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C++ NodeRefPtr::addChild方法代码示例

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


在下文中一共展示了NodeRefPtr::addChild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: create3DObjects

void create3DObjects(void)
{
    // Make Object Nodes
    NodeRefPtr ExampleTorusGeo = makeTorus(90, 270, 16, 16);
    NodeRefPtr ExampleConeGeo = makeCone(150, 50, 16, true, true);
    NodeRefPtr ExampleSphereGeo = makeSphere(4, 100);
    NodeRefPtr ExampleBoxGeo = makeBox(100, 100, 100, 1, 1, 1);

    // AssignTextures

    dynamic_cast<Geometry*>(ExampleConeGeo->getCore())->setMaterial(createBlueMaterial());

    dynamic_cast<Geometry*>(ExampleSphereGeo->getCore())->setMaterial(createRedMaterial());

    dynamic_cast<Geometry*>(ExampleBoxGeo->getCore())->setMaterial(createGreenMaterial());

    // Preform transformations on them
    Matrix mat;

    
    // On Torus    
    mat.setTranslate(0.0,100.0,-200.0);
    TransformRefPtr TorusTranCore = Transform::create();
        TorusTranCore->setMatrix(mat);
    
    ExampleTorus = Node::create();
        ExampleTorus->setCore(TorusTranCore);
        ExampleTorus->addChild(ExampleTorusGeo);
    
    // On Sphere
    mat.setTranslate(250.0,0.0,0.0);

    TransformRefPtr SphereTranCore = Transform::create();
        SphereTranCore->setMatrix(mat);
    
    ExampleSphere = Node::create();
        ExampleSphere->setCore(SphereTranCore);
        ExampleSphere->addChild(ExampleSphereGeo);

    // On Cone
    mat.setTranslate(0.0,0.0,-250.0);

    TransformRefPtr ConeTranCore = Transform::create();
        ConeTranCore->setMatrix(mat);
    
    ExampleCone = Node::create();
        ExampleCone->setCore(ConeTranCore);
        ExampleCone->addChild(ExampleConeGeo);
        
    // On Box
    mat.setTranslate(250.0,250.0,0.0);

    TransformRefPtr ExampleBoxTranCore = Transform::create();
        ExampleBoxTranCore->setMatrix(mat);
    
    ExampleBox = Node::create();
        ExampleBox->setCore(ExampleBoxTranCore);
        ExampleBox->addChild(ExampleBoxGeo);

}
开发者ID:danguilliams,项目名称:OpenSGToolbox,代码行数:60,代码来源:21ExampleInterface.cpp

示例2: buildBox

//////////////////////////////////////////////////////////////////////////
//! build a box
//////////////////////////////////////////////////////////////////////////
void buildBox(void)
{
    Vec3f Lengths((Real32)(rand()%2)+1.0, (Real32)(rand()%2)+1.0, (Real32)(rand()%2)+1.0);
    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr box;
    NodeRefPtr boxNode = makeBox(Lengths.x(), Lengths.y(), Lengths.z(), 1, 1, 1);
    box = dynamic_cast<Geometry*>(boxNode->getCore());
    SimpleMaterialRefPtr box_mat = SimpleMaterial::create();
    box_mat->setAmbient(Color3f(0.0,0.0,0.0));
    box_mat->setDiffuse(Color3f(0.0,1.0 ,0.0));

    box->setMaterial(box_mat);

    TransformRefPtr boxTrans;
    NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    Real32 randX = (Real32)(rand()%10)-5.0;
    Real32 randY = (Real32)(rand()%10)-5.0;
    m.setTranslate(randX, randY, 10.0);
    boxTrans->setMatrix(m);


    //create ODE data
    PhysicsBodyRefPtr boxBody = PhysicsBody::create(physicsWorld);
    boxBody->setPosition(Vec3f(randX, randY, 10.0));

