OpenSceneGraph/examples/osgparticle/osgparticle.cpp

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#include <osgProducer/Viewer>
#include <osg/Group>
#include <osg/Geode>
#include <osgParticle/Particle>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleSystemUpdater>
#include <osgParticle/ModularEmitter>
#include <osgParticle/ModularProgram>
#include <osgParticle/RandomRateCounter>
#include <osgParticle/SectorPlacer>
#include <osgParticle/RadialShooter>
#include <osgParticle/AccelOperator>
#include <osgParticle/FluidFrictionOperator>
//////////////////////////////////////////////////////////////////////////////
// CUSTOM OPERATOR CLASS
//////////////////////////////////////////////////////////////////////////////
// This class demonstrates Operator subclassing. This way you can create
// custom operators to apply your motion effects to the particles. See docs
// for more details.
class VortexOperator: public osgParticle::Operator {
public:
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VortexOperator()
: osgParticle::Operator(), center_(0, 0, 0), axis_(0, 0, 1), intensity_(0.1f) {}
VortexOperator(const VortexOperator &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)
: osgParticle::Operator(copy, copyop), center_(copy.center_), axis_(copy.axis_), intensity_(copy.intensity_) {}
META_Object(osgParticle, VortexOperator);
void setCenter(const osg::Vec3 &c)
{
center_ = c;
}
void setAxis(const osg::Vec3 &a)
{
axis_ = a / a.length();
}
// this method is called by ModularProgram before applying
// operators on the particle set via the operate() method.
void beginOperate(osgParticle::Program *prg)
{
// we have to check whether the reference frame is RELATIVE_RF to parents
// or it's absolute; in the first case, we must transform the vectors
// from local to world space.
if (prg->getReferenceFrame() == osgParticle::Program::RELATIVE_RF) {
// transform the center point (full transformation)
xf_center_ = prg->transformLocalToWorld(center_);
// transform the axis vector (only rotation and scale)
xf_axis_ = prg->rotateLocalToWorld(axis_);
} else {
xf_center_ = center_;
xf_axis_ = axis_;
}
}
// apply a vortex-like acceleration. This code is not optimized,
// it's here only for demonstration purposes.
void operate(osgParticle::Particle *P, double dt)
{
float l = xf_axis_ * (P->getPosition() - xf_center_);
osg::Vec3 lc = xf_center_ + xf_axis_ * l;
osg::Vec3 R = P->getPosition() - lc;
osg::Vec3 v = (R ^ xf_axis_) * P->getMassInv() * intensity_;
// compute new position
osg::Vec3 newpos = P->getPosition() + v * dt;
// update the position of the particle without modifying its
// velocity vector (this is unusual, normally you should call
// the Particle::setVelocity() or Particle::addVelocity()
// methods).
P->setPosition(newpos);
}
protected:
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virtual ~VortexOperator() {}
private:
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osg::Vec3 center_;
osg::Vec3 xf_center_;
osg::Vec3 axis_;
osg::Vec3 xf_axis_;
float intensity_;
};
//////////////////////////////////////////////////////////////////////////////
// SIMPLE PARTICLE SYSTEM CREATION
//////////////////////////////////////////////////////////////////////////////
osgParticle::ParticleSystem *create_simple_particle_system(osg::Group *root)
{
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// Ok folks, this is the first particle system we build; it will be
// very simple, with no textures and no special effects, just default
// values except for a couple of attributes.
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// First of all, we create the ParticleSystem object; it will hold
// our particles and expose the interface for managing them; this object
// is a Drawable, so we'll have to add it to a Geode later.
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osgParticle::ParticleSystem *ps = new osgParticle::ParticleSystem;
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// As for other Drawable classes, the aspect of graphical elements of
// ParticleSystem (the particles) depends on the StateAttribute's we
// give it. The ParticleSystem class has an helper function that let
// us specify a set of the most common attributes: setDefaultAttributes().
// This method can accept up to three parameters; the first is a texture
// name (std::string), which can be empty to disable texturing, the second
// sets whether particles have to be "emissive" (additive blending) or not;
// the third parameter enables or disables lighting.
