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C++ SimpleSceneManager类代码示例

本文整理汇总了C++中SimpleSceneManager的典型用法代码示例。如果您正苦于以下问题:C++ SimpleSceneManager类的具体用法?C++ SimpleSceneManager怎么用?C++ SimpleSceneManager使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了SimpleSceneManager类的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: wheelEvent

void OpenSGWidget::wheelEvent( QWheelEvent *ev )
{
    mgr->mouseButtonPress(ev->delta() > 0 ? SimpleSceneManager::MouseUp
                                          : SimpleSceneManager::MouseDown, 
                          ev->x(), ev->y());
    
    ev->accept();
    update();
}
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:9,代码来源:testPassiveQT4.cpp

示例2: switch

void OpenSGWidget::mouseReleaseEvent( QMouseEvent *ev )
{
    UInt32 button;
    
    switch ( ev->button() ) 
    {
        case Qt::LeftButton:  button = SimpleSceneManager::MouseLeft;   break;
        case Qt::MidButton:   button = SimpleSceneManager::MouseMiddle; break;
        case Qt::RightButton: button = SimpleSceneManager::MouseRight;  break;
        default:          return;
    }
    mgr->mouseButtonRelease(button, ev->x(), ev->y());
    update();
}
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:14,代码来源:testPassiveQT4.cpp

示例3: main

// Initialize WIN32 & OpenSG and set up the scene
int main(int argc, char **argv)
{
    preloadSharedObject("OSGTBFileIO");

    // 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));

        // create the scene
        NodeUnrecPtr scene = makeTorus(1.0, 2.0, 16, 16);
        sceneManager.setRoot  (scene);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        // show the whole scene
        sceneManager.showAll();

        //Load Sound Definitions
        FCFileType::FCPtrStore NewContainers;
        NewContainers = FCFileHandler::the()->read(BoostPath("Data/04SoundData.xml"));

        FCFileType::FCPtrStore::iterator Itor;
        for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor)
        {
            //Get Sounds
            if( (*Itor)->getType().isDerivedFrom(Sound::getClassType()))
            {
                Sounds.push_back(dynamic_pointer_cast<Sound>(*Itor));
                Sounds.back()->connectSoundPlayed  (boost::bind(handleSoundPlayed,   _1));
                Sounds.back()->connectSoundStopped (boost::bind(handleSoundStopped,  _1));
                Sounds.back()->connectSoundPaused  (boost::bind(handleSoundPaused,   _1));
                Sounds.back()->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1));
                Sounds.back()->connectSoundLooped  (boost::bind(handleSoundLooped,   _1));
            }
            //Get Sound Groups
            if( (*Itor)->getType().isDerivedFrom(SoundGroup::getClassType()))
            {
                SoundGroups.push_back(dynamic_pointer_cast<SoundGroup>(*Itor));
            }
        }

        //Initialize the Sound Manager
        SoundManager::the()->attachUpdateProducer(TutorialWindow);
        SoundManager::the()->setCamera(sceneManager.getCamera());

        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "04 XML Sound Loading Window");

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

    }
    osgExit();
    return 0;
}
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:79,代码来源:04XMLSoundLoading.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);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

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

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

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

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

        // Create a simple Font to be used with the TextField
        UIFontRecPtr sampleFont = UIFont::create();
        sampleFont->setSize(16);

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


          Create and edit the TextField.  A TextField is 
          a Component which allows a single line of text
          to be displayed.  Text can be entered via the
          keyboard, and selected with arrow keys or
          the Mouse.

          -setTextColor(Color4f): Determine the 
          Text Color.
          setSelectionBoxColor(Color4f): Determine
          the Color of highlighting around
          selected Text.
          -setSelectionTextColor(Color4f): Determine
          the Color of selected Text.
          -setText("TextToBeDisplayed"): Determine
          initial Text within TextField.
          -setFont(FontName): Determine the Font
          used within TextField.
          -setSelectionStart(StartCharacterNumber):
          Determine the character with which  
          the selection will initially start.
          -setSelectionEnd(EndCharacterNumber): 
          Determine the character which the
          selection ends before.
          -setAlignment(float): Determine 
          the alignment of the text.  
          The float is a percentage is from the 
          top of the text [0.0-1.0].  Note: be 
          sure to visually verify this, as due
          to font size and line size this does
          not always place it exactly
          at the percentage point.