    boxBody->setBoxMass(1.0, Lengths.x(), Lengths.y(), Lengths.z());
    //std::cout << "mass: "                << boxBody->getMass()                    << std::endl
    //<< "massCenterOfGravity: " << boxBody->getMassCenterOfGravity().x() << ", "      << boxBody->getMassCenterOfGravity().y() << ", " << boxBody->getMassCenterOfGravity().z() << std::endl
    //<< "massInertiaTensor: "   << std::endl
    //<< boxBody->getMassInertiaTensor()[0][0] << " "<< boxBody->getMassInertiaTensor()[0][1] << " "<< boxBody->getMassInertiaTensor()[0][2] << " "   << boxBody->getMassInertiaTensor()[0][3] << std::endl
    //<< boxBody->getMassInertiaTensor()[1][0] << " "<< boxBody->getMassInertiaTensor()[1][1] << " "<< boxBody->getMassInertiaTensor()[1][2] << " "   << boxBody->getMassInertiaTensor()[1][3] << std::endl
    //<< boxBody->getMassInertiaTensor()[2][0] << " "<< boxBody->getMassInertiaTensor()[2][1] << " "<< boxBody->getMassInertiaTensor()[2][2] << " "   << boxBody->getMassInertiaTensor()[2][3] << std::endl
    //<< boxBody->getMassInertiaTensor()[3][0] << " "<< boxBody->getMassInertiaTensor()[3][1] << " "<< boxBody->getMassInertiaTensor()[3][2] << " "   << boxBody->getMassInertiaTensor()[3][3] << std::endl
    //<< std::endl;

    PhysicsBoxGeomRefPtr boxGeom = PhysicsBoxGeom::create();
    boxGeom->setBody(boxBody);
    boxGeom->setSpace(physicsSpace);
    boxGeom->setLengths(Lengths);


    //add attachments
    boxNode->addAttachment(boxGeom);
    boxTransNode->addAttachment(boxBody);
    boxTransNode->addChild(boxNode);


    //add to SceneGraph
    spaceGroupNode->addChild(boxTransNode);

    commitChanges();

}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:58,代码来源:01SimplePhysics.cpp

示例3: buildTriMesh

//////////////////////////////////////////////////////////////////////////
//! trimesh defined by filenode will be loaded
//////////////////////////////////////////////////////////////////////////
void buildTriMesh(void)
{
    NodeRefPtr tri = cloneTree(TriGeometryBase);
    if(tri!=NULL)
    {
        GeometryRefPtr triGeo = dynamic_cast<Geometry*>(tri->getCore()); 
        Matrix m;
        SimpleMaterialRefPtr tri_mat = SimpleMaterial::create();
        tri_mat->setAmbient(Color3f(0.1,0.1,0.2));
        tri_mat->setDiffuse(Color3f(1.0,0.1,0.7));

        triGeo->setMaterial(tri_mat);
        TransformRefPtr triTrans;
        NodeRefPtr triTransNode = makeCoredNode<Transform>(&triTrans);
        m.setIdentity();
        Real32 randX = (Real32)(rand()%10)-5.0;
        Real32 randY = (Real32)(rand()%10)-5.0;
        m.setTranslate(randX, randY, 18.0);
        triTrans->setMatrix(m);

        //create ODE data
        Vec3f GeometryBounds(calcMinGeometryBounds(triGeo));
        PhysicsBodyRefPtr triBody = PhysicsBody::create(physicsWorld);
        triBody->setPosition(Vec3f(randX, randY, 18.0));
        triBody->setLinearDamping(0.0001);
        triBody->setAngularDamping(0.0001);

        triBody->setBoxMass(1.0,GeometryBounds.x(), GeometryBounds.y(), GeometryBounds.z());
        PhysicsGeomRefPtr triGeom;
        if(true)
        {
            triGeom = PhysicsTriMeshGeom::create();
            triGeom->setBody(triBody);
            //add geom to space for collision
            triGeom->setSpace(physicsSpace);
            //set the geometryNode to fill the ode-triMesh
            NodeRefPtr TorusGeometryNode(makeTorus(0.55, 1.05, 6, 6));
            dynamic_pointer_cast<PhysicsTriMeshGeom>(triGeom)->setGeometryNode(TorusGeometryNode);
        }

        //add attachments
        tri->addAttachment(triGeom);
        triTransNode->addAttachment(triBody);
        //add to SceneGraph
        triTransNode->addChild(tri);
        spaceGroupNode->addChild(triTransNode);
    }
    else
    {
        SLOG << "Could not read MeshData!" << endLog;
    }

    commitChanges();
}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:57,代码来源:01SimplePhysics.cpp

示例4: buildShip

//////////////////////////////////////////////////////////////////////////
//! build a ship
//////////////////////////////////////////////////////////////////////////
PhysicsBodyRefPtr buildShip(Vec3f Dimensions, Pnt3f Position)
{
    Real32 Radius(osgMax(Dimensions.x(), Dimensions.y())/2.0f);
    Real32 Length(Dimensions.z() - 2.0f*Radius);

