当前位置: 首页>>代码示例>>C++>>正文


C++ ParticleSystemCoreRefPtr::setMaterial方法代码示例

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


在下文中一共展示了ParticleSystemCoreRefPtr::setMaterial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


//.........这里部分代码省略.........
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::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->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(2.0f);
    ExampleLineParticleSystemDrawer->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(200);

    ExampleUniformAffector = OSG::UniformParticleAffector::create();
    ExampleUniformAffector->setMagnitude(20.0); // force which the field exerts on particles (negative = towards the air field's beacon location)
    NodeRefPtr UniformBeacon = OSG::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);


    //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 << "Uniform Particle Affector Tutorial Controls:\n"
        << "1: Use point drawer\n"
        << "2: Use line drawer\n"
        << "W,A,S,D: Change direction of field\n"
        << "Ctrl + Q: Exit Tutorial";

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "19UniformFieldParticleAffector");

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

    osgExit();

    return 0;
}
开发者ID:danguilliams,项目名称:OpenSGToolbox,代码行数:101,代码来源:19UniformFieldParticleAffector.cpp

示例2: main


//.........这里部分代码省略.........
        //Attach the function objects to the Generator
        ExampleGenerator->setPositionDistribution(createPositionDistribution());
        ExampleGenerator->setGenerationRate(3.0);
        ExampleGenerator->setVelocityDistribution(createVelocityDistribution());
        ExampleGenerator->setNormalDistribution(createNormalDistribution());
        ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleGenerator->setSizeDistribution(createSizeDistribution());


        //Creating Particle System
        ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->addParticle(Pnt3f(0,0,-100),Vec3f(0,1,0),Color4f(1,1,1,1),Vec3f(1,1,1),0.1,Vec3f(0,0,0),Vec3f(0,0,0));
        ExampleParticleSystem->addParticle(Pnt3f(0,0,100),Vec3f(0,1,0),Color4f(1,1,1,1),Vec3f(1,1,1),0.1,Vec3f(0,0,0),Vec3f(0,0,0));
        ExampleParticleSystem->setMaxParticles(5); // 5 rockets max to avoid collisions.  they are bad.
        ExampleParticleSystem->pushToAffectors(AgeFadeAffector);
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Creating Particle System Drawer
        QuadParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = QuadParticleSystemDrawer::create();
        ExampleParticleSystemDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_VIEW_DIRECTION,
                QuadParticleSystemDrawer::UP_VELOCITY);

        QuadParticleSystemDrawerRefPtr ExampleTrailDrawer = QuadParticleSystemDrawer::create();
        ExampleTrailDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_VIEW_DIRECTION,
                QuadParticleSystemDrawer::UP_PARTICLE_NORMAL);

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

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

        // create Particle System Particle Trail generator
        ParticleSystemParticleTrailGeneratorRecPtr ExamplePSTrailGenerator = ParticleSystemParticleTrailGenerator::create();
        ExamplePSTrailGenerator->setTrailResolution(0.05f);
        ExamplePSTrailGenerator->setTrailLength(1.2);
        ExamplePSTrailGenerator->setTrailLengthMethod(ParticleTrailGenerator::TIME);
        ExamplePSTrailGenerator->setTrailResolutionMethod(ParticleTrailGenerator::TIME_SPACING);
        ExamplePSTrailGenerator->setTrailMaterial(TrailMaterial);
        ExamplePSTrailGenerator->setTrailDrawer(ExampleTrailDrawer);
        ExamplePSTrailGenerator->setSizeDistribution(createTrailSizeDistribution());
        ExamplePSTrailGenerator->setColorDistribution(createColorDistribution());
        ExamplePSTrailGenerator->setNormalDistribution(createNormalDistribution());
        ExamplePSTrailGenerator->setVelocityDistribution(createNormalDistribution());

        // create affectors for particle trails
        GravityParticleAffectorRefPtr GravAffector = GravityParticleAffector::create();
        GravAffector->setBeacon(ExamplePSTrailGenerator);

