79 lines
2.6 KiB
Plaintext
79 lines
2.6 KiB
Plaintext
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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// Written by Wang Rui, (C) 2010
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#ifndef OSGPARTICLE_BOUNCEOPERATOR
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#define OSGPARTICLE_BOUNCEOPERATOR
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#include <osgParticle/Particle>
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#include <osgParticle/DomainOperator>
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namespace osgParticle
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{
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/** A bounce operator can affect the particle's velocity to make it rebound.
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Refer to David McAllister's Particle System API (http://www.particlesystems.org)
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*/
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class OSGPARTICLE_EXPORT BounceOperator : public DomainOperator
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{
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public:
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BounceOperator()
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: DomainOperator(), _friction(1.0f), _resilience(0.0f), _cutoff(0.0f)
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{}
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BounceOperator( const BounceOperator& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY )
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: DomainOperator(copy, copyop),
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_friction(copy._friction), _resilience(copy._resilience), _cutoff(copy._cutoff)
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{}
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META_Object( osgParticle, BounceOperator );
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/// Set the friction
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void setFriction( float f ) { _friction = f; }
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/// Get the friction
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float getFriction() const { return _friction; }
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/// Set the resilience
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void setResilience( float r ) { _resilience = r; }
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/// Get the velocity cutoff factor
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float getResilience() const { return _resilience; }
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/// Set the velocity cutoff factor
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void setCutoff( float v ) { _cutoff = v; }
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/// Get the velocity cutoff factor
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float getCutoff() const { return _cutoff; }
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protected:
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virtual ~BounceOperator() {}
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BounceOperator& operator=( const BounceOperator& ) { return *this; }
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virtual void handleTriangle( const Domain& domain, Particle* P, double dt );
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virtual void handleRectangle( const Domain& domain, Particle* P, double dt );
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virtual void handlePlane( const Domain& domain, Particle* P, double dt );
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virtual void handleSphere( const Domain& domain, Particle* P, double dt );
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virtual void handleDisk( const Domain& domain, Particle* P, double dt );
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float _friction;
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float _resilience;
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float _cutoff;
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};
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}
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#endif
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