    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr box;
    NodeRefPtr boxNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1);
    box = dynamic_cast<Geometry*>(boxNode->getCore());
    SimpleMaterialRefPtr box_mat = SimpleMaterial::create();
        box_mat->setAmbient(Color3f(0.0,0.0,0.0));
        box_mat->setDiffuse(Color3f(1.0,1.0 ,0.0));
        box->setMaterial(box_mat);
    TransformRefPtr boxTrans;
    NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    m.setTranslate(Position - Vec3f(0.0f,0.0f,0.5f*Dimensions.z()));
        boxTrans->setMatrix(m);

        for(UInt32 i(0) ; i<box->getPositions()->size() ; ++i)
        {
            box->getPositions()->setValue<Pnt3f>(box->getPositions()->getValue<Pnt3f>(i) + Vec3f(0.0,0.0,Dimensions.z()/2.0f),i);
        }


    //create ODE data

    PhysicsBodyRefPtr CapsuleBody = PhysicsBody::create(physicsWorld);
        CapsuleBody->setPosition(Vec3f(Position - Vec3f(0.0f,0.0f,0.5f*Dimensions.z())));
        CapsuleBody->setLinearDamping(0.01);
        CapsuleBody->setMaxAngularSpeed(0.0);
    CapsuleBody->setCapsuleMass(1.0,3,Radius, Length);

    PhysicsCapsuleGeomRefPtr CapsuleGeom = PhysicsCapsuleGeom::create();
        CapsuleGeom->setBody(CapsuleBody);
        CapsuleGeom->setOffsetPosition(Vec3f(0.0f,0.0f,0.5f*Dimensions.z()));
        CapsuleGeom->setSpace(hashSpace);
        CapsuleGeom->setRadius(Radius);
        CapsuleGeom->setLength(Length);

    //add attachments
        boxNode->addAttachment(CapsuleGeom);
        boxTransNode->addAttachment(CapsuleBody);
        boxTransNode->addChild(boxNode);

    //add to SceneGraph
        spaceGroupNode->addChild(boxTransNode);

    commitChanges();

    return CapsuleBody;
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:56,代码来源:04ZeroGravityShip.cpp

示例5: buildSphere

//////////////////////////////////////////////////////////////////////////
//! build a sphere
//////////////////////////////////////////////////////////////////////////
void buildSphere(void)
{
    Real32 Radius((Real32)(rand()%2)*0.5+0.5);
    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr sphere;
    NodeRefPtr sphereNode = makeSphere(2, Radius);
    sphere = dynamic_cast<Geometry*>(sphereNode->getCore());
    SimpleMaterialRefPtr sphere_mat = SimpleMaterial::create();
    sphere_mat->setAmbient(Color3f(0.0,0.0,0.0));
    sphere_mat->setDiffuse(Color3f(0.0,0.0,1.0));

    sphere->setMaterial(sphere_mat);

    TransformRefPtr sphereTrans;
    NodeRefPtr sphereTransNode = makeCoredNode<Transform>(&sphereTrans);
    m.setIdentity();
    Real32 randX = (Real32)(rand()%10)-5.0;
    Real32 randY = (Real32)(rand()%10)-5.0;
    m.setTranslate(randX, randY, 10.0);
    sphereTrans->setMatrix(m);

    //create ODE data
    PhysicsBodyRefPtr sphereBody = PhysicsBody::create(physicsWorld);
    sphereBody->setPosition(Vec3f(randX, randY, 10.0));
    sphereBody->setAngularDamping(0.0001);

    sphereBody->setSphereMass(1.0,Radius);

    PhysicsSphereGeomRefPtr sphereGeom = PhysicsSphereGeom::create();
    sphereGeom->setBody(sphereBody);
    sphereGeom->setSpace(physicsSpace);
    sphereGeom->setRadius(Radius);


    //add attachments
    sphereNode->addAttachment(sphereGeom);

    sphereTransNode->addAttachment(sphereBody);
    sphereTransNode->addChild(sphereNode);

    //add to SceneGraph
    spaceGroupNode->addChild(sphereTransNode);

    commitChanges();
}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:49,代码来源:01SimplePhysics.cpp

