本文整理汇总了C++中WindowEventProducerRecPtr::connectMouseMoved方法的典型用法代码示例。如果您正苦于以下问题:C++ WindowEventProducerRecPtr::connectMouseMoved方法的具体用法?C++ WindowEventProducerRecPtr::connectMouseMoved怎么用?C++ WindowEventProducerRecPtr::connectMouseMoved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::connectMouseMoved方法的12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
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->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager));
//Particle System Material
PointChunkRefPtr PSPointChunk = PointChunk::create();
PSPointChunk->setSize(5.0f);
PSPointChunk->setSmooth(true);
BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
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(PSPointChunk);
PSMaterial->addChunk(PSMaterialChunkChunk);
PSMaterial->addChunk(PSBlendChunk);
Distribution3DRefPtr PositionDistribution = createPositionDistribution();
Pnt3f PositionReturnValue;
//Particle System
ParticleSystemRefPtr 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,
Vec3f(0.0f,0.0f,1.0f),
Color4f(1.0,0.0,0.0,1.0),
Vec3f(1.0,1.0,1.0),
-1,
Vec3f(0.0f,0.0f,0.0f), //Velocity
Vec3f(0.0f,0.0f,0.0f) //acceleration
);
}
ExampleParticleSystem->attachUpdateProducer(TutorialWindow);
//Particle System Drawer
PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = PointParticleSystemDrawer::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 and add the Torus
NodeRefPtr scene = Node::create();
scene->setCore(Group::create());
scene->addChild(ParticleNode);
sceneManager.setRoot(scene);
// Show the whole Scene
sceneManager.showAll();
//Create an DistanceKill
DistanceKillParticleAffectorRefPtr ExampleDistanceKillParticleAffector = DistanceKillParticleAffector::create();
ExampleDistanceKillParticleAffector->setKillDistance(1000.0f);
ExampleDistanceKillParticleAffector->setParticleSystemNode(ParticleNode);
ExampleDistanceKillParticleAffector->setDistanceFromSource(DistanceKillParticleAffector::DISTANCE_FROM_CAMERA);
//.........这里部分代码省略.........
示例2: 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;
}
示例3: 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.........
示例4: 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.........
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);
//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
PointChunkRefPtr PSPointChunk = PointChunk::create();
PSPointChunk->setSize(5.0f);
PSPointChunk->setSmooth(true);
BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
PSMaterialChunkChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,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_NONE);
ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
PSMaterial->addChunk(PSPointChunk);
PSMaterial->addChunk(PSMaterialChunkChunk);
PSMaterial->addChunk(PSBlendChunk);
//Particle System
ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
ExampleParticleSystem->addParticle(Pnt3f(0,25,0),
Vec3f(0.0,0.0f,1.0f),
Color4f(1.0,1.0,1.0,1.0),
Vec3f(1.0,1.0,1.0),
0.1,
Vec3f(0.0f,0.0f,0.0f), //Velocity
Vec3f(0.0f,0.0f,0.0f)
);
ExampleParticleSystem->addParticle(Pnt3f(0,-25,0),
Vec3f(0.0,0.0f,1.0f),
Color4f(1.0,1.0,1.0,1.0),
Vec3f(1.0,1.0,1.0),
0.1,
Vec3f(0.0f,0.0f,0.0f), //Velocity
Vec3f(0.0f,0.0f,0.0f)
);
ExampleParticleSystem->attachUpdateProducer(TutorialWindow);
//Particle System Drawer (Point)
PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();
//Particle System Drawer (line)
LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create();
ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
ExampleLineParticleSystemDrawer->setLineLength(2.0f);
ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f));
//Create a Rate Particle Generator
RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create();
//Attach the function objects to the Generator
ExampleGenerator->setPositionDistribution(createPositionDistribution());
ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
ExampleGenerator->setGenerationRate(200);
UniformParticleAffectorRecPtr ExampleUniformAffector = UniformParticleAffector::create();
ExampleUniformAffector->setMagnitude(20.0); // force which the field exerts on particles (negative = towards the air field's beacon location)
NodeRefPtr UniformBeacon = Node::create();
ExampleUniformAffector->setBeacon(UniformBeacon); // set to 'emulate' from (0,0,0)
ExampleUniformAffector->setDirection(Vec3f(1.0,0.0,0.0)); // direction which field is exerted
ExampleUniformAffector->setMaxDistance(-1.0); // particles affected regardless of distance from
ExampleUniformAffector->setAttenuation(0.0); // strength of uniform field dimishes by dist^attenuation, in this case it is constant regardless of distance
ExampleUniformAffector->setParticleMass(10.0);
//Attach the Generator and Affector to the Particle System
ExampleParticleSystem->pushToGenerators(ExampleGenerator);
ExampleParticleSystem->pushToAffectors(ExampleUniformAffector);
ExampleParticleSystem->setMaxParticles(500);
//.........这里部分代码省略.........