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

        // Create a TextField component
        TextFieldRecPtr ExampleTextField = TextField::create();

        ExampleTextField->setPreferredSize(Vec2f(100, 50));
        ExampleTextField->setTextColor(Color4f(0.0, 0.0, 0.0, 1.0));
        ExampleTextField->setSelectionBoxColor(Color4f(0.0, 0.0, 1.0, 1.0));
        ExampleTextField->setSelectionTextColor(Color4f(1.0, 1.0, 1.0, 1.0));
        ExampleTextField->setText("What");
        ExampleTextField->setFont(sampleFont);
        // The next two functions will select the "a" from above
        ExampleTextField->setSelectionStart(2);
        ExampleTextField->setSelectionEnd(3);
        ExampleTextField->setAlignment(Vec2f(0.0,0.5));

        // Create another TextField Component
        TextFieldRecPtr ExampleTextField2 = TextField::create();
        ExampleTextField2->setText("");
        ExampleTextField2->setEmptyDescText("Write in me, please");
        ExampleTextField2->setPreferredSize(Vec2f(200.0f,ExampleTextField2->getPreferredSize().y()));


        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));
//.........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:16TextField.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);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

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

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

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

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


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

          Create and edit a CheckboxButton.

Note: the only function call shown 
specific to	CheckboxButton is setSelected.
In DefaultLookAndFeel, the options 
for changing the style of the CheckBox
are shown.  CheckboxButton also 
inherits off Button so all features
of Button may be used.

-setSelected(bool): Determines if the 
CheckboxButton is checked(true) or 
not checked(false).

         ******************************************************/
        CheckboxButtonRecPtr ExampleCheckboxButton = CheckboxButton::create();
        ExampleCheckboxButton->setMinSize(Vec2f(50, 25));
        ExampleCheckboxButton->setMaxSize(Vec2f(300, 100));
        ExampleCheckboxButton->setPreferredSize(Vec2f(200, 50));
        ExampleCheckboxButton->setEnabled(true);
        ExampleCheckboxButton->setText("Checkbox Button");
        ExampleCheckboxButton->setAlignment(Vec2f(0.5,0.5));
        ExampleCheckboxButton->setSelected(true);


        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        LayoutRecPtr MainInternalWindowLayout = FlowLayout::create();

        InternalWindowRecPtr MainInternalWindow = InternalWindow::create();
        MainInternalWindow->pushToChildren(ExampleCheckboxButton);
        MainInternalWindow->setLayout(MainInternalWindowLayout);
        MainInternalWindow->setBackgrounds(MainInternalWindowBackground);
        MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setDrawTitlebar(false);
        MainInternalWindow->setResizable(false);

        // Create the Drawing Surface
        UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create();
        TutorialDrawingSurface->setGraphics(TutorialGraphics);
        TutorialDrawingSurface->setEventProducer(TutorialWindow);

        TutorialDrawingSurface->openWindow(MainInternalWindow);

        // Create the UI Foreground Object
        UIForegroundRecPtr TutorialUIForeground = UIForeground::create();

        TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface);



        // Tell the Manager what to manage
        sceneManager.setRoot(scene);

        // Add the UI Foreground Object to the Scene
        ViewportRecPtr TutorialViewport = sceneManager.getWindow()->getPort(0);
        TutorialViewport->addForeground(TutorialUIForeground);

        // Show the whole Scene
//.........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:13CheckboxButton.cpp

示例6: 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);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

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

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

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

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

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

          Create a Spinner Model.  This dictates 
          how the Spinner functions.
          -setMaximum(int): Determine the Maximum 
          value the Spinner can have.
          -setMinimum(int): Determine the Minimum 
          value the Spinner can have.
          -setStepSize(int): Determine the 
          incremental step size.
          -setValue(SharedFieldRecPtr(new SFInt32(int)):
          Determine initial starting value
          of the Spinner.

          Note: the StepSize can be changed 
          dynamically as done in this 
          Tutorial with ButtonSelectedListeners.

