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C++ WindowEventProducerPtr::addMouseListener方法代码示例

本文整理汇总了C++中WindowEventProducerPtr::addMouseListener方法的典型用法代码示例。如果您正苦于以下问题:C++ WindowEventProducerPtr::addMouseListener方法的具体用法?C++ WindowEventProducerPtr::addMouseListener怎么用?C++ WindowEventProducerPtr::addMouseListener使用的例子?那么恭喜您, 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WindowEventProducerPtr的用法示例。


在下文中一共展示了WindowEventProducerPtr::addMouseListener方法的7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

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

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener);
    TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

	
    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindowEventProducer->getWindow());

    Path FBOFilePath;
    if(argc < 2)
    {
        FWARNING(("No FBO file given!\n"));
        FBOFilePath = Path("./Data/01LoadFBO.xml");
    }
    else
    {
        FBOFilePath = Path(std::string(argv[1]));
    }
    std::cout << "Loading xml File: " << FBOFilePath << std::endl;

    FCFileType::FCPtrStore NewContainers;
    NewContainers = FCFileHandler::the()->read(FBOFilePath);

    FCFileType::FCPtrStore::iterator Itor;
    for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor)
    {
        if( (*Itor)->getType() == FBOViewport::getClassType())
        {
            TheFBOViewport = FBOViewport::Ptr::dcast(*Itor);
        }
    }

    ChunkMaterialPtr BoxMaterial = ChunkMaterial::create();

    GeometryPtr BoxGeoCore = makeBoxGeo(1.0,1.0,1.0,2,2,2);
    beginEditCP(BoxGeoCore, Geometry::MaterialFieldMask);
        BoxGeoCore->setMaterial(BoxMaterial);
    endEditCP(BoxGeoCore, Geometry::MaterialFieldMask);

    NodePtr BoxGeoNode = Node::create();
    beginEditCP(BoxGeoNode, Node::CoreFieldMask);
        BoxGeoNode->setCore(BoxGeoCore);
    endEditCP(BoxGeoNode, Node::CoreFieldMask);

    NodePtr SceneNode = Node::create();
    beginEditCP(SceneNode, Node::CoreFieldMask | Node::ChildrenFieldMask);
        SceneNode->setCore(Group::create());
        SceneNode->addChild(BoxGeoNode);
    endEditCP(SceneNode, Node::CoreFieldMask | Node::ChildrenFieldMask);

    // tell the manager what to manage
    mgr->setRoot  (SceneNode);

    // show the whole scene
    mgr->showAll();
    
    if(TheFBOViewport != NullFC)
    {
        //Add the texture chunk of the FBO to the Material for the box
        beginEditCP(BoxMaterial, ChunkMaterial::ChunksFieldMask);
            BoxMaterial->addChunk(TheFBOViewport->editTextures(0));
        endEditCP(BoxMaterial, ChunkMaterial::ChunksFieldMask);

        //Add The FBO Viewport the the Window
        beginEditCP(TheFBOViewport, FBOViewport::ParentFieldMask);
            TheFBOViewport->setParent(TutorialWindowEventProducer->getWindow());
        endEditCP(TheFBOViewport, FBOViewport::ParentFieldMask);

        beginEditCP(TutorialWindowEventProducer->getWindow());
            ViewportPtr vp = TutorialWindowEventProducer->getWindow()->getPort(0);
            addRefCP(vp);
            
            TutorialWindowEventProducer->getWindow()->subPort(0);

            //Put the FBO Vieport in front, so it is rendered first
            TutorialWindowEventProducer->getWindow()->addPort(TheFBOViewport);
            TutorialWindowEventProducer->getWindow()->addPort(vp   );
        endEditCP  (TutorialWindowEventProducer->getWindow());
    }

//.........这里部分代码省略.........
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:01LoadFBO.cpp

示例2: main

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

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

	TutorialUpdateListener TheTutorialUpdateListener;
    TutorialWindowEventProducer->addUpdateListener(&TheTutorialUpdateListener);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener);
    TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(MainWindow);
	

	//Print key command info
	std::cout << "\n\nKEY COMMANDS:" << std::endl;
	std::cout << "space   Play/Pause the animation" << std::endl;
	std::cout << "G       Show/Hide the grid" << std::endl;
	std::cout << "A       Show/Hide the axes" << std::endl;
	std::cout << "B       Show/Hide the bind pose skeleton" << std::endl;
	std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl;
	std::cout << "P       Show/Hide the current pose skeleton" << std::endl;
	std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl;
	std::cout << "CTRL-Q  Exit\n\n" << std::endl;