        AgeFadeParticleAffectorRefPtr TrailAgeFadeAffector = AgeFadeParticleAffector::create();
        TrailAgeFadeAffector->setFadeInTime(0.2f);
        TrailAgeFadeAffector->setStartAlpha(0.0f);
        TrailAgeFadeAffector->setEndAlpha(0.0f);
        TrailAgeFadeAffector->setFadeOutTime(1.0f);
        TrailAgeFadeAffector->setFadeToAlpha(0.6f);

        // now we attach the affector to the particle trail generator's particle system
        ExamplePSTrailGenerator->getParticleSystem()->pushToAffectors(TrailAgeFadeAffector);


        // attach listener for trail generator to the particle system
        ExamplePSTrailGenerator->setSystemToTrail(ExampleParticleSystem);
开发者ID:danguilliams,项目名称:OpenSGToolbox,代码行数:66,代码来源:02ParticleSysParticleTrailGenerator.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);

    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4: main


//.........这里部分代码省略.........
        SmokeGenerator->setLifespanDistribution(createSmokeLifespanDistribution());
        SmokeGenerator->setGenerationRate(50.0);
        SmokeGenerator->setVelocityDistribution(createSmokeVelocityDistribution());
        //Attach the function objects the Affectors
        AgeFadeParticleAffectorRecPtr SmokeAgeFadeParticleAffector = AgeFadeParticleAffector::create();
        SmokeAgeFadeParticleAffector->setFadeInTime(2.0f);
        SmokeAgeFadeParticleAffector->setFadeOutTime(5.0f);
        SmokeAgeFadeParticleAffector->setStartAlpha(0.0f);
        SmokeAgeFadeParticleAffector->setFadeToAlpha(0.2f);
        SmokeAgeFadeParticleAffector->setEndAlpha(0.0f);    

        AgeSizeParticleAffectorRecPtr SmokeAgeSizeParticleAffector = AgeSizeParticleAffector::create();
        //ages
        SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.1);
        SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.2);
        SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.3);
        SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.5);
        SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.7);
        SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.8);
        SmokeAgeSizeParticleAffector->editMFAges()->push_back(1.0);

        //sizes
        SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(0.5,0.5,0.5));
        SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,1.0,1.0));
        SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0));
        SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0));
        SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0));
        SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0));
        SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5));

        ParticleSystemCoreRefPtr SmokeParticleNodeCore = ParticleSystemCore::create();
        SmokeParticleNodeCore->setSystem(SmokeParticleSystem);
        SmokeParticleNodeCore->setDrawer(SmokeParticleSystemDrawer);
        SmokeParticleNodeCore->setMaterial(PSSmokeMaterial);

        NodeRefPtr SmokeParticleNode = Node::create();
        SmokeParticleNode->setCore(SmokeParticleNodeCore);
        //end/////////////////////

        //Shrapnel
        BurstParticleGeneratorRecPtr ShrapnelBurstGenerator = BurstParticleGenerator::create();
        NodeRefPtr ShrapnelParticlePrototypeNode = SceneFileHandler::the()->read("Data/Shrapnel.obj");

        NodeParticleSystemCoreRefPtr ShrapnelParticleNodeCore = NodeParticleSystemCore::create();
        ShrapnelParticleNodeCore->setSystem(ShrapnelParticleSystem);
        ShrapnelParticleNodeCore->setPrototypeNode(ShrapnelParticlePrototypeNode);

        //Attach the function objects to the Generator
        Distribution3DRefPtr ShrapnelPositionDistribution = createShrapnelPositionDistribution();
        ShrapnelBurstGenerator->setPositionDistribution(ShrapnelPositionDistribution);
        ShrapnelBurstGenerator->setLifespanDistribution(createLifespanDistribution());
        ShrapnelBurstGenerator->setBurstAmount(50.0);
        ShrapnelBurstGenerator->setVelocityDistribution(createShrapnelVelocityDistribution());
        ShrapnelBurstGenerator->setAccelerationDistribution(createShrapnelAccelerationDistribution());

        NodeRefPtr ShrapnelParticleNode = Node::create();
        ShrapnelParticleNode->setCore(ShrapnelParticleNodeCore);
        //end/////////////////////