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ps->setDefaultAttributes("", true, false);
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// Now that our particle system is set we have to create an emitter, that is
// an object (actually a Node descendant) that generate new particles at
// each frame. The best choice is to use a ModularEmitter, which allow us to
// achieve a wide variety of emitting styles by composing the emitter using
// three objects: a "counter", a "placer" and a "shooter". The counter must
// tell the ModularEmitter how many particles it has to create for the
// current frame; then, the ModularEmitter creates these particles, and for
// each new particle it instructs the placer and the shooter to set its
// position vector and its velocity vector, respectively.
// By default, a ModularEmitter object initializes itself with a counter of
// type RandomRateCounter, a placer of type PointPlacer and a shooter of
// type RadialShooter (see documentation for details). We are going to leave
// these default objects there, but we'll modify the counter so that it
// counts faster (more particles are emitted at each frame).
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osgParticle::ModularEmitter *emitter = new osgParticle::ModularEmitter;
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// the first thing you *MUST* do after creating an emitter is to set the
// destination particle system, otherwise it won't know where to create
// new particles.
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emitter->setParticleSystem(ps);
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// Ok, get a pointer to the emitter's Counter object. We could also
// create a new RandomRateCounter object and assign it to the emitter,
// but since the default counter is already a RandomRateCounter, we
// just get a pointer to it and change a value.
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osgParticle::RandomRateCounter *rrc =
static_cast<osgParticle::RandomRateCounter *>(emitter->getCounter());
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// Now set the rate range to a better value. The actual rate at each frame
// will be chosen randomly within that range.
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rrc->setRateRange(20, 30); // generate 20 to 30 particles per second
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// The emitter is done! Let's add it to the scene graph. The cool thing is
// that any emitter node will take into account the accumulated local-to-world
// matrix, so you can attach an emitter to a transform node and see it move.
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root->addChild(emitter);
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// Ok folks, we have almost finished. We don't add any particle modifier
// here (see ModularProgram and Operator classes), so all we still need is
// to create a Geode and add the particle system to it, so it can be
// displayed.
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osg::Geode *geode = new osg::Geode;
geode->addDrawable(ps);
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// add the geode to the scene graph
root->addChild(geode);
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return ps;
}
//////////////////////////////////////////////////////////////////////////////
// COMPLEX PARTICLE SYSTEM CREATION
//////////////////////////////////////////////////////////////////////////////
osgParticle::ParticleSystem *create_complex_particle_system(osg::Group *root)
{
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// Are you ready for a more complex particle system? Well, read on!
// Now we take one step we didn't before: create a particle template.
// A particle template is simply a Particle object for which you set
// the desired properties (see documentation for details). When the
// particle system has to create a new particle and it's been assigned
// a particle template, the new particle will inherit the template's
// properties.
// You can even assign different particle templates to each emitter; in
// this case, the emitter's template will override the particle system's
// default template.
osgParticle::Particle ptemplate;
ptemplate.setLifeTime(3); // 3 seconds of life
// the following ranges set the envelope of the respective
// graphical properties in time.
ptemplate.setSizeRange(osgParticle::rangef(0.75f, 3.0f));
ptemplate.setAlphaRange(osgParticle::rangef(0.0f, 1.5f));
ptemplate.setColorRange(osgParticle::rangev4(
osg::Vec4(1, 0.5f, 0.3f, 1.5f),
osg::Vec4(0, 0.7f, 1.0f, 0.0f)));
// these are physical properties of the particle
ptemplate.setRadius(0.05f); // 5 cm wide particles
ptemplate.setMass(0.05f); // 50 g heavy
// As usual, let's create the ParticleSystem object and set its
// default state attributes. This time we use a texture named
// "smoke.rgb", you can find it in the data distribution of OSG.
