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C++ SimpleSceneManager::getNavigator方法代码示例

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


在下文中一共展示了SimpleSceneManager::getNavigator方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: main


//.........这里部分代码省略.........
        ExampleParticleSystem->setMaxParticles(5); // 5 rockets max to avoid collisions.  they are bad.
        ExampleParticleSystem->pushToAffectors(AgeFadeAffector);
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow); 

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

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

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

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

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

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

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

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


        // attach listener for trail generator to the particle system
        ExamplePSTrailGenerator->setSystemToTrail(ExampleParticleSystem);

        //Attach the the update producer to the particle system particle trail generator. 
        ExamplePSTrailGenerator->attachUpdateProducer(TutorialWindow);

        // Set up node with the particle system at its core
        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);
        ParticleNode->addChild(ExamplePSTrailGenerator);

        // Make Main Scene Node
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);

        TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, &sceneManager, ExampleParticleSystem.get(), ExamplePSTrailGenerator.get()));

        sceneManager.setRoot(scene);

        // Show the whole Scene
        sceneManager.getNavigator()->set(Pnt3f(0.0,0.0,100.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0));
        sceneManager.getNavigator()->setMotionFactor(1.0f);
        sceneManager.getCamera()->setFar(10000.0f);
        sceneManager.getCamera()->setNear(0.1f);

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "02ParticleSystemParticleTrail");

        std::cout << "Controls: " << std::endl
            << "P: Increase Trail Resolution" << std::endl
            << "L: Decrease Trail Resolution" << std::endl
            << "O: Increase Trail Length" << std::endl
            << "K: Decrease Trail Length" << std::endl
            << "J: Toggle calculating trail length by num points/time" << std::endl
            << "Y: Toggle calculating trail point spacing by time/distance" << std::endl
            << "B: Particle burst" << std::endl;

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

    osgExit();

    return 0;
}
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:101,代码来源:02ParticleSysParticleTrailGenerator.cpp

示例2: main


//.........这里部分代码省略.........
        ShrapnelBurstGenerator->setBurstAmount(50.0);
        ShrapnelBurstGenerator->setVelocityDistribution(createShrapnelVelocityDistribution());
        ShrapnelBurstGenerator->setAccelerationDistribution(createShrapnelAccelerationDistribution());

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

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

        NodeParticleSystemCoreRefPtr FireballParticleNodeCore = NodeParticleSystemCore::create();
        FireballParticleNodeCore->setSystem(FireballParticleSystem);
        FireballParticleNodeCore->setPrototypeNode(FireballParticlePrototypeNode);
        //Attach the function objects to the Generator
        Distribution3DRefPtr FireballPositionDistribution = createFireballPositionDistribution();
        FireballGenerator->setPositionDistribution(FireballPositionDistribution);
        FireballGenerator->setLifespanDistribution(createFireballLifespanDistribution());
        FireballGenerator->setBurstAmount(100.0);
        FireballGenerator->setVelocityDistribution(createFireballVelocityDistribution());
        FireballGenerator->setAccelerationDistribution(createFireballAccelerationDistribution());
        //Attach the function objects the Affectors
        AgeSizeParticleAffectorRecPtr FireballAgeSizeParticleAffector = AgeSizeParticleAffector::create();
        //ages
        FireballAgeSizeParticleAffector->editMFAges()->push_back(0.1);
        FireballAgeSizeParticleAffector->editMFAges()->push_back(0.2);
        FireballAgeSizeParticleAffector->editMFAges()->push_back(0.3);
        FireballAgeSizeParticleAffector->editMFAges()->push_back(0.5);
        FireballAgeSizeParticleAffector->editMFAges()->push_back(0.7);
        FireballAgeSizeParticleAffector->editMFAges()->push_back(0.8);
        FireballAgeSizeParticleAffector->editMFAges()->push_back(1.0);

        //sizes
        FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0));
        FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.3,2.3,2.3));
        FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.5,2.5,2.5));
        FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0));
        FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0));
        FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0));
        FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5));

        NodeRefPtr FireballParticleNode = Node::create();
        FireballParticleNode->setCore(FireballParticleNodeCore);
        //end/////////////////////

        //Attach the Affector to the Smoke Particle System
        SmokeParticleSystem->pushToAffectors(SmokeAgeFadeParticleAffector);
        SmokeParticleSystem->pushToAffectors(SmokeAgeSizeParticleAffector);

        //Attach the Affector to the fireball Particle System
        FireballParticleSystem->pushToAffectors(FireballAgeSizeParticleAffector);

        // Make Main Scene Node 
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(RocketParticleNode);
        scene->addChild(SmokeParticleNode);
        scene->addChild(ShrapnelParticleNode);
        scene->addChild(FireballParticleNode);
        scene->addChild(EnvironmentNode);