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

        //Int32SpinnerModelPtr TheModel(new Int32SpinnerModel());
        Int32SpinnerModelPtr TheModel(new Int32SpinnerModel());
        TheModel->setMaximum(100);
        TheModel->setMinimum(-100);
        TheModel->setStepSize(1);
        TheModel->setValue(boost::any(Int32(0)));

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

          Create a Spinner and and assign it a 
          Model.

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

        SpinnerRecPtr ExampleSpinner = Spinner::create();
        ExampleSpinner->setModel(TheModel);

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

          Create a RadioButtonPanel to allow
          for certain characteristics of the
          Spinner to be changed dynamically.
          See 14RadioButton for more 
          information about RadioButtons.

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

        RadioButtonRecPtr SingleIncrementButton = RadioButton::create();
        RadioButtonRecPtr DoubleIncrementButton = RadioButton::create();
        SingleIncrementButton->setText("Increment by 1");
        SingleIncrementButton->setPreferredSize(Vec2f(100, 50));
        SingleIncrementButton->connectButtonSelected(boost::bind(handleSingleIncbuttonSelected, _1,
                                                                 TheModel));

        DoubleIncrementButton->setText("Increment by 2");
        DoubleIncrementButton->setPreferredSize(Vec2f(100, 50));
        DoubleIncrementButton->connectButtonSelected(boost::bind(handleDoubleIncbuttonSelected, _1,
                                                                 TheModel));

        RadioButtonGroupRecPtr SelectionRadioButtonGroup = RadioButtonGroup::create();
        SelectionRadioButtonGroup->addButton(SingleIncrementButton);
        SelectionRadioButtonGroup->addButton(DoubleIncrementButton);
        SingleIncrementButton->setSelected(true);

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
//.........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:29Spinner.cpp

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);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

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

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

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

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


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

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


          Create and edit a PasswordField.

          A PasswordField is a TextField 
          which allows for text to be
          entered secretly.

          -setEchoCar("char"): Determine
          which character replaces text in the 
          PasswordField.

          See 16TextField for more information.

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

        TextFieldRecPtr ExampleTextField = TextField::create();
        ExampleTextField->setText("");
        ExampleTextField->setEmptyDescText("username");
        ExampleTextField->setPreferredSize(Vec2f(130.0f,ExampleTextField->getPreferredSize().y()));

        PasswordFieldRecPtr ExamplePasswordField = PasswordField::create();

        ExamplePasswordField->setPreferredSize(Vec2f(130, ExamplePasswordField->getPreferredSize().y()));
        ExamplePasswordField->setTextColor(Color4f(0.0, 0.0, 0.0, 1.0));
        ExamplePasswordField->setSelectionBoxColor(Color4f(0.0, 0.0, 1.0, 1.0));
        ExamplePasswordField->setSelectionTextColor(Color4f(1.0, 1.0, 1.0, 1.0));
        //ExamplePasswordField->setText("Text");
        // "Text" will be replaced by "####" in the PasswordField
        ExamplePasswordField->setEchoChar("#");
        ExamplePasswordField->setEditable(true);
        ExamplePasswordField->setFont(ExampleFont);
        ExamplePasswordField->setSelectionStart(2);
        ExamplePasswordField->setSelectionEnd(3);
        ExamplePasswordField->setAlignment(Vec2f(0.0,0.5));

        ExamplePasswordField->setEmptyDescText("password");

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRecPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        FlowLayoutRecPtr MainInternalWindowLayout = FlowLayout::create();
        MainInternalWindowLayout->setOrientation(FlowLayout::VERTICAL_ORIENTATION);

        InternalWindowRecPtr MainInternalWindow = InternalWindow::create();
        MainInternalWindow->pushToChildren(ExampleTextField);
        MainInternalWindow->pushToChildren(ExamplePasswordField);
        MainInternalWindow->setLayout(MainInternalWindowLayout);
        MainInternalWindow->setBackgrounds(MainInternalWindowBackground);
        MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f));
        MainInternalWindow->setDrawTitlebar(false);
        MainInternalWindow->setResizable(false);