	//Setup axes
	LineChunkPtr AxesLineChunk = LineChunk::create();
	beginEditCP(AxesLineChunk);
		AxesLineChunk->setWidth(0.0f);
		AxesLineChunk->setSmooth(true);
	endEditCP(AxesLineChunk);

	//Axes material
	ChunkMaterialPtr AxesMaterial = ChunkMaterial::create();
	beginEditCP(AxesMaterial, ChunkMaterial::ChunksFieldMask);
		AxesMaterial->addChunk(AxesLineChunk);
	endEditCP(AxesMaterial, ChunkMaterial::ChunksFieldMask);

	//Grid material
	ChunkMaterialPtr gridMaterial = ChunkMaterial::create();
	beginEditCP(gridMaterial, ChunkMaterial::ChunksFieldMask);
		gridMaterial->addChunk(AxesLineChunk);
	endEditCP(gridMaterial, ChunkMaterial::ChunksFieldMask);

	//Axes should render as lines
	GeoPTypesPtr axesType = GeoPTypesUI8::create();        
    beginEditCP(axesType, GeoPTypesUI8::GeoPropDataFieldMask);
    {
        axesType->addValue(GL_LINES);
    }
    endEditCP  (axesType, GeoPTypesUI8::GeoPropDataFieldMask);

	//Grid type
	GeoPTypesPtr gridType = GeoPTypesUI8::create();        
    beginEditCP(gridType, GeoPTypesUI8::GeoPropDataFieldMask);
    {
        gridType->addValue(GL_LINES);
    }
    endEditCP  (gridType, GeoPTypesUI8::GeoPropDataFieldMask);

	//Axes lens
	GeoPLengthsPtr axesLens = GeoPLengthsUI32::create();    
    beginEditCP(axesLens, GeoPLengthsUI32::GeoPropDataFieldMask);
    {
        axesLens->addValue(6);
    }
    endEditCP  (axesLens, GeoPLengthsUI32::GeoPropDataFieldMask);

	//Grid lens
	GeoPLengthsPtr gridLens = GeoPLengthsUI32::create();    
    beginEditCP(gridLens, GeoPLengthsUI32::GeoPropDataFieldMask);
    {
        gridLens->addValue(84);
    }
    endEditCP  (gridLens, GeoPLengthsUI32::GeoPropDataFieldMask);
	
	//Axes points
	GeoPositions3fPtr axesPnts = GeoPositions3f::create();
    beginEditCP(axesPnts, GeoPositions3f::GeoPropDataFieldMask);
    {
		// X-Axis
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:21LoadXMLSceneFromMaya.cpp

示例3: main

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

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener);
    TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener);
    TutorialUpdateListener TheTutorialUpdateListener;
    TutorialWindowEventProducer->addUpdateListener(&TheTutorialUpdateListener);

    
    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(MainWindow);
    

    //Print key command info
    std::cout << "\n\nKEY COMMANDS:" << std::endl;
    std::cout << "space   Play/Pause the animation" << std::endl;
    std::cout << "B       Show/Hide the bind pose skeleton" << std::endl;
    std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl;
    std::cout << "P       Show/Hide the current pose skeleton" << std::endl;
    std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl;
    std::cout << "O       Toggle override status of TheSecondAnimation" << std::endl;
    std::cout << "CTRL-Q  Exit\n\n" << std::endl;


    
    //Import scene from XML
    ChunkMaterialPtr ExampleMaterial;
    std::vector<SkeletonPtr> SkeletonPtrs;
    std::vector<SkeletonBlendedGeometryPtr> SkeletonBlendedGeometryPtrs;
    std::vector<GeometryPtr> GeometryPtrs;

    //Skeleton materaial
    LineChunkPtr SkelLineChunk = LineChunk::create();
    beginEditCP(SkelLineChunk);
        SkelLineChunk->setWidth(0.0f);
        SkelLineChunk->setSmooth(true);
    endEditCP(SkelLineChunk);

    ChunkMaterialPtr SkelMaterial = ChunkMaterial::create();
    beginEditCP(SkelMaterial, ChunkMaterial::ChunksFieldMask);
        SkelMaterial->addChunk(SkelLineChunk);
    endEditCP(SkelMaterial, ChunkMaterial::ChunksFieldMask);