示例6: buildBox

//////////////////////////////////////////////////////////////////////////
//! build a box
//////////////////////////////////////////////////////////////////////////
PhysicsBodyRefPtr buildBox(Vec3f Dimensions, Pnt3f Position)
{
    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr box;
    NodeRefPtr boxNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1);
    box = dynamic_cast<Geometry*>(boxNode->getCore());
    SimpleMaterialRefPtr box_mat = SimpleMaterial::create();
        box_mat->setAmbient(Color3f(0.0,0.0,0.0));
        box_mat->setDiffuse(Color3f(0.0,1.0 ,1.0));
        box->setMaterial(box_mat);
    TransformRefPtr boxTrans;
    NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    m.setTranslate(Position);
        boxTrans->setMatrix(m);

    //create ODE data
    PhysicsBodyRefPtr boxBody = PhysicsBody::create(physicsWorld);
        boxBody->setPosition(Vec3f(Position));
        boxBody->setLinearDamping(0.001);
        boxBody->setAngularDamping(0.001);
    boxBody->setBoxMass(1.0,Dimensions.x(), Dimensions.y(), Dimensions.z());

    PhysicsBoxGeomRefPtr boxGeom = PhysicsBoxGeom::create();
        boxGeom->setBody(boxBody);
        boxGeom->setSpace(hashSpace);
        boxGeom->setLengths(Dimensions);

    //add attachments
        boxNode->addAttachment(boxGeom);
        boxTransNode->addAttachment(boxBody);
        boxTransNode->addChild(boxNode);

    //add to SceneGraph
        spaceGroupNode->addChild(boxTransNode);

    commitChanges();

    return boxBody;
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:44,代码来源:04ZeroGravityShip.cpp

示例7: buildCharacter

//////////////////////////////////////////////////////////////////////////
//! build a character
//////////////////////////////////////////////////////////////////////////
PhysicsBodyRefPtr buildCharacter(Vec3f Dimensions,
                                 Pnt3f Position,
                                 Node* const spaceGroupNode,
                                 PhysicsWorld* const physicsWorld,
                                 PhysicsHashSpace* const physicsSpace
                                 )
{
    Real32 Radius(osgMax(Dimensions.x(), Dimensions.y())/2.0f);
    Real32 Length(Dimensions.z() - 2.0f*Radius);

    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr box;
    //NodeRefPtr characterNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1);
    NodeRefPtr characterNode = SceneFileHandler::the()->read("Data/Jack.osb");
    if(characterNode == NULL)
    {
        characterNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1);
    }
    box = dynamic_cast<Geometry*>(characterNode->getCore());
    TransformRefPtr boxTrans;
    NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    m.setTranslate(Position);
    boxTrans->setMatrix(m);

    //create ODE data
    PhysicsBodyRefPtr boxBody = PhysicsBody::create(physicsWorld);
    boxBody->setPosition(Vec3f(Position));
    //boxBody->setLinearDamping(0.001);
    //boxBody->setAngularDamping(0.001);
    boxBody->setMaxAngularSpeed(0.0);
    boxBody->setCapsuleMass(1.0,3,Radius, Length);

    PhysicsCapsuleGeomRefPtr CapsuleGeom = PhysicsCapsuleGeom::create();
    CapsuleGeom->setBody(boxBody);
    CapsuleGeom->setSpace(physicsSpace);
    CapsuleGeom->setRadius(Radius);
    CapsuleGeom->setLength(Length);

    //add attachments
    characterNode->addAttachment(CapsuleGeom);
    boxTransNode->addAttachment(boxBody);
    boxTransNode->addChild(characterNode);

    //add to SceneGraph
    spaceGroupNode->addChild(boxTransNode);
    commitChanges();

    return boxBody;
}
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:54,代码来源:03CharacterTerrain.cpp

示例8: main


//.........这里部分代码省略.........
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

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

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->addParticle(Pnt3f(0,0,0),
                                       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(50,0,0),
                                       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)
    ExamplePointParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();

    //Particle System Drawer (line)
    ExampleLineParticleSystemDrawer = OSG::LineParticleSystemDrawer::create();
    ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
    ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
    ExampleLineParticleSystemDrawer->setLineLength(0.5f);
    ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(1.0f,0.0f));

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

    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleGenerator->setGenerationRate(2.0);

    ExampleConserveVelocityAffector = OSG::ConserveVelocityParticleAffector::create();
    ExampleConserveVelocityAffector->setConserve(0.0); // all velocity conserved initially.  Use keys 3 and 4 to change this value while running.