        // Create the Drawing Surface
        UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create();
        TutorialDrawingSurface->setGraphics(TutorialGraphics);
        TutorialDrawingSurface->setEventProducer(TutorialWindow);
//.........这里部分代码省略.........
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:24PasswordField.cpp

示例8: 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/SpriteExplode.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->setAmbient(Color4f(0.3f,0.0f,0.0f,1.0f));
        PSMaterialChunk->setDiffuse(Color4f(0.7f,0.0f,0.0f,1.0f));
        PSMaterialChunk->setSpecular(Color4f(0.9f,0.0f,0.0f,1.0f));
        PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(QuadTextureChunk);
        PSMaterial->addChunk(QuadTextureEnvChunk);
        PSMaterial->addChunk(PSMaterialChunk);
        PSMaterial->addChunk(PSBlendChunk);

        //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);
//.........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:05aQuadSequenceParticleDrawer.cpp

示例9: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);
    
    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

示例10: 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);

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

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

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

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

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

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

          Create a Panel containing Buttons to
          add to ScrollPanel using a function
          (located at bottom of this file)

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

        PanelRecPtr ExampleViewablePanel = createPanelWithButtons();

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

          Create a UIViewport to use with the
          ScrollPanel.  This sets up a secondary
          TutorialViewport inside the ScrollPanel.  
          Without this, the ScrollPanel would 
          not function correctly.

          The Panel created above is added to be
          viewed in the UIViewport and the size
          and position are set.

         ******************************************************/    
        UIViewportRecPtr ScrollPanelUIViewport = UIViewport::create();

        ScrollPanelUIViewport->setViewComponent(ExampleViewablePanel);
        ScrollPanelUIViewport->setViewPosition(Pnt2f(150,150));
        ScrollPanelUIViewport->setPreferredSize(Vec2f(200,200));

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

          Create the ScrollPanel itself.
          -setHorizontalResizePolicy(ScrollPanel::
          ENUM):  Determines the Horizontal 
          resize policy.  The ScrollPanel will 
          automatically resize itself to the
          Size of its Component within for 
          RESIZE_TO_VIEW, or add a ScrollBar 
          as needed for NO_RESIZE.  Takes
          NO_RESIZE and RESIZE_TO_VIEW 
          arguments.
          -setVerticalResizePolicy(ScrollPanel::
          ENUM):  Determines the Vertical 
          resize policy.  The ScrollPanel will 
          automatically resize itself to the
          Size of its Component within for 
          RESIZE_TO_VIEW, or add a ScrollBar 
          as needed for NO_RESIZE.  Takes
          NO_RESIZE and RESIZE_TO_VIEW 
          arguments.
          -setViewComponent(Component): Determine
          which Component will be added into
          the ScrollPanel.  Note that this
          must be the same as the UIViewport
          created above and does not require
          a begin/endEditCP.

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

        ScrollPanelRecPtr ExampleScrollPanel = ScrollPanel::create();
        ExampleScrollPanel->setPreferredSize(Vec2f(100,100));
        ExampleScrollPanel->setVerticalScrollBarAlignment(ScrollPanel::SCROLLBAR_ALIGN_LEFT);
        ExampleScrollPanel->setHorizontalScrollBarAlignment(ScrollPanel::SCROLLBAR_ALIGN_BOTTOM);

        //ExampleScrollPanel->setHorizontalResizePolicy(ScrollPanel::RESIZE_TO_VIEW);
        //ExampleScrollPanel->setVerticalResizePolicy(ScrollPanel::RESIZE_TO_VIEW);
//.........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:27ScrollPanel.cpp

示例11: main

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

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

        //Initialize Window
        TutorialWindow->initWindow();

        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));

        //Torus Material
        SimpleMaterialUnrecPtr TheTorusMaterial = SimpleMaterial::create();
        TheTorusMaterial->setAmbient(Color3f(0.3,0.3,0.3));
        TheTorusMaterial->setDiffuse(Color3f(0.7,0.7,0.7));
        TheTorusMaterial->setSpecular(Color3f(1.0,1.0,1.0));
        TheTorusMaterial->setShininess(20.0);

        //Torus Geometry
        GeometryUnrecPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32);
        TorusGeometry->setMaterial(TheTorusMaterial);