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);
//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.........
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);
//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));
// Material blend chunk
BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
//load up images for PS drawer
ImageRefPtr rocket = ImageFileHandler::the()->read("Data/rocket.png");
ImageRefPtr smoke = ImageFileHandler::the()->read("Data/Smokey.png");
//Texture Chunk
TextureObjChunkRefPtr PSRocketTexChunk = TextureObjChunk::create();
PSRocketTexChunk->setImage(rocket);
TextureEnvChunkRefPtr PSRocketTexEnvChunk = TextureEnvChunk::create();
PSRocketTexEnvChunk->setEnvMode(GL_MODULATE);
TextureObjChunkRefPtr SmokeTexChunk = TextureObjChunk::create();
SmokeTexChunk->setImage(smoke);
TextureEnvChunkRefPtr SmokeTexEnvChunk = TextureEnvChunk::create();
SmokeTexEnvChunk->setEnvMode(GL_MODULATE);
//Particle System Material
MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
PSMaterialChunkChunk->setAmbient(Color4f(1.0f,0.5f,0.3f,1.0f));
PSMaterialChunkChunk->setDiffuse(Color4f(1.0f,0.5f,0.3f,0.6f));
PSMaterialChunkChunk->setSpecular(Color4f(1.0f,0.5f,0.3f,0.6f));
PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);
// Assembling materials
ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
PSMaterial->addChunk(PSMaterialChunkChunk);
PSMaterial->addChunk(PSBlendChunk);
PSMaterial->addChunk(PSRocketTexChunk);
ChunkMaterialRefPtr TrailMaterial = ChunkMaterial::create();
TrailMaterial->addChunk(PSMaterialChunkChunk);
TrailMaterial->addChunk(PSBlendChunk);
TrailMaterial->addChunk(SmokeTexChunk);
AgeFadeParticleAffectorRefPtr AgeFadeAffector = AgeFadeParticleAffector::create();
AgeFadeAffector->setFadeInTime(0.0f);
AgeFadeAffector->setStartAlpha(1.0f);
AgeFadeAffector->setEndAlpha(0.0f);
AgeFadeAffector->setFadeOutTime(0.35f);
AgeFadeAffector->setFadeToAlpha(1.0f);
// Creating a particle generator
RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create();
//Attach the function objects to the Generator
ExampleGenerator->setPositionDistribution(createPositionDistribution());
ExampleGenerator->setGenerationRate(3.0);
ExampleGenerator->setVelocityDistribution(createVelocityDistribution());
ExampleGenerator->setNormalDistribution(createNormalDistribution());
ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
ExampleGenerator->setSizeDistribution(createSizeDistribution());
//Creating Particle System
ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();
ExampleParticleSystem->addParticle(Pnt3f(0,0,-100),Vec3f(0,1,0),Color4f(1,1,1,1),Vec3f(1,1,1),0.1,Vec3f(0,0,0),Vec3f(0,0,0));
ExampleParticleSystem->addParticle(Pnt3f(0,0,100),Vec3f(0,1,0),Color4f(1,1,1,1),Vec3f(1,1,1),0.1,Vec3f(0,0,0),Vec3f(0,0,0));
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);
//.........这里部分代码省略.........
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/Explosion.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->setLit(false);
ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
PSMaterial->addChunk(QuadTextureChunk);
PSMaterial->addChunk(QuadTextureEnvChunk);
PSMaterial->addChunk(PSMaterialChunk);
PSMaterial->addChunk(PSBlendChunk);
//Particle System
ParticleSystemRecPtr ExplosionParticleSystem = ParticleSystem::create();
ExplosionParticleSystem->attachUpdateProducer(TutorialWindow);
//Age Particle Function. Controls which image is shown when, based on the age of a particle.
AgeParticleFunctionRecPtr AgeFunc = AgeParticleFunction::create();
AgeFunc->setSequenceTime(0.07f); // 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.
*/
UInt32 NumImages(25);
for(UInt32 i(0) ; i<NumImages ; ++i)
{
AgeFunc->editMFCustomSequence()->push_back(i);
}
//Particle System Drawer -
QuadSequenceParticleSystemDrawerRecPtr ExplosionParticleSystemDrawer = QuadSequenceParticleSystemDrawer::create();
// image dimensions (in pixels) are required if there is a border on the images.