// We turn off the additive blending, because smoke has no self-
// illumination.
osgParticle::ParticleSystem *ps = new osgParticle::ParticleSystem;
ps->setDefaultAttributes("Images/smoke.rgb", false, false);
// assign the particle template to the system.
ps->setDefaultParticleTemplate(ptemplate);
// now we have to create an emitter; this will be a ModularEmitter, for which
// we define a RandomRateCounter as counter, a SectorPlacer as placer, and
// a RadialShooter as shooter.
osgParticle::ModularEmitter *emitter = new osgParticle::ModularEmitter;
emitter->setParticleSystem(ps);
// setup the counter
osgParticle::RandomRateCounter *counter = new osgParticle::RandomRateCounter;
counter->setRateRange(60, 60);
emitter->setCounter(counter);
// setup the placer; it will be a circle of radius 5 (the particles will
// be placed inside this circle).
osgParticle::SectorPlacer *placer = new osgParticle::SectorPlacer;
placer->setCenter(8, 0, 10);
placer->setRadiusRange(2.5, 5);
placer->setPhiRange(0, 2 * osg::PI); // 360<36> angle to make a circle
emitter->setPlacer(placer);
// now let's setup the shooter; we use a RadialShooter but we set the
// initial speed to zero, because we want the particles to fall down
// only under the effect of the gravity force. Since we se the speed
// to zero, there is no need to setup the shooting angles.
osgParticle::RadialShooter *shooter = new osgParticle::RadialShooter;
shooter->setInitialSpeedRange(0, 0);
emitter->setShooter(shooter);
// add the emitter to the scene graph
root->addChild(emitter);
// WELL, we got our particle system and a nice emitter. Now we want to
// simulate the effect of the earth gravity, so first of all we have to
// create a Program. It is a particle processor just like the Emitter
// class, but it allows to modify particle properties *after* they have
// been created.
// The ModularProgram class can be thought as a sequence of operators,
// each one performing some actions on the particles. So, the trick is:
// create the ModularProgram object, create one or more Operator objects,
// add those operators to the ModularProgram, and finally add the
// ModularProgram object to the scene graph.
// NOTE: since the Program objects perform actions after the particles
// have been emitted by one or more Emitter objects, all instances of
// Program (and its descendants) should be placed *after* the instances
// of Emitter objects in the scene graph.
osgParticle::ModularProgram *program = new osgParticle::ModularProgram;
program->setParticleSystem(ps);
// create an operator that simulates the gravity acceleration.
osgParticle::AccelOperator *op1 = new osgParticle::AccelOperator;
op1->setToGravity();
program->addOperator(op1);
// now create a custom operator, we have defined it before (see
// class VortexOperator).
VortexOperator *op2 = new VortexOperator;
op2->setCenter(osg::Vec3(8, 0, 0));
program->addOperator(op2);
// let's add a fluid operator to simulate air friction.
osgParticle::FluidFrictionOperator *op3 = new osgParticle::FluidFrictionOperator;
op3->setFluidToAir();
program->addOperator(op3);
// add the program to the scene graph
root->addChild(program);
// create a Geode to contain our particle system.
osg::Geode *geode = new osg::Geode;
geode->addDrawable(ps);
// add the geode to the scene graph.
root->addChild(geode);
return ps;
}
//////////////////////////////////////////////////////////////////////////////
// MAIN SCENE GRAPH BUILDING FUNCTION
//////////////////////////////////////////////////////////////////////////////
void build_world(osg::Group *root)
{
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// In this function we are going to create two particle systems;
// the first one will be very simple, based mostly on default properties;
// the second one will be a little bit more complex, showing how to
// create custom operators.
// To avoid inserting too much code in a single function, we have
// splitted the work into two functions which accept a Group node as
// parameter, and return a pointer to the particle system they created.
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osgParticle::ParticleSystem *ps1 = create_simple_particle_system(root);
osgParticle::ParticleSystem *ps2 = create_complex_particle_system(root);
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// Now that the particle systems and all other related objects have been
// created, we have to add an "updater" node to the scene graph. This node
// will react to cull traversal by updating the specified particles system.
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osgParticle::ParticleSystemUpdater *psu = new osgParticle::ParticleSystemUpdater;
psu->addParticleSystem(ps1);
psu->addParticleSystem(ps2);
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// add the updater node to the scene graph
root->addChild(psu);
}
//////////////////////////////////////////////////////////////////////////////
// main()
//////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of particle systems.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
osg::Group *root = new osg::Group;
build_world(root);
// add a viewport to the viewer and attach the scene graph.
viewer.setSceneData(root);
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
return 0;
}