OpenSceneGraph/include/osgParticle/ParticleEffect

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGPARTICLE_PARTICLEEFFECT
#define OSGPARTICLE_PARTICLEEFFECT
#include <osgParticle/Emitter>
#include <osgParticle/Program>
namespace osgParticle
{
class OSGPARTICLE_EXPORT ParticleEffect : public osg::Group
{
public:
ParticleEffect():
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_useLocalParticleSystem(true),
_scale(1.0f),
_intensity(1.0f),
_startTime(0.0),
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_emitterDuration(1.0),
_wind(0.0f,0.0f,0.0f)
{}
ParticleEffect(const ParticleEffect& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
virtual const char* libraryName() const { return "osgParticle"; }
virtual const char* className() const { return "ParticleEffect"; }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ParticleEffect*>(obj) != 0; }
virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
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void setUseLocalParticleSystem(bool local);
bool getUseLocalParticleSystem() const { return _useLocalParticleSystem; }
void setTextureFileName(const std::string& filename);
const std::string& getTextureFileName() const { return _textureFileName; }
void setDefaultParticleTemplate(const Particle& p);
const Particle& getDefaultParticleTemplate() const { return _defaultParticleTemplate; }
void setPosition(const osg::Vec3& position);
const osg::Vec3& getPosition() const { return _position; }
void setScale(float scale);
float getScale() const { return _scale; }
void setIntensity(float intensity);
float getIntensity() const { return _intensity; }
void setStartTime(double startTime);
double getStartTime() const { return _startTime; }
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void setEmitterDuration(double duration);
double getEmitterDuration() const { return _emitterDuration; }
void setParticleDuration(double duration);
double getParticleDuration() const { return _defaultParticleTemplate.getLifeTime(); }
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void setWind(const osg::Vec3& wind);
const osg::Vec3& getWind() const { return _wind; }
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/// Get whether all particles are dead
bool areAllParticlesDead() const { return _particleSystem.valid()?_particleSystem->areAllParticlesDead():true; }
virtual Emitter* getEmitter() = 0;
virtual const Emitter* getEmitter() const = 0;
virtual Program* getProgram() = 0;
virtual const Program* getProgram() const = 0;
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void setParticleSystem(ParticleSystem* ps);
inline ParticleSystem* getParticleSystem() { return _particleSystem.get(); }
inline const ParticleSystem* getParticleSystem() const { return _particleSystem.get(); }
virtual void setDefaults();
virtual void setUpEmitterAndProgram() = 0;
virtual void buildEffect();
protected:
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virtual ~ParticleEffect() {}
osg::ref_ptr<ParticleSystem> _particleSystem;
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bool _useLocalParticleSystem;
std::string _textureFileName;
Particle _defaultParticleTemplate;
osg::Vec3 _position;
float _scale;
float _intensity;
double _startTime;
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double _emitterDuration;
osg::Vec3 _wind;
};
}
#endif