ExplosionParticleSystemDrawer->setImageDimensions(Vec2us(320,320));
// 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.
ExplosionParticleSystemDrawer->setSequenceDimensions(Vec2b(5,5));
// width of the border on each side of the image, in pixels.
ExplosionParticleSystemDrawer->setBorderOffsets(Vec2b(0,0));
// this is the age function we just created above.
ExplosionParticleSystemDrawer->setSequenceFunction(AgeFunc);
RateParticleGeneratorRecPtr ExplosionParticleGenerator = RateParticleGenerator::create();
//Attach the function objects to the Generator
ExplosionParticleGenerator->setPositionDistribution(createPositionDistribution());
ExplosionParticleGenerator->setLifespanDistribution(createLifespanDistribution());
ExplosionParticleGenerator->setVelocityDistribution(createVelocityDistribution());
ExplosionParticleGenerator->setAccelerationDistribution(createAccelerationDistribution());
ExplosionParticleGenerator->setSizeDistribution(createSizeDistribution());
ExplosionParticleGenerator->setGenerationRate(100.0f);
//Particle System Node
ParticleSystemCoreRefPtr ExplosionParticleCore = ParticleSystemCore::create();
ExplosionParticleCore->setSystem(ExplosionParticleSystem);
ExplosionParticleCore->setDrawer(ExplosionParticleSystemDrawer);
ExplosionParticleCore->setMaterial(PSMaterial);
ExplosionParticleCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT);
NodeRefPtr ExplosionParticleNode = Node::create();
ExplosionParticleNode->setCore(ExplosionParticleCore);
ExplosionParticleSystem->addParticle(Pnt3f(10.0,0.0,0.0),
//.........这里部分代码省略.........
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));
// 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
PointChunkRefPtr PSPointChunk = PointChunk::create();
PSPointChunk->setSize(20.0f);
PSPointChunk->setSmooth(true);
BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
PSMaterialChunkChunk->setAmbient(Color4f(0.2f,0.6f,0.5f,0.3f));
PSMaterialChunkChunk->setDiffuse(Color4f(0.2f,0.9f,0.1f,0.3f));
PSMaterialChunkChunk->setSpecular(Color4f(0.5f,0.4f,0.2f,0.6f));
PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);
//enable depth test
DepthChunkRefPtr PSDepthChunk = DepthChunk::create();
ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
PSMaterial->addChunk(PSPointChunk);
PSMaterial->addChunk(PSMaterialChunkChunk);
PSMaterial->addChunk(PSBlendChunk);
PSMaterial->addChunk(PSDepthChunk);
LineChunkRefPtr PSLineChunk = LineChunk::create();
ChunkMaterialRefPtr TestMaterial = ChunkMaterial::create();
//TestMaterial->addChunk(PointChunk::create());
//TestMaterial->addChunk(LineChunk::create());
TestMaterial->addChunk(PSMaterialChunkChunk);
PolygonChunkRefPtr ThePolygonChunk = PolygonChunk::create();
BlendChunkRefPtr TheBlendChunk = BlendChunk::create();
DepthChunkRefPtr TheDepthChunk = DepthChunk::create();
TestMaterial->addChunk(ThePolygonChunk);
TestMaterial->addChunk(TheBlendChunk);
TestMaterial->addChunk(TheDepthChunk);
//Particle System
ParticleSystemRecPtr ExampleParticleSystem = ParticleSystem::create();
ExampleParticleSystem->attachUpdateProducer(TutorialWindow);
ExampleParticleSystem->addParticle(Pnt3f(-40.0,0.0,0.0),
Vec3f(0.0,1.0,0.0),
Color4f(1.0,1.0,1.0,1.0),
Vec3f(1.0,1.0,1.0),
-1,
Vec3f(0.0,0.0,0.0),
Vec3f(0.0,0.0,0.0));
ExampleParticleSystem->addParticle(Pnt3f(40.0,0.0,0.0),
Vec3f(0.0,1.0,0.0),
Color4f(1.0,1.0,1.0,1.0),
Vec3f(1.0,1.0,1.0),
-1,
Vec3f(0.0,0.0,0.0),
Vec3f(0.0,0.0,0.0));
PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();
ExamplePointParticleSystemDrawer->setForcePerParticleSizing(false);
Matrix ExampleMatrix;
ExampleMatrix.setTransform(Vec3f(10.0,10.0,10.0));
TransformRefPtr ExampleXform = Transform::create();
ExampleXform->setMatrix(ExampleMatrix);
NodeRefPtr ExampleNode = Node::create();
ExampleNode->setCore(ExampleXform);
RateParticleGeneratorRecPtr ExampleGenerator = RateParticleGenerator::create();
// ExampleGenerator->setEmitInWorldSpace(true);
ExampleGenerator->setBeacon(ExampleNode);
ExampleGenerator->setGenerationRate(5.0);
//.........这里部分代码省略.........