        NodeUnrecPtr TorusGeometryNode = Node::create();
        TorusGeometryNode->setCore(TorusGeometry);

        //Make Torus Node
        NodeUnrecPtr TorusNode = Node::create();
        TransformUnrecPtr TorusNodeTrans = Transform::create();
        setName(TorusNodeTrans, std::string("TorusNodeTransformationCore"));

        TorusNode->setCore(TorusNodeTrans);
        TorusNode->addChild(TorusGeometryNode);

        //Make Main Scene Node
        NodeUnrecPtr scene = Node::create();
        ComponentTransformUnrecPtr Trans = ComponentTransform::create();
        setName(Trans, std::string("MainTransformationCore"));
        scene->setCore(Trans);

        // add the torus as a child
        scene->addChild(TorusNode);

        AnimationGroupUnrecPtr TheAnimation = setupAnimation(TheTorusMaterial, TorusNodeTrans);
        TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1,
                                                      TheAnimation.get(),
                                                      TutorialWindow.get()));
        TheAnimation->attachUpdateProducer(TutorialWindow);
        TheAnimation->start();

        // tell the manager what to manage
        sceneManager.setRoot  (scene);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        // show the whole scene
        sceneManager.showAll();


        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "07AnimationGroup");

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

    osgExit();

    return 0;
}
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:88,代码来源:07AnimationGroup.cpp

示例12: 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
        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);

        Distribution3DRefPtr PositionDistribution = createPositionDistribution();

        Pnt3f PositionReturnValue;

        //Particle System

        ParticleSystemRecPtr 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,
                                               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, 0,
                                               Vec3f(0.0,0.0,0.0),			Vec3f(0.0f,0.0f,0.0f), //Velocity
                                               Vec3f(0.0f,0.0f,0.0f),	//acceleration
                                               StringToUInt32Map()	 );
        }
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        RandomMovementParticleAffectorRecPtr ExampleRMA = RandomMovementParticleAffector::create();
        ExampleRMA->setAmplitude(100.0f);

        AttributeAttractRepelParticleAffectorRecPtr ExampleAttributeAttractRepelParticleAffector = AttributeAttractRepelParticleAffector::create();
        ExampleAttributeAttractRepelParticleAffector->setAttributeAffected(RandomMovementParticleAffector::POSITION_ATTRIBUTE);
        ExampleAttributeAttractRepelParticleAffector->setMinDistance(0.0);
        ExampleAttributeAttractRepelParticleAffector->setMaxDistance(10000000000000.0);
        ExampleAttributeAttractRepelParticleAffector->setQuadratic(0.01);
        ExampleAttributeAttractRepelParticleAffector->setLinear(0.01);
        ExampleAttributeAttractRepelParticleAffector->setConstant(0.0);

        ExampleParticleSystem->pushToAffectors(ExampleRMA);
        ExampleParticleSystem->pushToAffectors(ExampleAttributeAttractRepelParticleAffector);
        ExampleParticleSystem->setUpdateSecAttribs(false);

        //Particle System Drawer
        QuadParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = QuadParticleSystemDrawer::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
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);


        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1,
                                                    &sceneManager,
                                                    ExampleParticleSystem.get(),
//.........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:17RandomMovement.cpp

示例13: main

// Initialize WIN32 & OpenSG and set up the scene
int main(int argc, char **argv)
{
    std::cout << "\n\nKEY COMMANDS:" << std::endl
        << "space   Play/Pause the playing sounds" << std::endl
        << "1       Play Pop Sound" << std::endl
        << "2       Play Click Sound" << std::endl
        << "CTRL-Q  Exit\n\n" << std::endl;

    // 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));
 
        // create the scene
        NodeUnrecPtr scene = makeTorus(1.0, 2.0, 16, 16);

        //Initialize the Sound Manager
        SoundManager::the()->attachUpdateProducer(TutorialWindow);
        SoundManager::the()->setCamera(sceneManager.getCamera());

        //Create Pop Sound
        SoundRecPtr ZapSound = SoundManager::the()->createSound();
        ZapSound->setFile(BoostPath("./Data/zap.wav"));
        ZapSound->setVolume(1.0);
        ZapSound->setStreaming(false);
        ZapSound->setLooping(1);

