRefPtr ParticlePrototypeNode = makeTorus(1.0,4.0,16,16);
    //NodeRefPtr CollisionNode = makeBox(5.0,5.0,5.0,1,1,1);//makeSphere(4,10.0f);
    NodeRefPtr CollisionNode = makeSphere(2,4.0f);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(1.0f,0.0f,0.0f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(1.0f,0.0f,0.0f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(1.0f,0.0f,0.0f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_NONE);
    //PSMaterialChunkChunk->setLit(false);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);

    //Generator
    //Attach the function objects to the Generator
    RateParticleGeneratorRefPtr ExampleGenerator= RateParticleGenerator::create();
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setGenerationRate(20.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

    //Geometry Collision Affector
    GeometryCollisionParticleSystemAffectorRefPtr ExampleGeometryCollisionParticleSystemAffector = GeometryCollisionParticleSystemAffector::create();
    ExampleGeometryCollisionParticleSystemAffector->setCollisionNode(CollisionNode);

    TutorialParticleCollisionListener TheCollisionListener;
    ExampleGeometryCollisionParticleSystemAffector->addParticleGeometryCollisionListener(&TheCollisionListener);

    ExampleParticleSystem->pushToSystemAffectors(ExampleGeometryCollisionParticleSystemAffector);
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);
    scene->addChild(CollisionNode);

    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,
                               "13CollisionGeometry");
//.........这里部分代码省略.........
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:13GeometryCollision.cpp

示例12: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    //point material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSPointMaterial = ChunkMaterial::create();
    PSPointMaterial->addChunk(PSPointChunk);
    PSPointMaterial->addChunk(PSMaterialChunkChunk);
    PSPointMaterial->addChunk(PSBlendChunk);

    //smoke material
    TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create();
    ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Checker.jpg");    
    QuadTextureObjChunk->setImage(LoadedImage);

    TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
    QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

    MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
    PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSSmokeMaterial = ChunkMaterial::create();
    PSSmokeMaterial->addChunk(QuadTextureObjChunk);
    PSSmokeMaterial->addChunk(PSMaterialChunk);
    PSSmokeMaterial->addChunk(PSMaterialChunk);
    PSSmokeMaterial->addChunk(QuadTextureEnvChunk);


    //Particle System
    //Rocket
    RocketParticleSystem = OSG::ParticleSystem::create();
    RocketParticleSystem->attachUpdateListener(TutorialWindow);

    TutorialRocketParticleSystemListener TheRocketListener;
    RocketParticleSystem->addParticleSystemListener(&TheRocketListener);

    //smoke
    SmokeParticleSystem = OSG::ParticleSystem::create();
    SmokeParticleSystem->attachUpdateListener(TutorialWindow);
    //Shrapnel
    ShrapnelParticleSystem = OSG::ParticleSystem::create();
    ShrapnelParticleSystem->attachUpdateListener(TutorialWindow);
    //Fireball
    FireballParticleSystem = OSG::ParticleSystem::create();
    FireballParticleSystem->attachUpdateListener(TutorialWindow);



    //Particle System Drawer
    //Rocket does not have a drawer because it is being attached to a special node core
    //Smoke
    SmokeParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();
    //SmokeParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.5f,0.5f));
    //Shrapnel
    ExampleShrapnelParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleShrapnelParticleSystemDrawer->setForcePerParticleSizing(true);
    //Fireball
    ExampleFireballParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleFireballParticleSystemDrawer->setForcePerParticleSizing(true);



//.........这里部分代码省略.........
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:20RocketLauncher.cpp

示例13: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_NONE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->addParticle(Pnt3f(0,100,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.1, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      );
    ExampleParticleSystem->addParticle(Pnt3f(0,-100,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.1, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      );
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer (Point)
    PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();


    //Create a Rate Particle Generator
    RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create();

    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setGenerationRate(80.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

    ExampleRadialAffector = OSG::RadialParticleAffector::create();
    ExampleRadialAffector->setMagnitude(15.0);
    NodeRefPtr RadialBeacon = OSG::Node::create();
    ExampleRadialAffector->setBeacon(RadialBeacon); // set to 'emulate' from (0,0,0)
    ExampleRadialAffector->setMaxDistance(-1.0); // particles affected regardless of distance
    ExampleRadialAffector->setAttenuation(0.0); // strength of uniform field dimishes by dist^attenuation



    //Attach the Generator and Affector to the Particle System
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);
    ExampleParticleSystem->pushToAffectors(ExampleRadialAffector);
    ExampleParticleSystem->setMaxParticles(800);


    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
//.........这里部分代码省略.........
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:23RadialFieldParticleAffector.cpp

示例14: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    // Material point chunk, so particles are drawn as points
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);

    // Material blend chunk
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    LineChunkRefPtr PSLineChunk = LineChunk::create();

    //Texture Chunk
    TextureObjChunkRefPtr PSTexChunk = OSG::TextureObjChunk::create();

    //Particle System Material
    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(1.0f,0.5f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(1.0f,0.5f,0.3f,0.6f));
    PSMaterialChunkChunk->setSpecular(Color4f(1.0f,0.5f,0.3f,0.6f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    // Assembling materials
    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSBlendChunk);
    PSMaterial->addChunk(PSLineChunk);
    PSMaterial->addChunk(PSTexChunk);
    PSMaterial->setTransparencyMode(Material::TransparencyForceTransparent);