示例10: 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();
SimpleSceneManager sceneManager;
TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));
//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));
// Tell the Manager what to manage
sceneManager.setWindow(TutorialWindow);
UInt32 SceneMask(1),
NanobotMask(2),
PathMask(4);
BoostPath SceneFilePath(".//Data//CellParts.osb");
if(argc >= 2)
{
SceneFilePath = BoostPath(argv[1]);
if(!boost::filesystem::exists(SceneFilePath))
{
SceneFilePath = BoostPath(".//Data//CellParts.osb");
}
}
//Make Base Geometry Node
NodeRecPtr SceneGeometryNode =
SceneFileHandler::the()->read(SceneFilePath.string().c_str());
SceneGeometryNode->setTravMask(SceneMask);
if(SceneGeometryNode == NULL)
{
SceneGeometryNode = makeTorus(1.0, 10.0, 24, 24);
}
//Construct the Root Node
NodeRecPtr RootNode = makeCoredNode<Group>();
RootNode->addChild(SceneGeometryNode);
commitChanges();
//Create the Octree
SLOG << "Started Building Octree" << std::endl;
SLOG << "This may take some time ..." << std::endl;
Time StartTime;
StartTime = getSystemTime();
OctreePtr TheOctree =
Octree::buildTree(RootNode,SceneMask,6,0.5,true);
SLOG << "Building Octree: " << getSystemTime() - StartTime << " s" << std::endl;
Pnt3f Min,Max;
TheOctree->getRoot()->getVolume();
SLOG << "Octree: "<< std::endl
<< " Depth: " << TheOctree->getDepth() << std::endl
<< " Bounds: " << TheOctree->getRoot()->getVolume().getMin() << " : " << TheOctree->getRoot()->getVolume().getMax() << std::endl
<< " NodeCount: " << TheOctree->getNodeCount() << std::endl
<< " LeafNodeCount: " << TheOctree->getLeafNodeCount() << std::endl
<< " BranchNodeCount: " << TheOctree->getBranchNodeCount() << std::endl
<< " IntersectingNodeCount: " << TheOctree->getIntersectingNodeCount() << std::endl
<< " IntersectingLeafNodeCount: " << TheOctree->getIntersectingLeafNodeCount() << std::endl;
//Make the Nanobot Nodes
BoostPath NanobotFilePath(".//Data//Nanobot.osb");
NodeRecPtr NanobotGeoNode =
SceneFileHandler::the()->read(NanobotFilePath.string().c_str());
NanobotVector Nanobots;
UInt32 NumNanobots(3);
for(UInt32 i(0) ; i<NumNanobots ; ++i)
{
NanobotDetails TheDetails;
//Get the Transform node for the Nanobot
TheDetails._Transform = Transform::create();
Matrix NanobotMatrix;
Pnt3f Min,Max;
SceneGeometryNode->getVolume().getBounds(Min,Max);
Min = Min + ShrinkFactor;
Max = Max - ShrinkFactor;
NanobotMatrix.setTranslate(randomOpenPosition(Min,Max,TheOctree).subZero());
NanobotMatrix.setScale(0.06f);
TheDetails._Transform->setMatrix(NanobotMatrix);
TheDetails._Node = makeNodeFor(TheDetails._Transform);
TheDetails._Node->addChild(cloneTree(NanobotGeoNode));
//.........这里部分代码省略.........