        //Attach Sound Events
        ZapSound->connectSoundPlayed  (boost::bind(handleSoundPlayed,   _1));
        ZapSound->connectSoundStopped (boost::bind(handleSoundStopped,  _1));
        ZapSound->connectSoundPaused  (boost::bind(handleSoundPaused,   _1));
        ZapSound->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1));
        ZapSound->connectSoundLooped  (boost::bind(handleSoundLooped,   _1));

        //Create Click Sound
        SoundRecPtr ClickSound = SoundManager::the()->createSound();
        ClickSound->setFile(BoostPath("./Data/click.wav"));
        ClickSound->setVolume(1.0);
        ClickSound->setStreaming(false);
        ClickSound->setLooping(0);

        //Attach Sound Events
        ClickSound->connectSoundPlayed  (boost::bind(handleSoundPlayed,   _1));
        ClickSound->connectSoundStopped (boost::bind(handleSoundStopped,  _1));
        ClickSound->connectSoundPaused  (boost::bind(handleSoundPaused,   _1));
        ClickSound->connectSoundUnpaused(boost::bind(handleSoundUnpaused, _1));
        ClickSound->connectSoundLooped  (boost::bind(handleSoundLooped,   _1));

        TutorialWindow->connectKeyTyped(boost::bind(&KeyTypedHandler::keyTyped,
                                                    _1,
                                                    ZapSound.get(),
                                                    ClickSound.get()));

        // tell the manager what to manage
        sceneManager.setRoot  (scene);

        // show the whole scene
        sceneManager.showAll();


        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "01 DefaultSound Window");

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

    }
    osgExit();
    return 0;
}
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:92,代码来源:01DefaultSound.cpp

示例14: main

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

    {
        TheLuaManager->init();

        // 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);

        //Setup the Lua Manager

        BoostPath ModulePath("./Data/");
        std::string PackagePath = std::string("?;")
            + (ModulePath / "?.lua" ).file_string() + ";"
            + (ModulePath / "?" /  "init.lua").file_string();
        TheLuaManager->setPackagePath(PackagePath);

        // Make Torus Node (creates Torus in background of scene)
        GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 16, 16);
        setName(TorusGeometry,"Torus Geometry");
        //calcVertexTangents(TorusGeometry,0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId);


        NodeRefPtr TorusGeometryNode = Node::create();
        setName(TorusGeometryNode,"Torus Geometry Node");
        TorusGeometryNode->setCore(TorusGeometry);

        //Torus Transformation Node
        TransformRefPtr TheTorusNodeTransform = Transform::create();

        NodeRefPtr TheTorusTransfromNode = Node::create();
        TheTorusTransfromNode->setCore(TheTorusNodeTransform);
        TheTorusTransfromNode->addChild(TorusGeometryNode);
        setName(TheTorusTransfromNode,"Torus Transform Node");

        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(TheTorusTransfromNode);
        setName(scene,"Scene Node");

        //Light Beacon Node
        TransformRefPtr TheLightBeaconNodeTransform = Transform::create();

        NodeRefPtr TheLightBeaconNode = Node::create();
        TheLightBeaconNode->setCore(TheLightBeaconNodeTransform);
        setName(TheLightBeaconNode,"Light Beacon Node");


        //Light Node
        DirectionalLightRefPtr TheLightCore = DirectionalLight::create();
        TheLightCore->setDirection(Vec3f(1.0,0.0,0.0));
        TheLightCore->setAmbient(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setDiffuse(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setSpecular(Color4f(1.0,1.0,1.0,1.0));
        TheLightCore->setBeacon(TheLightBeaconNode);

        NodeRefPtr TheLightNode = Node::create();
        TheLightNode->setCore(TheLightCore);
        TheLightNode->addChild(scene);
        setName(TheLightNode,"Light Node");

        NodeRefPtr RootNode = Node::create();
        RootNode->setCore(Group::create());
        RootNode->addChild(TheLightNode);
        RootNode->addChild(TheLightBeaconNode);
        setName(RootNode,"Root Node");

