本文整理汇总了C++中ParticleSystemRefPtr::pushToAffectors方法的典型用法代码示例。如果您正苦于以下问题:C++ ParticleSystemRefPtr::pushToAffectors方法的具体用法?C++ ParticleSystemRefPtr::pushToAffectors怎么用?C++ ParticleSystemRefPtr::pushToAffectors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类ParticleSystemRefPtr
的用法示例。
在下文中一共展示了ParticleSystemRefPtr::pushToAffectors方法的8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: particleKilled
virtual void particleKilled(const ParticleEventUnrecPtr e)
{
dynamic_pointer_cast<SphereDistribution3D>(FireballPositionDistribution)->setCenter(e->getParticlePosition());
dynamic_pointer_cast<SphereDistribution3D>(ShrapnelPositionDistribution)->setCenter(e->getParticlePosition());
dynamic_pointer_cast<DiscDistribution3D>(SmokePositionDistribution)->setCenter(e->getParticlePosition());
// if()
{
//Attach the Generator to the Shrapnel Particle System
ShrapnelParticleSystem->pushToGenerators(ShrapnelBurstGenerator);
//Attach the Affector to the Smoke Particle System
SmokeParticleSystem->pushToGenerators(SmokeGenerator);
SmokeParticleSystem->pushToAffectors(SmokeAgeFadeParticleAffector);
SmokeParticleSystem->pushToAffectors(SmokeAgeSizeParticleAffector);
//Attach the Affector to the fireball Particle System
FireballParticleSystem->pushToGenerators(FireballGenerator);
FireballParticleSystem->pushToAffectors(FireballAgeSizeParticleAffector);
}
std::cout << "Rocket Died at: " << e->getParticlePosition() << std::endl;
}
示例2: main
//.........这里部分代码省略.........
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);
ExampleDistanceKillParticleAffector->setDistanceFromCamera(sceneManager.getCamera());
ExampleParticleSystem->pushToAffectors(ExampleDistanceKillParticleAffector);
//Open Window
Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
TutorialWindow->openWindow(WinPos,
WinSize,
"09DistanceKillParticleAffector");
//Enter main Loop
TutorialWindow->mainLoop();
}
osgExit();
return 0;
}
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);
//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.........
示例4: main
int main(int argc, char **argv)
{
// OSG init
osgInit(argc,argv);
// Set up Window
TutorialWindow = createNativeWindow();
TutorialWindow->initWindow();
TutorialWindow->setDisplayCallback(display);
TutorialWindow->setReshapeCallback(reshape);
TutorialKeyListener TheKeyListener;
TutorialWindow->addKeyListener(&TheKeyListener);
TutorialMouseListener TheTutorialMouseListener;
TutorialMouseMotionListener TheTutorialMouseMotionListener;
TutorialWindow->addMouseListener(&TheTutorialMouseListener);
TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);
// Create the SimpleSceneManager helper
mgr = new SimpleSceneManager;
// Tell the Manager what to manage
mgr->setWindow(TutorialWindow);
//Particle System Material
PointChunkRefPtr PSPointChunk = PointChunk::create();
PSPointChunk->setSize(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.........
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->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.........
示例6: main
//.........这里部分代码省略.........
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
//mgr->showAll();
mgr->getNavigator()->set(Pnt3f(0.0,0.0,500.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0));
mgr->getNavigator()->setMotionFactor(1.0f);
mgr->getCamera()->setNear(0.1f);
mgr->getCamera()->setFar(1000.0f);
DistanceAttractRepelParticleAffectorRefPtr ExampleDistanceAttractRepelParticleAffector = OSG::DistanceAttractRepelParticleAffector::create();
ExampleDistanceAttractRepelParticleAffector->setMinDistance(0.0);
ExampleDistanceAttractRepelParticleAffector->setMaxDistance(1000.0);
ExampleDistanceAttractRepelParticleAffector->setQuadratic(0.0);
ExampleDistanceAttractRepelParticleAffector->setLinear(100.0);
ExampleDistanceAttractRepelParticleAffector->setConstant(0.0);
ExampleDistanceAttractRepelParticleAffector->setParticleSystemNode(ParticleNode);
ExampleDistanceAttractRepelParticleAffector->setDistanceFromSource(DistanceAttractRepelParticleAffector::DISTANCE_FROM_NODE);
ExampleDistanceAttractRepelParticleAffector->setDistanceFromNode(AttractionNode);
ExampleParticleSystem->pushToAffectors(ExampleDistanceAttractRepelParticleAffector);
//Open Window
Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
TutorialWindow->openWindow(WinPos,
WinSize,
"11DistanceAttractRepelParticleAffector");
//Enter main Loop
TutorialWindow->mainLoop();
osgExit();
return 0;
}
示例7: 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.........
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_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.........