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


    //Particle System Node
    ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer);
    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();

    mgr->getCamera()->setFar(1000.0);

    std::cout << "Conserve Velocity Particle Affector Tutorial Controls:\n"
        << "1: Use point drawer\n"
        << "2: Use line drawer\n"
        << "3: Decrease velocity conserved.\n"
        << "4: Increase velocity conserved.\n"
        << "Ctrl + Q: Exit Tutorial";

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "28ConserveVelocityParticleAffector");

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

    osgExit();

    return 0;
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:28ConserveVelocityParticleAffector.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);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);

    // Make Torus Node (creates Torus in background of scene)
    NodeRefPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

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

    // Create the Graphics
    GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create();

    // Initialize the LookAndFeelManager to enable default settings
    LookAndFeelManager::the()->getLookAndFeel()->init();

    // Create a simple Font to be used with the ExampleTextArea
    UIFontRefPtr ExampleFont = OSG::UIFont::create();
        ExampleFont->setSize(16);

    /******************************************************


        Create and edit the TextArea and determine its 
        characteristics.  A TextArea is a component 
        that allows you to enter text into the box via 
        keyboard input.  You can select text by    using 
        your mouse or pressing shift and the left and 
        right arrow keys.

        The only difference between a TextArea and
        TextField is that a TextArea can have 
        multiple lines of text 
        within it.

        -setTextColor(Color4f): Determine color of 
            text within TextArea.
        -setSelectionBoxColor(Color4f): Determine the
			color that highlighting around the 
			selected text appears.
        -setSelectionTextColor(Color4f): Determine the 
            color the selected text appears.
        -setText("TextToBeDisplayed"): Determine  
            initial text within TextArea.
        -setFont(FontName): Determine the Font 
			used within TextArea
        -setSelectionStart(StartCharacterNumber):
            Determine the character which the 
            selection will initially start after.
        -setSelectionEnd(EndCharacterNumber): 
            Determine the character which the 
            selection will end before.
        -setCaretPosition(Location): Determine the 
            location of the Caret within the TextArea.
			Note: this does not do too much
            currently because the only way 
            to cause the TextArea to gain focus is
            to click within it, causing the 
            Caret to move.
            
    ******************************************************/

    // Create a TextArea component
    TextAreaRefPtr ExampleTextArea = OSG::TextArea::create();

        ExampleTextArea->setPreferredSize(Vec2f(300, 200));
        ExampleTextArea->setMinSize(Vec2f(300, 200));
        ExampleTextArea->setTextColor(Color4f(0.0, 0.0, 0.0, 1.0));
        ExampleTextArea->setSelectionBoxColor(Color4f(0.0, 0.0, 1.0, 1.0));
        ExampleTextArea->setSelectionTextColor(Color4f(1.0, 1.0, 1.0, 1.0));
        // Determine the font and initial text
        ExampleTextArea->setText("What");
        ExampleTextArea->setFont(ExampleFont);
        // This will select the "a" from above
        ExampleTextArea->setSelectionStart(2);
        ExampleTextArea->setSelectionEnd(3);
        ExampleTextArea->setCaretPosition(2);
        //ExampleTextArea->setLineWrap(false);
        
    // Create a ScrollPanel
    ScrollPanelRefPtr TextAreaScrollPanel = ScrollPanel::create();
        TextAreaScrollPanel->setPreferredSize(Vec2f(200,200));
        TextAreaScrollPanel->setHorizontalResizePolicy(ScrollPanel::RESIZE_TO_VIEW);
    // Add the TextArea to the ScrollPanel so it is displayed
	TextAreaScrollPanel->setViewComponent(ExampleTextArea);

    
//.........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:22TextArea.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 Key Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    //Add Mouse Listeners
    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(6.0f);
    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->setEmission(Color4f(0.2f,0.6f,0.5f,0.3f));
    PSMaterialChunkChunk->setColorMaterial(GL_NONE);

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

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

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

    //Particle System Drawer
    //Point
    ExamplePointParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    //ExamplePointParticleSystemDrawer->setForcePerParticleSizing(true);

    //Line
    ExampleLineParticleSystemDrawer = OSG::LineParticleSystemDrawer::create();
    ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_NORMAL);//DIRECTION_VELOCITY_CHANGE);
    ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
    ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(1.0,0.0));
    //Quad
    ExampleQuadParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();
    ExampleQuadParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.1,0.1));
    ExampleQuadParticleSystemDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_PARTICLE_NORMAL,QuadParticleSystemDrawer::UP_STATIC);