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

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

        //Create the Main interface
        LuaDebuggerInterface TheLuaDebuggerInterface;

        // Create The Main InternalWindow
        // Create Background to be used with the Main InternalWindow
        ColorLayerRefPtr MainInternalWindowBackground = ColorLayer::create();
        MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5));

        BorderLayoutRefPtr MainInternalWindowLayout = BorderLayout::create();

        //Split Panel
        BorderLayoutConstraintsRefPtr SplitPanelConstraints = BorderLayoutConstraints::create();
        SplitPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_CENTER);
        TheLuaDebuggerInterface.getMainSplitPanel()->setConstraints(SplitPanelConstraints);

//.........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:03LuaDebugger.cpp

示例15: main

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

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

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

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

        TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1));

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

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

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

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

        //Create the nessicary parts for a viewport
        Matrix TransformMatrix;
        TransformMatrix.setTranslate(0.0f,0.0f, 0.0f);
        TransformRecPtr CameraBeaconTransform = Transform::create();
        CameraBeaconTransform->setMatrix(TransformMatrix);

        NodeRecPtr CameraBeaconNode = Node::create();
        CameraBeaconNode->setCore(CameraBeaconTransform);

        // Make Torus Node (creates Torus in background of scene)
        NodeRecPtr GeometryNode = makeTorus(.5, 2, 32, 32);

        //Make a light Node
        NodeRecPtr LightBeaconNode = makeCoredNode<Transform>();

        DirectionalLightRecPtr SceneLight = DirectionalLight::create();
        SceneLight->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
        SceneLight->setDiffuse(Color4f(0.8f,0.8f,0.8f,1.0f));
        SceneLight->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f));
        SceneLight->setOn(true);
        SceneLight->setBeacon(LightBeaconNode);

        NodeRecPtr LightNode = makeNodeFor(SceneLight);
        LightNode->addChild(GeometryNode);

        // Make Main Scene Node and add the Torus
        NodeRecPtr DefaultRootNode = Node::create();
        DefaultRootNode->setCore(Group::create());
        DefaultRootNode->addChild(LightNode);
        DefaultRootNode->addChild(LightBeaconNode);
        DefaultRootNode->addChild(CameraBeaconNode);

        //Camera
        PerspectiveCameraRecPtr DefaultCamera = PerspectiveCamera::create();
        DefaultCamera->setBeacon(CameraBeaconNode);
        DefaultCamera->setFov   (osgDegree2Rad(60.f));
        DefaultCamera->setNear  (0.1f);
        DefaultCamera->setFar   (100.f);

        //Background
        GradientBackgroundRecPtr DefaultBackground = GradientBackground::create();
        DefaultBackground->addLine(Color3f(0.0f,0.0f,0.0f), 0.0f);
        DefaultBackground->addLine(Color3f(0.0f,0.0f,1.0f), 1.0f);

        //Viewport
        ViewportRecPtr DefaultViewport = Viewport::create();
        DefaultViewport->setCamera                  (DefaultCamera);
        DefaultViewport->setRoot                    (DefaultRootNode);
        DefaultViewport->setSize                    (0.0f,0.0f, 1.0f,1.0f);
        DefaultViewport->setBackground              (DefaultBackground);

        //GL Viewport Component
        LineBorderRecPtr TheGLViewportBorder = LineBorder::create();
        TheGLViewportBorder->setColor(Color4f(1.0,0.0,0.0,1.0));
        TheGLViewportBorder->setWidth(3.0);

        GLViewportRecPtr TheGLViewport = GLViewport::create();
        TheGLViewport->setPort(DefaultViewport);
        TheGLViewport->setPreferredSize(Vec2f(400.0f,400.0f));
        TheGLViewport->setBorders(TheGLViewportBorder);
        TheGLViewport->lookAt(Pnt3f(0.0f,0.0f,10.0f), //From
                              Pnt3f(0.0f,0.0f,0.0f), //At
                              Vec3f(0.0f,1.0f,0.0f)); //Up

        ButtonRecPtr ExampleButton = Button::create();

//.........这里部分代码省略.........
开发者ID:pjcamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:41GLViewportComponent.cpp


注:本文中的SimpleSceneManager类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。