    //LOAD FIRST ANIMATION
    FCFileType::FCPtrStore NewContainers;
    NewContainers = FCFileHandler::the()->read(BoostPath("./Data/23WalkingAnimation.xml"));
    FCFileType::FCPtrStore::iterator Itor;
    for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor)
    {
        if( (*Itor)->getType() == (ChunkMaterial::getClassType()))
        {
            //Set ExampleMaterial to the ChunkMaterial we just read in
            ExampleMaterial = (ChunkMaterial::Ptr::dcast(*Itor));
        }
        if( (*Itor)->getType() == (Skeleton::getClassType()))
        {
            //Add the Skeleton we just read in to SkeletonPtrs
            SkeletonPtrs.push_back(Skeleton::Ptr::dcast(*Itor));
        }
        if( (*Itor)->getType() == (SkeletonBlendedGeometry::getClassType()))
        {
            //Add the SkeletonBlendedGeometry we just read in to SkeletonBlendedGeometryPtrs
            SkeletonBlendedGeometryPtrs.push_back(SkeletonBlendedGeometry::Ptr::dcast(*Itor));
        }
        if( (*Itor)->getType().isDerivedFrom(SkeletonAnimation::getClassType()))
        {
            //Set TheWalkingAnimation to the SkeletonAnimation we just read in
            TheWalkingAnimation = (SkeletonAnimation::Ptr::dcast(*Itor));
        }
        if( (*Itor)->getType() == (Geometry::getClassType()))
        {
            //Add the Geometry we just read in to GeometryPtrs
            GeometryPtrs.push_back(Geometry::Ptr::dcast(*Itor));
        }
    }

    //LOAD SECOND ANIMATION
    NewContainers = FCFileHandler::the()->read(BoostPath("./Data/23SamAnimation.xml"));
    for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor)
    {
         //Import only the skeletonAnimation from the second XML file; we've already imported the skeleton and the geometry
        if( (*Itor)->getType().isDerivedFrom(SkeletonAnimation::getClassType()))
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:23BlendXMLAnimations.cpp

示例4: main

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

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener);
    TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener);
	TutorialUpdateListener TheTutorialUpdateListener;
    TutorialWindowEventProducer->addUpdateListener(&TheTutorialUpdateListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

	
    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindowEventProducer->getWindow());

    ////////////////
        // Create the Graphics
    GraphicsPtr 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.

    ******************************************************/
    ButtonPtr ExampleButton = osg::Button::create();

    UIFontPtr ExampleFont = osg::UIFont::create();

        beginEditCP(ExampleButton, Button::MinSizeFieldMask | Button::MaxSizeFieldMask | Button::PreferredSizeFieldMask | Button::ToolTipTextFieldMask | Button::TextFieldMask |
        Button::FontFieldMask | Button::TextColorFieldMask | Button::RolloverTextColorFieldMask | Button::ActiveTextColorFieldMask | Button::AlignmentFieldMask);
            ExampleButton->setMinSize(Vec2f(50, 25));
            ExampleButton->setMaxSize(Vec2f(200, 100));
            ExampleButton->setPreferredSize(Vec2f(100, 50));
            ExampleButton->setToolTipText("Click to start/pause");

            ExampleButton->setText("start/pause");
            ExampleButton->setFont(ExampleFont);
            ExampleButton->setTextColor(Color4f(1.0, 0.0, 0.0, 1.0));
            ExampleButton->setRolloverTextColor(Color4f(1.0, 0.0, 1.0, 1.0));
            ExampleButton->setActiveTextColor(Color4f(1.0, 0.0, 0.0, 1.0));
            ExampleButton->setAlignment(Vec2f(.5,0.5));
    endEditCP(ExampleButton, Button::MinSizeFieldMask | Button::MaxSizeFieldMask | Button::PreferredSizeFieldMask | Button::ToolTipTextFieldMask | Button::TextFieldMask |
	      Button::FontFieldMask | Button::TextColorFieldMask | Button::RolloverTextColorFieldMask | Button::ActiveTextColorFieldMask | Button::AlignmentFieldMask);


    // Create an ActionListener and assign it to ExampleButton
    // This Class is defined above, and will cause the output
    // window to display "Button 1 Action" when pressed
    ExampleButtonActionListener TheExampleButtonActionListener;
    ExampleButton->addActionListener(&TheExampleButtonActionListener);
    
    
    //////////////////
    //Torus Material
    TheTorusMaterial = SimpleMaterial::create();
    beginEditCP(TheTorusMaterial);
        SimpleMaterialPtr::dcast(TheTorusMaterial)->setAmbient(Color3f(0.3,0.3,0.3));
        SimpleMaterialPtr::dcast(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7));
        SimpleMaterialPtr::dcast(TheTorusMaterial)->setSpecular(Color3f(1.0,1.0,1.0));
    endEditCP(TheTorusMaterial);