    RateParticleGeneratorRefPtr ExampleGeneratorTheSequel = OSG::RateParticleGenerator::create();

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


    //Attach the Generator to the Particle System
    //ExampleParticleSystem->pushToGenerators(ExampleGenerator);
    ExampleParticleSystem->setMaxParticles(500);
    ExampleParticleSystem->pushToGenerators(ExampleGeneratorTheSequel);

    //Particle System Node
    ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer);
    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:14ParticleSorting.cpp

示例11: main

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

    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

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

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);

    // Make Torus Node (creates Torus in background of scene)
    NodeRefPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

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

    // Create the Graphics
    GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create();

    // Initialize the LookAndFeelManager to enable default settings
    LookAndFeelManager::the()->getLookAndFeel()->init();

    GradientBackgroundRefPtr TheBackground = GradientBackground::create();
    TheBackground->addLine(Color3f(1.0,0.0,0.0), 0.0);
    TheBackground->addLine(Color3f(0.0,1.0,0.0), 0.2);
    TheBackground->addLine(Color3f(0.0,0.0,1.0), 0.4);
    TheBackground->addLine(Color3f(0.0,1.0,1.0), 0.6);
    TheBackground->addLine(Color3f(1.0,1.0,0.0), 0.8);
    TheBackground->addLine(Color3f(1.0,1.0,1.0), 1.0);

    /******************************************************

            Create a List.  A List has several 
			parts to it:
			-ListModel: Contains the data which is to be
			    displayed in the List.  Data is added
				as shown below
			-ListCellRenderer: Creates the Components to
				be used within the List (the default
				setting is to create Labels using 
				the desired text).
			-ListSelectionModel: Determines how
				the List may be selected.

			To add values to the list:
            
            First, create SFStrings and use the 
            .setValue("Value") function to set their
            values.  Then, use the .pushBack(&SFStringName)
            to add them to the List.

            Next, create the CellRenderer and ListSelectionModel
            defaults.

            Finally, actually create the List.  Set
            its Model, CellRenderer, and SelectionModel
            as shown below.  Finally, choose the
            type of display for the List (choices outlined
            below).

    ******************************************************/

    // Add data to it
	ExampleListModel = MFieldListModel::create();
    ExampleListModel->setContainer(TheBackground);
    ExampleListModel->setFieldId(GradientBackground::ColorFieldId);

    /******************************************************

            Create ListCellRenderer and 
			ListSelectionModel.  Most 
			often the defauls will be used.
			
			Note: the ListSelectionModel was
			created above and is referenced
			by the ActionListeners.

    ******************************************************/    


    /******************************************************

            Create List itself and assign its 
			Model, CellRenderer, and SelectionModel
			to it.
			-setOrientation(ENUM): Determine the
				Layout of the cells (Horizontal
				or Vertical).  Takes List::VERTICAL_ORIENTATION
				and List::HORIZONTAL_ORIENTATION arguments.

    ******************************************************/    
    ExampleList = List::create();
        ExampleList->setPreferredSize(Vec2f(200, 300));
        ExampleList->setOrientation(List::VERTICAL_ORIENTATION);
//.........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:44MFieldList.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);

    // Make Torus Node (creates Torus in background of scene)
    NodeRefPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

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

    // Create the Graphics
    GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create();

    // Initialize the LookAndFeelManager to enable default settings
    LookAndFeelManager::the()->getLookAndFeel()->init();

    /******************************************************
            
                Creates some Button components

    ******************************************************/
    ButtonRefPtr ExampleButton1 = OSG::Button::create();
    ButtonRefPtr ExampleButton2 = OSG::Button::create();
    ButtonRefPtr ExampleButton3 = OSG::Button::create();
    ButtonRefPtr ExampleButton4 = OSG::Button::create();
    ButtonRefPtr ExampleButton5 = OSG::Button::create();
    ButtonRefPtr ExampleButton6 = OSG::Button::create();


    /******************************************************

        Create SpringLayout.  This layout simply
        places all Components within it on top of
        each other.

        They are placed in reverse order of how they
        are added to the MainFrame (Components added
        first are rendered last, those added last are
        rendered first).