        //fireball
        BurstParticleGeneratorRecPtr FireballGenerator = BurstParticleGenerator::create();
        NodeRefPtr FireballParticlePrototypeNode = SceneFileHandler::the()->read("Data/bubble.obj");

        NodeParticleSystemCoreRefPtr FireballParticleNodeCore = NodeParticleSystemCore::create();
        FireballParticleNodeCore->setSystem(FireballParticleSystem);
        FireballParticleNodeCore->setPrototypeNode(FireballParticlePrototypeNode);
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:67,代码来源:20RocketLauncher.cpp

示例5: 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:rdgoetz,项目名称:OpenSGToolbox,代码行数:101,代码来源:07AgeSizeParticleAffector.cpp

示例6: main


//.........这里部分代码省略.........
    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,
			NormalReturnValue,
			ColorReturnValue,
			SizeReturnValue,
			LifespanReturnValue,
			VelocityReturnValue,
			AccelerationReturnValue
			);
	
    }

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

	//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);

    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,
            "02DynamicDistribution");

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

    return 0;
}
开发者ID:danguilliams,项目名称:OpenSGToolbox,代码行数:101,代码来源:02DynamicDistributions.cpp

示例7: 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
    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_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);
//.........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: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);
    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);

    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11: main


//.........这里部分代码省略.........
    SmokeGenerator->setLifespanDistribution(createSmokeLifespanDistribution());
    SmokeGenerator->setGenerationRate(50.0);
    SmokeGenerator->setVelocityDistribution(createSmokeVelocityDistribution());
    //Attach the function objects the Affectors
    SmokeAgeFadeParticleAffector = OSG::AgeFadeParticleAffector::create();
    SmokeAgeFadeParticleAffector->setFadeInTime(2.0f);
    SmokeAgeFadeParticleAffector->setFadeOutTime(5.0f);
    SmokeAgeFadeParticleAffector->setStartAlpha(0.0f);
    SmokeAgeFadeParticleAffector->setFadeToAlpha(0.2f);
    SmokeAgeFadeParticleAffector->setEndAlpha(0.0f);	

    SmokeAgeSizeParticleAffector = OSG::AgeSizeParticleAffector::create();
    //ages
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.1);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.2);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.3);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.5);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.7);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.8);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(1.0);

    //sizes
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(0.5,0.5,0.5));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,1.0,1.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5));

    ParticleSystemCoreRefPtr SmokeParticleNodeCore = OSG::ParticleSystemCore::create();
    SmokeParticleNodeCore->setSystem(SmokeParticleSystem);
    SmokeParticleNodeCore->setDrawer(SmokeParticleSystemDrawer);
    SmokeParticleNodeCore->setMaterial(PSSmokeMaterial);

    NodeRefPtr SmokeParticleNode = OSG::Node::create();
    SmokeParticleNode->setCore(SmokeParticleNodeCore);
    //end/////////////////////

    //Shrapnel
    ShrapnelBurstGenerator = OSG::BurstParticleGenerator::create();
    NodeRefPtr ShrapnelParticlePrototypeNode = SceneFileHandler::the()->read("Data/Shrapnel.obj");

    NodeParticleSystemCoreRefPtr ShrapnelParticleNodeCore = OSG::NodeParticleSystemCore::create();
    ShrapnelParticleNodeCore->setSystem(ShrapnelParticleSystem);
    ShrapnelParticleNodeCore->setPrototypeNode(ShrapnelParticlePrototypeNode);

    //Attach the function objects to the Generator
    ShrapnelPositionDistribution = createShrapnelPositionDistribution();
    ShrapnelBurstGenerator->setPositionDistribution(ShrapnelPositionDistribution);
    ShrapnelBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ShrapnelBurstGenerator->setBurstAmount(50.0);
    ShrapnelBurstGenerator->setVelocityDistribution(createShrapnelVelocityDistribution());
    ShrapnelBurstGenerator->setAccelerationDistribution(createShrapnelAccelerationDistribution());

    NodeRefPtr ShrapnelParticleNode = OSG::Node::create();
    ShrapnelParticleNode->setCore(ShrapnelParticleNodeCore);
    //end/////////////////////