    //Torus Geometry
    GeometryPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32);
    beginEditCP(TorusGeometry);
        TorusGeometry->setMaterial(TheTorusMaterial);
    endEditCP  (TorusGeometry);
    
    NodePtr TorusGeometryNode = Node::create();
    beginEditCP(TorusGeometryNode, Node::CoreFieldMask);
        TorusGeometryNode->setCore(TorusGeometry);
    endEditCP  (TorusGeometryNode, Node::CoreFieldMask);

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

    beginEditCP(TorusNode, Node::CoreFieldMask | Node::ChildrenFieldMask);
        TorusNode->setCore(TorusNodeTrans);
//.........这里部分代码省略.........
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:24AnimationAction.cpp

示例5: main

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

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    TutorialUpdateListener TheTutorialUpdateListener;
    TutorialWindowEventProducer->addUpdateListener(&TheTutorialUpdateListener);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener);
    TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(MainWindow);

    //Print key command info
    std::cout << "\n\nKEY COMMANDS:" << std::endl;
	std::cout << "space   Play/Pause the animation" << std::endl;
	std::cout << "B       Show/Hide the bind pose skeleton" << std::endl;
	std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl;
	std::cout << "P       Show/Hide the current pose skeleton" << std::endl;
	std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl;
	std::cout << "CTRL-Q  Exit\n\n" << std::endl;
	


    //Import scene from XML
    ChunkMaterialPtr ExampleMaterial;
    SkeletonPtr ExampleSkeleton;
    SkeletonBlendedGeometryPtr TheNewSkeletonGeometry;
    GeometryPtr ExampleGeometry;

    FCFileType::FCPtrStore NewContainers;
    NewContainers = FCFileHandler::the()->read(Path("./Data/20BlendedGeometry.xml"));

    FCFileType::FCPtrStore::iterator Itor;
    for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor)
    {
        if( (*Itor)->getType() == (ChunkMaterial::getClassType()))
        {
			  //Set ExampleMaterial to the ChunkMaterial we just read in
            ExampleMaterial = (ChunkMaterial::Ptr::dcast(*Itor));
        }
        if( (*Itor)->getType() == (Skeleton::getClassType()))
        {
			  //Set ExampleSkeleton to the Skeleton we just read in
            ExampleSkeleton = (Skeleton::Ptr::dcast(*Itor));
        }
        if( (*Itor)->getType() == (Geometry::getClassType()))
        {
			  //Set ExampleGeometry to the geometry we just read in
            ExampleGeometry = (Geometry::Ptr::dcast(*Itor));
        }
        if( (*Itor)->getType() == (SkeletonBlendedGeometry::getClassType()))
        {
			  //Set TheNewSkeletonGeometry to the SkeletonBlendedGeometry we just read in
            TheNewSkeletonGeometry = (SkeletonBlendedGeometry::Ptr::dcast(*Itor));
        }
        if( (*Itor)->getType().isDerivedFrom(Animation::getClassType()))
        {
			  //Set TheSkeletonAnimation to the Animation we just read in
            TheSkeletonAnimation = (Animation::Ptr::dcast(*Itor));
        }
    }

	//UnboundGeometry
	UnboundGeometry = Node::create();
	beginEditCP(UnboundGeometry, Node::CoreFieldMask | Node::TravMaskFieldMask);
        UnboundGeometry->setCore(ExampleGeometry);
		UnboundGeometry->setTravMask(0);
    endEditCP(UnboundGeometry, Node::CoreFieldMask | Node::TravMaskFieldMask);

	//SkeletonDrawer
    SkeletonDrawablePtr ExampleSkeletonDrawable = osg::SkeletonDrawable::create();
    beginEditCP(ExampleSkeletonDrawable, SkeletonDrawable::SkeletonFieldMask | SkeletonDrawable::MaterialFieldMask | SkeletonDrawable::DrawBindPoseFieldMask | SkeletonDrawable::BindPoseColorFieldMask | SkeletonDrawable::DrawPoseFieldMask | SkeletonDrawable::PoseColorFieldMask);
		ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
		ExampleSkeletonDrawable->setMaterial(ExampleMaterial);
		ExampleSkeletonDrawable->setDrawBindPose(false);  //By default, we don't draw the skeleton's bind pose
		ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0));  //When drawn, the skeleton's bind pose renders in green
		ExampleSkeletonDrawable->setDrawPose(true);  //By default, we do draw the skeleton's current pose
		ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0));  //The skeleton's current pose renders in blue
    endEditCP(ExampleSkeletonDrawable, SkeletonDrawable::SkeletonFieldMask | SkeletonDrawable::MaterialFieldMask | SkeletonDrawable::DrawBindPoseFieldMask | SkeletonDrawable::BindPoseColorFieldMask | SkeletonDrawable::DrawPoseFieldMask | SkeletonDrawable::PoseColorFieldMask);
	