		Note: SpringLayout has no options which
		can be set.


    ******************************************************/

    SpringLayoutRefPtr MainInternalWindowLayout = OSG::SpringLayout::create();

    // OverlayLayout has no options to edit!
        // NOTHING : )

    
    /******************************************************

            Create and edit some Button Components.

    ******************************************************/

        ExampleButton1->setPreferredSize(Vec2f(50,50));
		ExampleButton1->setText("Button 1");

        ExampleButton2->setPreferredSize(Vec2f(50,50));
		ExampleButton2->setText("Button 2");

        ExampleButton3->setPreferredSize(Vec2f(50,50));
		ExampleButton3->setText("Button 3");

        ExampleButton4->setPreferredSize(Vec2f(50,50));
		ExampleButton4->setText("Button 4");

        ExampleButton5->setPreferredSize(Vec2f(50,50));
		ExampleButton5->setText("Button 5");

        ExampleButton6->setPreferredSize(Vec2f(50,50));
		ExampleButton6->setText("Button 6");
    
    InternalWindowRefPtr MainInternalWindow = OSG::InternalWindow::create();

	// SpringLayoutConstraints Information
	// It is possible to set the constraint for the Y_EDGE, X_EDGE, BASELINE_EDGE, NORTH_EDGE, SOUTH_EDGE, EAST_EDGE, WEST_EDGE, HEIGHT_EDGE, and/or WIDTH_EDGE of a component.
	// It is possible to constrain a component's edge x pixels above, below, to the right of, or to the left of the edges other components, frames, and/or the MainInternalWindow.
	// It is possible to constrain a component to the Y_EDGE, X_EDGE, BASELINE_EDGE, NORTH_EDGE, SOUTH_EDGE, EAST_EDGE, WEST_EDGE, HORIZONTAL_CENTER_EDGE, VERTICAL_CENTER_EDGE, HEIGHT_EDGE, and/or WIDTH_EDGE of whatever component to which it is constrained.
	
	//Example Button 1    
    MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::NORTH_EDGE, ExampleButton1, 25, SpringLayoutConstraints::NORTH_EDGE, MainInternalWindow);  // The North edge of ExampleButton1 is 25 pixels below the North edge of the MainInternalWindow.
    MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::SOUTH_EDGE, ExampleButton1, -5, SpringLayoutConstraints::VERTICAL_CENTER_EDGE, MainInternalWindow);  // The South edge of ExampleButton1 is 5 pixels above the Vertical Center of the MainInternalWindow.
    MainInternalWindowLayout->putConstraint(SpringLayoutConstraints::EAST_EDGE, ExampleButton1, -25, SpringLayoutConstraints::EAST_EDGE, MainInternalWindow);  // The East edge of ExampleButton1 is 25 pixels to the left of the East edge of the MainInternalWindow.
//.........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:36SpringLayout.cpp

示例13: main

// Initialize GLUT & OpenSG and set up the rootNode
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

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

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

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


    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

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

    //Make Main Scene Node
	NodeRefPtr scene = makeCoredNode<Group>();
    setName(scene, "scene");
    rootNode = Node::create();
    setName(rootNode, "rootNode");
    ComponentTransformRefPtr Trans;
    Trans = ComponentTransform::create();
    {
        rootNode->setCore(Trans);
 
        // add the torus as a child
        rootNode->addChild(scene);
    }

    //Make The Physics Characteristics Node
    PhysicsCharacteristicsDrawableUnrecPtr PhysDrawable = PhysicsCharacteristicsDrawable::create();
        PhysDrawable->setRoot(rootNode);

	PhysDrawableNode = Node::create();
    PhysDrawableNode->setCore(PhysDrawable);
    PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin());

    rootNode->addChild(PhysDrawableNode);

    //Light Beacon
    NodeRefPtr TutorialLightBeacon = makeCoredNode<Transform>();

    //Light Node
    DirectionalLightRefPtr TutorialLight = DirectionalLight::create();
    TutorialLight->setDirection(0.0,0.0,-1.0);
    TutorialLight->setBeacon(TutorialLightBeacon);

    NodeRefPtr TutorialLightNode = Node::create();
    TutorialLightNode->setCore(TutorialLight);

    scene->addChild(TutorialLightNode);
    scene->addChild(TutorialLightBeacon);


