d14a602a59
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14882 16af8721-9629-0410-8352-f15c8da7e697
460 lines
17 KiB
C++
460 lines
17 KiB
C++
/* OpenSceneGraph example, osgparticleeffects.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osgViewer/Viewer>
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#include <osg/Group>
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/Texture2D>
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#include <osg/PositionAttitudeTransform>
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#include <osg/MatrixTransform>
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#include <osg/io_utils>
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#include <osgUtil/Optimizer>
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#include <osgDB/ReadFile>
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#include <osgText/Text>
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#include <osgParticle/ExplosionEffect>
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#include <osgParticle/ExplosionDebrisEffect>
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#include <osgParticle/SmokeEffect>
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#include <osgParticle/SmokeTrailEffect>
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#include <osgParticle/FireEffect>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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osg::Vec3 wind(1.0f,0.0f,0.0f);
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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// set up the animation path
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osg::AnimationPath* animationPath = new osg::AnimationPath;
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animationPath->setLoopMode(osg::AnimationPath::LOOP);
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int numSamples = 40;
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float yaw = 0.0f;
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float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
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float roll = osg::inDegrees(30.0f);
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double time=0.0f;
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double time_delta = looptime/(double)numSamples;
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for(int i=0;i<numSamples;++i)
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{
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osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
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animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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yaw += yaw_delta;
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time += time_delta;
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}
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return animationPath;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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{
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::Node* glider = osgDB::readNodeFile("glider.osgt");
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if (glider)
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{
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const osg::BoundingSphere& bs = glider->getBound();
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float size = radius/bs.radius()*0.15f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
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positioned->addChild(glider);
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
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xform->setDataVariance(osg::Object::DYNAMIC);
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xform->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,0.5));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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osg::Node* cessna = osgDB::readNodeFile("cessna.osgt");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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float size = radius/bs.radius()*0.15f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
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//positioned->addChild(cessna);
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positioned->addChild(cessna);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setDataVariance(osg::Object::DYNAMIC);
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,1.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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return model;
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}
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osg::Vec3 computeTerrainIntersection(osg::Node* subgraph,float x,float y)
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{
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const osg::BoundingSphere& bs = subgraph->getBound();
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float zMax = bs.center().z()+bs.radius();
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float zMin = bs.center().z()-bs.radius();
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osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector =
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new osgUtil::LineSegmentIntersector(osg::Vec3(x,y,zMin),osg::Vec3(x,y,zMax));
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osgUtil::IntersectionVisitor iv(intersector.get());
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subgraph->accept(iv);
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if (intersector->containsIntersections())
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{
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return intersector->getFirstIntersection().getWorldIntersectPoint();
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}
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return osg::Vec3(x,y,0.0f);
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}
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//////////////////////////////////////////////////////////////////////////////
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// MAIN SCENE GRAPH BUILDING FUNCTION
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//////////////////////////////////////////////////////////////////////////////
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void build_world(osg::Group *root)
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{
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osg::Geode* terrainGeode = new osg::Geode;
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// create terrain
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{
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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terrainGeode->setStateSet( stateset );
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float size = 1000; // 10km;
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float scale = size/39.0f; // 10km;
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float z_scale = scale*3.0f;
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osg::HeightField* grid = new osg::HeightField;
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grid->allocate(38,39);
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grid->setXInterval(scale);
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grid->setYInterval(scale);
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for(unsigned int r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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grid->setHeight(c,r,z_scale*vertex[r+c*39][2]);
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}
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}
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terrainGeode->addDrawable(new osg::ShapeDrawable(grid));
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root->addChild(terrainGeode);
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}
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// create particle effects
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{
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osg::Vec3 position = computeTerrainIntersection(terrainGeode,100.0f,100.0f);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 10.0f);
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osgParticle::ExplosionDebrisEffect* explosionDebri = new osgParticle::ExplosionDebrisEffect(position, 10.0f);
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 10.0f);
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osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 10.0f);
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explosion->setWind(wind);
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explosionDebri->setWind(wind);
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smoke->setWind(wind);
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fire->setWind(wind);
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root->addChild(explosion);
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root->addChild(explosionDebri);
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root->addChild(smoke);
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root->addChild(fire);
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}
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// create particle effects
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{
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osg::Vec3 position = computeTerrainIntersection(terrainGeode,200.0f,100.0f);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 1.0f);
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osgParticle::ExplosionDebrisEffect* explosionDebri = new osgParticle::ExplosionDebrisEffect(position, 1.0f);
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 1.0f);
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osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 1.0f);
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explosion->setWind(wind);
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explosionDebri->setWind(wind);
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smoke->setWind(wind);
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fire->setWind(wind);
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root->addChild(explosion);
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root->addChild(explosionDebri);
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root->addChild(smoke);
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root->addChild(fire);
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}
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// create the moving models.