	//Skeleton Node
	SkeletonNode = osg::Node::create();
    beginEditCP(SkeletonNode, Node::CoreFieldMask);
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:20LoadXMLBlendedGeometry.cpp

示例6: main

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

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener);
    TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener);


    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

	
    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindowEventProducer->getWindow());

    //Make Torus Node
    TriGeometryBase = makeTorus(.55, 1.5, 16, 16);

    //Make Main Scene Node
	NodePtr scene = makeCoredNode<Group>();
    setName(scene, "scene");
    rootNode = Node::create();
    setName(rootNode, "rootNode");
    ComponentTransformPtr Trans;
    Trans = ComponentTransform::create();
    beginEditCP(rootNode, Node::CoreFieldMask | Node::ChildrenFieldMask);
         rootNode->setCore(Trans);
        // add the torus as a child
        rootNode->addChild(scene);
    endEditCP  (rootNode, Node::CoreFieldMask | Node::ChildrenFieldMask);

    //Setup Physics Scene
    physicsWorld = PhysicsWorld::create();
    beginEditCP(physicsWorld, PhysicsWorld::WorldContactSurfaceLayerFieldMask | 
                              PhysicsWorld::AutoDisableFlagFieldMask | 
                              PhysicsWorld::AutoDisableTimeFieldMask | 
                              PhysicsWorld::WorldContactMaxCorrectingVelFieldMask | 
                              PhysicsWorld::GravityFieldMask);
        physicsWorld->setWorldContactSurfaceLayer(0.005);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(100.0);
        physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));
    endEditCP(physicsWorld, PhysicsWorld::WorldContactSurfaceLayerFieldMask | 
                              PhysicsWorld::AutoDisableFlagFieldMask | 
                              PhysicsWorld::AutoDisableTimeFieldMask | 
                              PhysicsWorld::WorldContactMaxCorrectingVelFieldMask | 
                              PhysicsWorld::GravityFieldMask);

    //Create the Collision Space
    physicsSpace = PhysicsHashSpace::create();

    //Setup the default collision parameters
    CollisionContactParametersPtr DefaultCollisionParams = CollisionContactParameters::createEmpty();
    beginEditCP(DefaultCollisionParams);
        DefaultCollisionParams->setMode(dContactApprox1);
        DefaultCollisionParams->setMu(0.3);
        DefaultCollisionParams->setMu2(0.0);
        DefaultCollisionParams->setBounce(0.0);
        DefaultCollisionParams->setBounceSpeedThreshold(0.0);
        DefaultCollisionParams->setSoftCFM(0.1);
        DefaultCollisionParams->setSoftERP(0.2);
        DefaultCollisionParams->setMotion1(0.0);
        DefaultCollisionParams->setMotion2(0.0);
        DefaultCollisionParams->setMotionN(0.0);
        DefaultCollisionParams->setSlip1(0.0);
        DefaultCollisionParams->setSlip2(0.0);
    endEditCP(DefaultCollisionParams);

    beginEditCP(physicsSpace, PhysicsSpace::DefaultCollisionParametersFieldMask);
        physicsSpace->setDefaultCollisionParameters(DefaultCollisionParams);
    endEditCP(physicsSpace, PhysicsSpace::DefaultCollisionParametersFieldMask);

    //Bouncy Sphere collision parameters
    CollisionContactParametersPtr BouncySphereCollisionParams = CollisionContactParameters::createEmpty();
    beginEditCP(BouncySphereCollisionParams);
        BouncySphereCollisionParams->setMode(dContactApprox1 | dContactBounce);
        BouncySphereCollisionParams->setMu(0.3);
        BouncySphereCollisionParams->setMu2(0.0);
        BouncySphereCollisionParams->setBounce(0.8);
        BouncySphereCollisionParams->setBounceSpeedThreshold(0.1);
        BouncySphereCollisionParams->setSoftCFM(0.1);
        BouncySphereCollisionParams->setSoftERP(0.2);
        BouncySphereCollisionParams->setMotion1(0.0);
        BouncySphereCollisionParams->setMotion2(0.0);
        BouncySphereCollisionParams->setMotionN(0.0);
        BouncySphereCollisionParams->setSlip1(0.0);
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:21Collisions.cpp