    //fireball
    FireballGenerator = OSG::BurstParticleGenerator::create();
    NodeRefPtr FireballParticlePrototypeNode = SceneFileHandler::the()->read("Data/bubble.obj");

    NodeParticleSystemCoreRefPtr FireballParticleNodeCore = OSG::NodeParticleSystemCore::create();
    FireballParticleNodeCore->setSystem(FireballParticleSystem);
    FireballParticleNodeCore->setPrototypeNode(FireballParticlePrototypeNode);
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:67,代码来源:20RocketLauncher.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
    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);

    // 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14: main


//.........这里部分代码省略.........
        //Particle System
        ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Age Particle Function.  Controls which image is shown when, based on the age of a particle.
        AgeParticleFunctionRecPtr AgeFunc = AgeParticleFunction::create();
        AgeFunc->setSequenceTime(0.1f); // 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.
           */
        AgeFunc->editMFCustomSequence()->push_back(0);
        AgeFunc->editMFCustomSequence()->push_back(1);
        AgeFunc->editMFCustomSequence()->push_back(2);
        AgeFunc->editMFCustomSequence()->push_back(3);
        AgeFunc->editMFCustomSequence()->push_back(4);
        AgeFunc->editMFCustomSequence()->push_back(5);
        AgeFunc->editMFCustomSequence()->push_back(4);
        AgeFunc->editMFCustomSequence()->push_back(3);
        AgeFunc->editMFCustomSequence()->push_back(2);
        AgeFunc->editMFCustomSequence()->push_back(1);

        //Particle System Drawer - 
        QuadSequenceParticleSystemDrawerRecPtr ExampleParticleSystemDrawer = QuadSequenceParticleSystemDrawer::create();
        // image dimensions (in pixels) are required if there is a border on the images.
        ExampleParticleSystemDrawer->setImageDimensions(Vec2us(780,520));
        // 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.
        ExampleParticleSystemDrawer->setSequenceDimensions(Vec2b(3,2));
        // width of the border on each side of the image, in pixels.
        ExampleParticleSystemDrawer->setBorderOffsets(Vec2b(0,0));
        // this is the age function we just created above.
        ExampleParticleSystemDrawer->setSequenceFunction(AgeFunc);

        RateParticleGeneratorRecPtr ExampleParticleGenerator = RateParticleGenerator::create();
        //Attach the function objects to the Generator
        ExampleParticleGenerator->setPositionDistribution(createPositionDistribution());
        ExampleParticleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleParticleGenerator->setVelocityDistribution(createVelocityDistribution());
        ExampleParticleGenerator->setAccelerationDistribution(createAccelerationDistribution());
        ExampleParticleGenerator->setSizeDistribution(createSizeDistribution());
        ExampleParticleGenerator->setGenerationRate(40.0f);

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

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

        ExampleParticleSystem->addParticle(Pnt3f(10.0,0.0,0.0),
                                           Vec3f(0.0,1.0,0.0),
                                           Color4f(1.0,1.0,1.0,1.0),
                                           Vec3f(1.0,1.0,1.0),
                                           0.01,
                                           Vec3f(0.0,0.0,0.0),
                                           Vec3f(0.0,0.0,0.0));

        ExampleParticleSystem->addParticle(Pnt3f(-10.0,0.0,0.0),
                                           Vec3f(0.0,1.0,0.0),
                                           Color4f(1.0,1.0,1.0,1.0),
                                           Vec3f(1.0,1.0,1.0),
                                           0.01,
                                           Vec3f(0.0,0.0,0.0),
                                           Vec3f(0.0,0.0,0.0));

        ExampleParticleSystem->pushToGenerators(ExampleParticleGenerator);
        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = makeCoredNode<Group>();
        scene->addChild(ParticleNode);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1,
                                                    &sceneManager,
                                                    AgeFunc.get()));

        sceneManager.setRoot(scene);

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

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "05a - QuadSequenceParticleDrawer");

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

    osgExit();

    return 0;
}
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:101,代码来源:05aQuadSequenceParticleDrawer.cpp

示例15: 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


注:本文中的ParticleSystemCoreRefPtr::setMaterial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。