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{
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root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),300.0f));
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}
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}
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// class to handle events with a pick
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class PickHandler : public osgGA::GUIEventHandler {
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public:
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PickHandler() {}
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bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa)
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{
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::PUSH):
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{
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osgViewer::Viewer* viewer = dynamic_cast<osgViewer::Viewer*>(&aa);
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pick(viewer,ea);
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}
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return false;
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default:
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return false;
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}
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}
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void pick(osgViewer::Viewer* viewer, const osgGA::GUIEventAdapter& ea)
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{
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osg::Group* root = dynamic_cast<osg::Group*>(viewer->getSceneData());
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if (!root) return;
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osgUtil::LineSegmentIntersector::Intersections intersections;
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if (viewer->computeIntersections(ea,intersections))
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{
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const osgUtil::LineSegmentIntersector::Intersection& hit = *intersections.begin();
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bool handleMovingModels = false;
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const osg::NodePath& nodePath = hit.nodePath;
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for(osg::NodePath::const_iterator nitr=nodePath.begin();
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nitr!=nodePath.end();
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++nitr)
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{
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const osg::Transform* transform = dynamic_cast<const osg::Transform*>(*nitr);
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if (transform)
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{
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if (transform->getDataVariance()==osg::Object::DYNAMIC) handleMovingModels=true;
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}
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}
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osg::Vec3 position = handleMovingModels ? hit.getLocalIntersectPoint() : hit.getWorldIntersectPoint();
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float scale = 10.0f * ((float)rand() / (float)RAND_MAX);
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float intensity = 1.0f;
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, scale, intensity);
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osgParticle::ExplosionDebrisEffect* explosionDebri = new osgParticle::ExplosionDebrisEffect(position, scale, intensity);
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osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, scale, intensity);
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osgParticle::ParticleEffect* smoke = 0;
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if (handleMovingModels)
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smoke = new osgParticle::SmokeTrailEffect(position, scale, intensity);
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else
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smoke = new osgParticle::SmokeEffect(position, scale, intensity);
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explosion->setWind(wind);
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explosionDebri->setWind(wind);
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smoke->setWind(wind);
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fire->setWind(wind);
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osg::Group* effectsGroup = new osg::Group;
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effectsGroup->addChild(explosion);
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effectsGroup->addChild(explosionDebri);
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effectsGroup->addChild(smoke);
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effectsGroup->addChild(fire);
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if (handleMovingModels)
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{
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// insert particle effects alongside the hit node, therefore able to track that nodes movement,
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// however, this does require us to insert the ParticleSystem itself into the root of the scene graph
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// separately from the main particle effects group which contains the emitters and programs.
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// the follow code block implements this, note the path for handling particle effects which arn't attached to
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// moving models is easy - just a single line of code!
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// tell the effects not to attach to the particle system locally for rendering, as we'll handle add it into the
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// scene graph ourselves.
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explosion->setUseLocalParticleSystem(false);
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explosionDebri->setUseLocalParticleSystem(false);
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smoke->setUseLocalParticleSystem(false);
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fire->setUseLocalParticleSystem(false);
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// find a place to insert the particle effects group alongside the hit node.
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// there are two possible ways that this can be done, either insert it into
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// a pre-existing group along side the hit node, or if no pre existing group
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// is found then this needs to be inserted above the hit node, and then the
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// particle effect can be inserted into this.
