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C++ MaterialChunkUnrecPtr::setAmbient方法代码示例

本文整理汇总了C++中MaterialChunkUnrecPtr::setAmbient方法的典型用法代码示例。如果您正苦于以下问题:C++ MaterialChunkUnrecPtr::setAmbient方法的具体用法?C++ MaterialChunkUnrecPtr::setAmbient怎么用?C++ MaterialChunkUnrecPtr::setAmbient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MaterialChunkUnrecPtr的用法示例。


在下文中一共展示了MaterialChunkUnrecPtr::setAmbient方法的11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: setupAnimation

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();
}
开发者ID:rdgoetz,项目名称:OpenSGToolbox,代码行数:53,代码来源:05TextureAnimation.cpp

示例2:

MaterialUnrecPtr Graphics3DExtrude::createDefaultMaterial(void)
{
	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(0.85,0.85,0.85,1.0));
		TheMaterialChunk->setEmission(Color4f(0.0,0.0,0.0,1.0));
		TheMaterialChunk->setShininess(50.0);
		TheMaterialChunk->setLit(true);
		TheMaterialChunk->setColorMaterial(true);
	
	ChunkMaterialUnrecPtr TheMaterial = ChunkMaterial::create();

    TheMaterial->addChunk(TheMaterialChunk);

	return TheMaterial;
}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:18,代码来源:OSGGraphics3DExtrude.cpp

示例3: 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);

    //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();


//.........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:14SkeletonLoader.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);

    //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;
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:100,代码来源:04ShaderAnimation.cpp

示例5: setupAnimation

AnimationTransitPtr setupAnimation(ChunkMaterial* const TheBoxMaterial)
{
    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"));

    TextureSelectChunkRefPtr AnimSequenceTexture = TextureSelectChunk::create();
    AnimSequenceTexture->setChoice(0);

    //Make the textures
    for(UInt32 i(0) ; i<_ImagePaths.size(); ++i)
    {
        ImageRefPtr AnimFrameImage = ImageFileHandler::the()->read(_ImagePaths[i].string().c_str());

        TextureObjChunkRefPtr AnimFrameTexture = TextureObjChunk::create();
        AnimFrameTexture->setImage(AnimFrameImage);

        AnimSequenceTexture->pushToTextures(AnimFrameTexture);
    }

    //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));

    //Texture Env Chunk
    TextureEnvChunkRefPtr TexEnv = TextureEnvChunk::create();
    TexEnv->setEnvMode(GL_MODULATE);

    TheBoxMaterial->addChunk(AnimSequenceTexture);
    TheBoxMaterial->addChunk(TexEnv);
    TheBoxMaterial->addChunk(TheMaterialChunk);

    //Texture Keyframe Sequence
    KeyframeNumberSequenceUInt32RefPtr FrameChoiceKeyframes = KeyframeNumberSequenceUInt32::create();
    Real32 Rate(0.05f);
    for(UInt32 i(0) ; i<AnimSequenceTexture->getMFTextures()->size(); ++i)
    {
        FrameChoiceKeyframes->addRawKeyframe(i,static_cast<Real32>(i)*Rate);
    }
    for(UInt32 i(0) ; i<AnimSequenceTexture->getMFTextures()->size(); ++i)
    {
        FrameChoiceKeyframes->addRawKeyframe(AnimSequenceTexture->getMFTextures()->size()-i-1,
                                             static_cast<Real32>(i+AnimSequenceTexture->getMFTextures()->size())*Rate);
    }

    //Animator
    KeyframeAnimatorUnrecPtr TutorialTextureAnimator = KeyframeAnimator::create();
    TutorialTextureAnimator->setKeyframeSequence(FrameChoiceKeyframes);

    //Animation
    FieldAnimationUnrecPtr TutorialTextureAnimation = FieldAnimation::create();
    TutorialTextureAnimation->setAnimator(TutorialTextureAnimator);
    TutorialTextureAnimation->setInterpolationType(Animator::STEP_INTERPOLATION);
    TutorialTextureAnimation->setCycling(-1);
    TutorialTextureAnimation->setAnimatedField(AnimSequenceTexture,TextureSelectChunk::ChoiceFieldId);

    return AnimationTransitPtr(TutorialTextureAnimation);
}
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:63,代码来源:09TextureSelecteAnimation.cpp

示例6: 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);

    //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;
//.........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:16LoadXMLSkeleton.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);

    //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);
//.........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:10SkeletonDrawer.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);

    //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);

//.........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:11BoneAnimation.cpp

示例9: 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);

    //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);

//.........这里部分代码省略.........
开发者ID:rdgoetz,项目名称:OpenSGToolbox,代码行数:101,代码来源:11BoneAnimation.cpp

示例10: 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);

    //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);
//.........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:13MeshBlending.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);

    //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);
    /*================================================================================================*/
//.........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:12SkeletonAnimation.cpp


注:本文中的MaterialChunkUnrecPtr::setAmbient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。