本文整理汇总了C++中WindowEventProducerPtr::addMouseMotionListener方法的典型用法代码示例。如果您正苦于以下问题:C++ WindowEventProducerPtr::addMouseMotionListener方法的具体用法?C++ WindowEventProducerPtr::addMouseMotionListener怎么用?C++ WindowEventProducerPtr::addMouseMotionListener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类WindowEventProducerPtr
的用法示例。
在下文中一共展示了WindowEventProducerPtr::addMouseMotionListener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.........
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.........
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.........
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.........
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.........
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.........
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.........