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osg::ref_ptr<osg::Node> hitNode = hit.nodePath.back();
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osg::Node::ParentList parents = hitNode->getParents();
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osg::Group* insertGroup = 0;
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unsigned int numGroupsFound = 0;
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for(osg::Node::ParentList::iterator itr=parents.begin();
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itr!=parents.end();
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++itr)
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{
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if (typeid(*(*itr))==typeid(osg::Group))
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{
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++numGroupsFound;
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insertGroup = *itr;
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}
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}
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if (numGroupsFound==parents.size() && numGroupsFound==1 && insertGroup)
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{
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osg::notify(osg::INFO)<<"PickHandler::pick(,) hit node's parent is a single osg::Group so we can simple the insert the particle effects group here."<<std::endl;
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// just reuse the existing group.
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insertGroup->addChild(effectsGroup);
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}
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else
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{
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osg::notify(osg::INFO)<<"PickHandler::pick(,) hit node doesn't have an appropriate osg::Group node to insert particle effects into, inserting a new osg::Group."<<std::endl;
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insertGroup = new osg::Group;
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for(osg::Node::ParentList::iterator itr=parents.begin();
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itr!=parents.end();
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++itr)
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{
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(*itr)->replaceChild(hit.nodePath.back(),insertGroup);
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}
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insertGroup->addChild(hitNode.get());
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insertGroup->addChild(effectsGroup);
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}
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// finally insert the particle systems into a Geode and attach to the root of the scene graph so the particle system
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// can be rendered.
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(explosion->getParticleSystem());
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geode->addDrawable(explosionDebri->getParticleSystem());
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geode->addDrawable(smoke->getParticleSystem());
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geode->addDrawable(fire->getParticleSystem());
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root->addChild(geode);
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}
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else
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{
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// when we don't have moving models we can simple insert the particle effect into the root of the scene graph
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osg::notify(osg::INFO)<<"PickHandler::pick(,) adding particle effects to root node."<<std::endl;
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root->addChild(effectsGroup);
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}
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#if 0
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(position,scale)));
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group->addChild(geode);
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#endif
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}
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}
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protected:
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virtual ~PickHandler() {}
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};
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// function used in debugging
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void insertParticle(osg::Group* root, const osg::Vec3& center, float radius)
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{
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bool handleMovingModels = false;
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osg::Vec3 position = center +
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osg::Vec3( radius * (((float)rand() / (float)RAND_MAX)-0.5)*2.0,
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radius * (((float)rand() / (float)RAND_MAX)-0.5)*2.0,
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0.0f);
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float scale = 10.0f * ((float)rand() / (float)RAND_MAX);
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float intensity = 1.0f;
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, scale, intensity);
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osgParticle::ExplosionDebrisEffect* explosionDebri = new osgParticle::ExplosionDebrisEffect(position, scale, intensity);
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osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, scale, intensity);
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osgParticle::ParticleEffect* smoke = 0;
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if (handleMovingModels)
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smoke = new osgParticle::SmokeTrailEffect(position, scale, intensity);
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else
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smoke = new osgParticle::SmokeEffect(position, scale, intensity);
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explosion->setWind(wind);
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explosionDebri->setWind(wind);
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smoke->setWind(wind);
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fire->setWind(wind);
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osg::Group* effectsGroup = new osg::Group;
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effectsGroup->addChild(explosion);
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effectsGroup->addChild(explosionDebri);
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effectsGroup->addChild(smoke);
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effectsGroup->addChild(fire);
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root->addChild(effectsGroup);
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}
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//////////////////////////////////////////////////////////////////////////////
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// main()
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//////////////////////////////////////////////////////////////////////////////
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int main(int, char **)
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{
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// construct the viewer.
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osgViewer::Viewer viewer;
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// register the pick handler
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viewer.addEventHandler(new PickHandler());
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osg::Group *root = new osg::Group;
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build_world(root);
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osgUtil::Optimizer optimizer;
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optimizer.optimize(root);
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData(root);
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return viewer.run();
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}
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