    // Creating a particle generator
    RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setGenerationRate(8.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setSizeDistribution(createSizeDistribution());

    //Creating Particle System
    ExampleParticleSystem = OSG::ParticleSystem::create();
    // add a couple temp particles so the camera is zoomed out 
    ExampleParticleSystem->addParticle(OSG::Pnt3f(0,0,-100),OSG::Vec3f(0,1,0),OSG::Color4f(1,1,1,1),OSG::Vec3f(1,1,1),0.1,OSG::Vec3f(0,0,0),OSG::Vec3f(0,0,0));
    ExampleParticleSystem->addParticle(OSG::Pnt3f(0,0,100),OSG::Vec3f(0,1,0),OSG::Color4f(1,1,1,1),OSG::Vec3f(1,1,1),0.1,OSG::Vec3f(0,0,0),OSG::Vec3f(0,0,0));
    ExampleParticleSystem->setMaxParticles(200);
    ExampleParticleSystem->attachUpdateListener(TutorialWindow); 

    //Creating Particle System Drawer
    PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleParticleSystemDrawer->setForcePerParticleSizing(true);

    // Attaching affector and generator to the particle system
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);

    //Particle System Core, setting its system, drawer, and material
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    // Create Trail Generator(s)
    // simple trail generator
    ExampleTrailGenerator = OSG::SimpleParticleTrailGenerator::create();
    ExampleTrailGenerator->setTrailResolution(2.5f);
    ExampleTrailGenerator->setDrawMethod(SimpleParticleTrailGenerator::POINTS);
    ExampleTrailGenerator->setTrailLength(3.12);
    ExampleTrailGenerator->setTrailLengthMethod(ParticleTrailGenerator::TIME);
    ExampleTrailGenerator->setTrailResolutionMethod(ParticleTrailGenerator::DISTANCE_SPACING);
    ExampleTrailGenerator->setTrailMaterial(PSMaterial);

    // attach listener for trail generator to the particle system
    ExampleParticleSystem->addParticleSystemListener(ExampleTrailGenerator->getParticleSystemListener());

    // Set up node with the particle system at its core
//.........这里部分代码省略.........
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:101,代码来源:01ParticleTrailGenerator.cpp

示例15: main

int main(int argc, char **argv)
{
    preloadSharedObject("OSGImageFileIO");

    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));
        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager));

        //Particle System Material
        //point material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(5.0f);
        PSPointChunk->setSmooth(true);
        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSPointMaterial = ChunkMaterial::create();
        PSPointMaterial->addChunk(PSPointChunk);
        PSPointMaterial->addChunk(PSMaterialChunkChunk);
        PSPointMaterial->addChunk(PSBlendChunk);

        //smoke material
        TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create();
        ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Smoke.png");    
        QuadTextureObjChunk->setImage(LoadedImage);

        TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
        QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

        MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
        PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
        PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSSmokeMaterial = ChunkMaterial::create();
        PSSmokeMaterial->addChunk(QuadTextureObjChunk);
        PSSmokeMaterial->addChunk(PSMaterialChunk);
        PSSmokeMaterial->addChunk(PSBlendChunk);
        PSSmokeMaterial->addChunk(QuadTextureEnvChunk);


        //Particle System
        //Rocket
        ParticleSystemRecPtr RocketParticleSystem = ParticleSystem::create();
        RocketParticleSystem->attachUpdateProducer(TutorialWindow);

        //smoke
        ParticleSystemRecPtr SmokeParticleSystem = ParticleSystem::create();
        SmokeParticleSystem->attachUpdateProducer(TutorialWindow);
        //Shrapnel
        ParticleSystemRecPtr ShrapnelParticleSystem = ParticleSystem::create();
        ShrapnelParticleSystem->attachUpdateProducer(TutorialWindow);
        //Fireball
        ParticleSystemRecPtr FireballParticleSystem = ParticleSystem::create();
        FireballParticleSystem->attachUpdateProducer(TutorialWindow);



        //Particle System Drawer
        //Rocket does not have a drawer because it is being attached to a special node core
        //Smoke
        QuadParticleSystemDrawerRecPtr SmokeParticleSystemDrawer = QuadParticleSystemDrawer::create();
        //SmokeParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.5f,0.5f));
        //Shrapnel
        PointParticleSystemDrawerRecPtr ExampleShrapnelParticleSystemDrawer = PointParticleSystemDrawer::create();
        ExampleShrapnelParticleSystemDrawer->setForcePerParticleSizing(true);
        //Fireball
        PointParticleSystemDrawerRecPtr ExampleFireballParticleSystemDrawer = PointParticleSystemDrawer::create();
        ExampleFireballParticleSystemDrawer->setForcePerParticleSizing(true);

        //Particle System Node
        //collision node
        //NodeRefPtr EnvironmentNode = makeSphere(2,4.0f);

//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:20RocketLauncher.cpp


注:本文中的BlendChunkRefPtr::setSrcFactor方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。