        RocketParticleSystem->connectParticleKilled(boost::bind(particleKilled, _1,
                                                                ShrapnelParticleSystem.get(),
                                                                ShrapnelBurstGenerator.get(),
                                                                SmokeParticleSystem.get(),
                                                                SmokeGenerator.get(),
                                                                FireballParticleSystem.get(),
                                                                FireballGenerator.get()));

        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1,
                                                        &sceneManager,
                                                        RocketParticleSystem.get()));

        sceneManager.setRoot(scene);

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

        sceneManager.getNavigator()->set(Pnt3f(0.0,0.0,-10.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0));
        sceneManager.getNavigator()->setMotionFactor(1.0f);
        sceneManager.getCamera()->setNear(0.1f);
        sceneManager.getCamera()->setFar(1000.0f);


        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "20RocketLauncher");

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

    }
    osgExit();

    return 0;
}
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:20RocketLauncher.cpp

示例3: main


//.........这里部分代码省略.........
        plane_mat->setAmbient(Color3f(0.7,0.7,0.7));
        plane_mat->setDiffuse(Color3f(0.9,0.6,1.0));

        plane->setMaterial(plane_mat);



        //create Physical Attachments
        PhysicsBoxGeomRecPtr planeGeom = PhysicsBoxGeom::create();
        planeGeom->setLengths(Vec3f(30.0, 30.0, 1.0));
        //add geoms to space for collision
        planeGeom->setSpace(physicsSpace);


        //add Attachments to nodes...
        spaceGroupNode->addAttachment(physicsSpace);
        spaceGroupNode->addAttachment(physHandler);    
        spaceGroupNode->addAttachment(physicsWorld);
        spaceGroupNode->addChild(planeNode);


        planeNode->addAttachment(planeGeom);


        scene->addChild(spaceGroupNode);


        //Create Statistics Foreground
        SimpleStatisticsForegroundRecPtr PhysicsStatForeground = SimpleStatisticsForeground::create();
        PhysicsStatForeground->setSize(25);
        PhysicsStatForeground->setColor(Color4f(0,1,0,0.7));
        PhysicsStatForeground->addElement(WindowEventProducer::statWindowLoopTime, "Draw FPS: %r.3f");
        PhysicsStatForeground->getCollector()->getElem(WindowEventProducer::statWindowLoopTime, true);
        PhysicsStatForeground->addElement(RenderAction::statNGeometries, 
                                         "%d Nodes drawn");
        PhysicsStatForeground->getCollector()->getElem(RenderAction::statNGeometries, true);
        PhysicsStatForeground->addElement(PhysicsHandler::statPhysicsTime, 
                                          "Physics time: %.3f s");
        PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statPhysicsTime, true);
        PhysicsStatForeground->addElement(PhysicsHandler::statCollisionTime, 
                                          "Collision time: %.3f s");
        PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statCollisionTime, true);
        PhysicsStatForeground->addElement(PhysicsHandler::statSimulationTime, 
                                          "Simulation time: %.3f s");
        PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statSimulationTime, true);
        PhysicsStatForeground->addElement(PhysicsHandler::statNCollisions, 
                                          "%d collisions");
        PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statNCollisions, true);
        PhysicsStatForeground->addElement(PhysicsHandler::statNCollisionTests, 
                                          "%d collision tests");
        PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statNCollisionTests, true);
        PhysicsStatForeground->addElement(PhysicsHandler::statNPhysicsSteps, 
                                          "%d simulation steps per frame");
        PhysicsStatForeground->getCollector()->getElem(PhysicsHandler::statNPhysicsSteps, true);
        TutorialWindow->connectUpdate(boost::bind(handleStatisticsReset, _1), boost::signals2::at_front);
        StatCollector::setGlobalCollector(PhysicsStatForeground->getCollector());


        SimpleStatisticsForegroundRecPtr RenderStatForeground = SimpleStatisticsForeground::create();
        RenderStatForeground->setSize(25);
        RenderStatForeground->setColor(Color4f(0,1,0,0.7));





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

        sceneManager.getWindow()->getPort(0)->addForeground(PhysicsStatForeground);
        sceneManager.getWindow()->getPort(0)->addForeground(RenderStatForeground);

        
        TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1,
            TriGeometryBase.get(),
            spaceGroupNode.get(),
            PhysDrawableNode.get(),
            physicsWorld.get(),
            physicsSpace.get()));

        // show the whole rootNode
        sceneManager.getNavigator()->set(Pnt3f(20.0,20.0,10.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
        sceneManager.getNavigator()->setMotionFactor(1.0f);
        sceneManager.getCamera()->setFar(10000.0f);
        sceneManager.getCamera()->setNear(0.1f);

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

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

    osgExit();

    return 0;
}
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:101,代码来源:01SimplePhysics.cpp


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