示例11: 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();
SimpleSceneManager sceneManager;
TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));
//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));
// Tell the Manager what to manage
sceneManager.setWindow(TutorialWindow);
//Make Base Geometry Node
NodeRecPtr TriGeometryBase = makeTorus(0.5, 1.0, 24, 24);
//Make Main Scene Node
NodeRecPtr scene = makeCoredNode<Group>();
setName(scene, "scene");
NodeRecPtr rootNode = Node::create();
setName(rootNode, "rootNode");
ComponentTransformRecPtr Trans;
Trans = ComponentTransform::create();
rootNode->setCore(Trans);
// add the torus as a child
rootNode->addChild(scene);
//Make The Physics Characteristics Node
PhysicsCharacteristicsDrawableRecPtr PhysDrawable = PhysicsCharacteristicsDrawable::create();
PhysDrawable->setRoot(rootNode);
NodeRecPtr PhysDrawableNode = Node::create();
PhysDrawableNode->setCore(PhysDrawable);
PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin());
rootNode->addChild(PhysDrawableNode);
//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();
PhysicsHandlerRecPtr physHandler = PhysicsHandler::create();
physHandler->setWorld(physicsWorld);
physHandler->pushToSpaces(physicsSpace);
physHandler->setUpdateNode(rootNode);
physHandler->attachUpdateProducer(TutorialWindow);
/************************************************************************/
/* create spaces, geoms and bodys */
/************************************************************************/
//create a group for our space
GroupRecPtr spaceGroup;
NodeRecPtr spaceGroupNode = makeCoredNode<Group>(&spaceGroup);
//create the ground plane
GeometryRecPtr plane;
NodeRecPtr planeNode = makeBox(30.0, 30.0, 1.0, 1, 1, 1);
plane = dynamic_cast<Geometry*>(planeNode->getCore());
//and its Material
SimpleMaterialRecPtr plane_mat = SimpleMaterial::create();
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);
//.........这里部分代码省略.........
示例12: 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();
SimpleSceneManager sceneManager;
TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));
//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->connectKeyPressed(boost::bind(keyPressed,_1));
// Tell the Manager what to manage
sceneManager.setWindow(TutorialWindow);
UInt32 SceneMask(1),
PathMask(4);
BoostPath SceneFilePath(".//Data//CellParts.osb");
if(argc >= 2)
{
SceneFilePath = BoostPath(argv[1]);
if(!boost::filesystem::exists(SceneFilePath))
{
SceneFilePath = BoostPath(".//Data//CellParts.osb");
}
}
//Make Base Geometry Node
NodeRecPtr SceneGeometryNode =
SceneFileHandler::the()->read(SceneFilePath.string().c_str());
SceneGeometryNode->setTravMask(SceneMask);
if(SceneGeometryNode == NULL)
{
SceneGeometryNode = makeTorus(1.0, 10.0, 24, 24);
}
//Construct the Root Node
NodeRecPtr RootNode = makeCoredNode<Group>();
RootNode->addChild(SceneGeometryNode);
commitChanges();
//Create the Octree
SLOG << "Started Building Octree" << std::endl;
SLOG << "This may take some time ..." << std::endl;
Time StartTime;
StartTime = getSystemTime();
OctreePtr TheOctree =
Octree::buildTree(RootNode,SceneMask,6,1.5,true);
SLOG << "Building Octree: " << getSystemTime() - StartTime << " s" << std::endl;
Pnt3f Min,Max;
TheOctree->getRoot()->getVolume();
SLOG << "Octree: "<< std::endl
<< " Depth: " << TheOctree->getDepth() << std::endl
<< " Bounds: " << TheOctree->getRoot()->getVolume().getMin() << " : " << TheOctree->getRoot()->getVolume().getMax() << std::endl
<< " NodeCount: " << TheOctree->getNodeCount() << std::endl
<< " LeafNodeCount: " << TheOctree->getLeafNodeCount() << std::endl
<< " BranchNodeCount: " << TheOctree->getBranchNodeCount() << std::endl
<< " IntersectingNodeCount: " << TheOctree->getIntersectingNodeCount() << std::endl
<< " IntersectingLeafNodeCount: " << TheOctree->getIntersectingLeafNodeCount() << std::endl;
//Create the Path Geometry
//Generate the Path
OctreeAStarAlgorithm AlgorithmObj;
SLOG << "Started AStar Search" << std::endl;
StartTime = getSystemTime();
Pnt3f Start(-4.01f,1.01f,10.01f),Goal(-4.01f,-0.01f,-7.01f);
std::vector<Pnt3f> Path =
AlgorithmObj.search(TheOctree,Start,Goal);
Path.front() = Start;
Path.back() = Goal;
SLOG << "Finished AStar Search: " << getSystemTime() - StartTime << " s" << std::endl;
NodeRecPtr PathNode = createPathGeometry(Path);
PathNode->setTravMask(PathMask);
RootNode->addChild(PathNode);
NodeRecPtr StartNode = makeSphere(1.0, 2);
TransformRecPtr StartNodeTransform = Transform::create();
Matrix StartNodeMatrix;
StartNodeMatrix.setTranslate(Start);
StartNodeMatrix.setScale(0.1f);
StartNodeTransform->setMatrix(StartNodeMatrix);
NodeRecPtr StartNodeTransformNode = makeNodeFor(StartNodeTransform);
StartNodeTransformNode->addChild(StartNode);
StartNodeTransformNode->setTravMask(PathMask);
RootNode->addChild(StartNodeTransformNode);
//.........这里部分代码省略.........