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C++ ParticleSystemRefPtr::attachUpdateProducer方法代码示例

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


在下文中一共展示了ParticleSystemRefPtr::attachUpdateProducer方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: main

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

    {
        // Set up Window
        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2: main

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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


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

示例3: main

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

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

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

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

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

        //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 = 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->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer (Line)
        LineParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = 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 = 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 = 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);

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

示例4: main

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

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

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

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

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

        //Particle System Material
        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 = 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->attachUpdateProducer(TutorialWindow);

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

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

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

        //Attach the function objects to the Generator
        ExampleGenerator->setPositionDistribution(createPositionDistribution());
        ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleGenerator->setGenerationRate(60.0);
        ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

        VortexParticleAffectorRecPtr ExampleVortexAffector = VortexParticleAffector::create();
        ExampleVortexAffector->setMagnitude(20.0); 
        ExampleVortexAffector->setVortexAxis(Vec3f(0.0,0.0,1.0)); // field rotates around z axis
        NodeRefPtr VortexBeacon = Node::create();
        ExampleVortexAffector->setBeacon(VortexBeacon); // set to 'emulate' from (0,0,0)
        ExampleVortexAffector->setMaxDistance(-1.0); // particles affected regardless of distance
        ExampleVortexAffector->setAttenuation(0.25); // strength of uniform field dimishes by dist^attenuation


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


        //Particle System Node
        ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create();
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:22VortexParticleAffector.cpp

示例5: main

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

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

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

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

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

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(10.0f);
        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 = ParticleSystem::create();
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

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

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

        RateParticleGeneratorRefPtr ExampleGeneratorTheSequel = 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
        ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExampleQuadParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);
        ParticleNodeCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT);

        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);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager,
                                                    ParticleNodeCore.get(),
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:14ParticleSorting.cpp


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