示例7: main

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

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener);
    TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

	
    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindowEventProducer->getWindow());

    //Make a SphereNode for the point light
    LambertMaterialPtr TheLightMat = LambertMaterial::create();
    beginEditCP(TheLightMat, LambertMaterial::IncandescenceFieldMask);
        TheLightMat->setIncandescence(Color3f(1.0,1.0,1.0));
    endEditCP(TheLightMat, LambertMaterial::IncandescenceFieldMask);

    GeometryPtr LightSphereGeo = makeSphereGeo(2,2.0);
    beginEditCP(LightSphereGeo, Geometry::MaterialFieldMask);
        LightSphereGeo->setMaterial(TheLightMat);
    endEditCP  (LightSphereGeo, Geometry::MaterialFieldMask);

    NodePtr LightSphereNode = Node::create();
    beginEditCP(LightSphereNode, Node::CoreFieldMask);
		LightSphereNode->setCore(LightSphereGeo);
    endEditCP  (LightSphereNode, Node::CoreFieldMask);

    //Create the beacon for the Point Light
    Matrix ThePointLightMat;
    ThePointLightMat.setTranslate(Vec3f(0.0,100.0,0.0));
    
    ThePointLightBeaconTransform = Transform::create();
    beginEditCP(ThePointLightBeaconTransform);
        ThePointLightBeaconTransform->setMatrix(ThePointLightMat);
    endEditCP(ThePointLightBeaconTransform);

    NodePtr ThePointLightBeaconNode = Node::create();
    beginEditCP(ThePointLightBeaconNode);
        ThePointLightBeaconNode->setCore(ThePointLightBeaconTransform);
        ThePointLightBeaconNode->addChild(LightSphereNode);
    endEditCP(ThePointLightBeaconNode);

    //Set the light properties desired
    PointLightPtr ThePointLight = PointLight::create();
    beginEditCP(ThePointLight);
        ThePointLight->setAmbient(0.3,0.3,0.3,0.3);
        ThePointLight->setDiffuse(1.0,1.0,1.0,1.0);
        ThePointLight->setSpecular(1.0,1.0,1.0,1.0);
        ThePointLight->setBeacon(ThePointLightBeaconNode);
    endEditCP(ThePointLight);

    NodePtr ThePointLightNode = Node::create();
    beginEditCP(ThePointLightNode);
        ThePointLightNode->setCore(ThePointLight);
    endEditCP(ThePointLightNode);
    
    //Set the light properties desired
    SpotLightPtr TheSpotLight = SpotLight::create();
    beginEditCP(TheSpotLight);
        TheSpotLight->setAmbient(0.3,0.3,0.3,0.3);
        TheSpotLight->setDiffuse(1.0,1.0,1.0,1.0);
        TheSpotLight->setSpecular(1.0,1.0,1.0,1.0);
        TheSpotLight->setBeacon(ThePointLightBeaconNode);
        TheSpotLight->setDirection(Vec3f(0.0,-1.0,0.0));
        TheSpotLight->setSpotExponent(5.0);
        TheSpotLight->setSpotCutOff(1.1);
    endEditCP(TheSpotLight);

    NodePtr TheSpotLightNode = Node::create();
    beginEditCP(TheSpotLightNode);
        TheSpotLightNode->setCore(TheSpotLight);
    endEditCP(TheSpotLightNode);

	//Load in the Heightmap Image
	ImagePtr PerlinNoiseImage = createPerlinImage(Vec2s(256,256), Vec2f(10.0f,10.0f),0.5f,1.0f,Vec2f(0.0f,0.0f),0.25f,6,PERLIN_INTERPOLATE_COSINE,false,Image::OSG_L_PF, Image::OSG_UINT8_IMAGEDATA);

    TextureChunkPtr TheTextureChunk = TextureChunk::create();
    beginEditCP(TheTextureChunk);
        TheTextureChunk->setImage(PerlinNoiseImage);
    endEditCP(TheTextureChunk);

    //Lambert Material
    LambertMaterialPtr TheLambertMat = LambertMaterial::create();
//.........这里部分代码省略.........
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:06Heightmap.cpp


注:本文中的WindowEventProducerPtr::addMouseListener方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。