本文整理汇总了C++中WindowEventProducerRecPtr::connectKeyReleased方法的典型用法代码示例。如果您正苦于以下问题:C++ WindowEventProducerRecPtr::connectKeyReleased方法的具体用法?C++ WindowEventProducerRecPtr::connectKeyReleased怎么用?C++ WindowEventProducerRecPtr::connectKeyReleased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WindowEventProducerRecPtr
的用法示例。
在下文中一共展示了WindowEventProducerRecPtr::connectKeyReleased方法的1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 rootNode
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));
TutorialWindow->connectKeyReleased(boost::bind(keyReleased, _1));
//Make Main Scene Node
NodeRefPtr scene = makeCoredNode<Group>();
setName(scene, "scene");
NodeRecPtr rootNode = Node::create();
setName(rootNode, "rootNode");
ComponentTransformRefPtr Trans = ComponentTransform::create();
rootNode->setCore(Trans);
rootNode->addChild(scene);
//Light Beacon
Matrix LightTransformMat;
LightTransformMat.setTranslate(Vec3f(50.0,0.0,100.0));
TransformRefPtr LightTransform = Transform::create();
LightTransform->setMatrix(LightTransformMat);
NodeRefPtr TutorialLightBeacon = Node::create();
TutorialLightBeacon->setCore(LightTransform);
//Light Node
PointLightRefPtr TutorialLight = PointLight::create();
TutorialLight->setBeacon(TutorialLightBeacon);
NodeRefPtr TutorialLightNode = Node::create();
TutorialLightNode->setCore(TutorialLight);
scene->addChild(TutorialLightNode);
scene->addChild(TutorialLightBeacon);
//Setup Physics Scene
PhysicsWorldRecPtr physicsWorld = PhysicsWorld::create();
physicsWorld->setWorldContactSurfaceLayer(0.005);
physicsWorld->setAutoDisableFlag(1);
physicsWorld->setAutoDisableTime(0.75);
physicsWorld->setWorldContactMaxCorrectingVel(100.0);
physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));
PhysicsHashSpaceRecPtr physicsSpace = PhysicsHashSpace::create();
//Setup the default collision parameters
CollisionContactParametersRefPtr DefaultCollisionParams = CollisionContactParameters::createEmpty();
DefaultCollisionParams->setMode(dContactApprox1);
DefaultCollisionParams->setMu(1.0);
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);
physicsSpace->setDefaultCollisionParameters(DefaultCollisionParams);
PhysicsHandlerRecPtr physHandler = PhysicsHandler::create();
physHandler->setWorld(physicsWorld);
physHandler->pushToSpaces(physicsSpace);
physHandler->setUpdateNode(rootNode);
physHandler->attachUpdateProducer(TutorialWindow);
rootNode->addAttachment(physHandler);
rootNode->addAttachment(physicsWorld);
rootNode->addAttachment(physicsSpace);
/************************************************************************/
/* create spaces, geoms and bodys */
/************************************************************************/
//create a group for our space
GroupRefPtr spaceGroup;
//.........这里部分代码省略.........