    //Setup Physics Scene
    physicsWorld = PhysicsWorld::create();
        physicsWorld->setWorldContactSurfaceLayer(0.01);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(1.0);
        //physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));
        //physicsWorld->setCfm(0.001);
        //physicsWorld->setErp(0.2);

    hashSpace = PhysicsHashSpace::create();

    physHandler = PhysicsHandler::create();
        physHandler->setWorld(physicsWorld);
        physHandler->pushToSpaces(hashSpace);
        physHandler->setUpdateNode(rootNode);
    physHandler->attachUpdateProducer(TutorialWindow->editEventProducer());
    

        rootNode->addAttachment(physHandler);    
        rootNode->addAttachment(physicsWorld);
        rootNode->addAttachment(hashSpace);


	/************************************************************************/
	/* create spaces, geoms and bodys                                                                     */
	/************************************************************************/
    //create a group for our space
    GroupRefPtr spaceGroup;
	spaceGroupNode = makeCoredNode<Group>(&spaceGroup);
	//add Attachments to nodes...
//.........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:04ZeroGravityShip.cpp

示例14: 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(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 PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);

        Distribution3DRefPtr PositionDistribution = createPositionDistribution();

        Pnt3f PositionReturnValue;

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        for(UInt32 i(0) ; i<500 ; ++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(1.0,1.0,1.0), 
                                               -1, 
                                               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();



        //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());
        scene->addChild(ParticleNode);

        sceneManager.setRoot(scene);

        // Show the whole Scene
        sceneManager.showAll();

        //Create an DistanceKill
        DistanceKillParticleAffectorRefPtr ExampleDistanceKillParticleAffector = DistanceKillParticleAffector::create();
        ExampleDistanceKillParticleAffector->setKillDistance(1000.0f);
        ExampleDistanceKillParticleAffector->setParticleSystemNode(ParticleNode);
        ExampleDistanceKillParticleAffector->setDistanceFromSource(DistanceKillParticleAffector::DISTANCE_FROM_CAMERA);
//.........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:09DistanceKillParticleAffector.cpp

示例15: 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));
        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1));

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


        // Make Torus Node (creates Torus in background of scene)
        NodeRefPtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

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

        // Create the Graphics
        GraphicsRefPtr TutorialGraphics = OSG::Graphics2D::create();

        // Initialize the LookAndFeelManager to enable default settings
        LookAndFeelManager::the()->getLookAndFeel()->init();

        /******************************************************

          Create an Button Component and
          a simple Font.
          See 17Label_Font for more
          information about Fonts.

         ******************************************************/
        ButtonRefPtr ExampleButton = OSG::Button::create();

        UIFontRefPtr ExampleFont = OSG::UIFont::create();
        ExampleFont->setSize(16);

        /******************************************************

          Edit the Button's characteristics.
            Note: the first 4 functions can
            be used with any Component and 
            are not specific to Button.

            -setMinSize(Vec2f): Determine the 
            Minimum Size of the Component.
            Some Layouts will automatically
            resize Components; this prevents
            the Size from going below a
            certain value.
            -setMaxSize(Vec2f): Determine the 
            Maximum Size of the Component.
            -setPreferredSize(Vec2f): Determine
            the Preferred Size of the Component.
            This is what the Component will
            be displayed at unless changed by
            another Component (such as a 
            Layout).
            -setToolTipText("Text"): Determine
            what text is displayed while
            Mouse is hovering above Component.
            The word Text will be displayed
            in this case.

            Functions specfic to Button:
            -setText("DesiredText"): Determine 
            the Button's text.  It will read
            DesiredText in this case.
            -setFont(FontName): Determine the 
            Font to be used on the Button.
            -setTextColor(Color4f): Determine the
            Color for the text.
            -setRolloverTextColor(Color4f): Determine
            what the text Color will be when
            the Mouse Cursor is above the 
            Button.
            -setActiveTextColor(Color4f): Determine
            what the text Color will be when
            the Button is pressed (denoted by
            Active).
            -setAlignment(Vec2f):
            Determine the Vertical Alignment
            of the text.  The value is 
            in [0.0, 1.0].

         ******************************************************/
        ExampleButton->setMinSize(Vec2f(50, 25));
        ExampleButton->setMaxSize(Vec2f(200, 100));
        ExampleButton->setPreferredSize(Vec2f(100, 50));
        ExampleButton->setToolTipText("Button 1 ToolTip");
//.........这里部分代码省略.........
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:01Button.cpp


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