2006-07-18 23:21:48 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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2005-04-04 18:05:35 +08:00
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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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2005-04-29 17:47:57 +08:00
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#ifndef OSGPARTICLE_FLUIDPROGRAM
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#define OSGPARTICLE_FLUIDPROGRAM 1
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#include <osgParticle/Export>
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#include <osgParticle/Program>
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#include <osg/CopyOp>
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#include <osg/Object>
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#include <osg/Node>
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#include <osg/NodeVisitor>
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namespace osgParticle
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{
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/** A program class for performing operations on particles using a sequence of <I>operators</I>.
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To use a <CODE>FluidProgram</CODE> you have to create some <CODE>Operator</CODE> objects and
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add them to the program.
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All operators will be applied to each particle in the same order they've been added to the program.
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*/
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class OSGPARTICLE_EXPORT FluidProgram: public Program {
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public:
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FluidProgram();
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FluidProgram(const FluidProgram& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Node(osgParticle,FluidProgram);
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/// Set the viscosity of the fluid.
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inline void setFluidViscosity(float v)
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{
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_viscosity = v;
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_viscosityCoefficient = 6 * osg::PI * _viscosity;
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}
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/// Get the viscosity of the fluid.
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inline float getFluidViscosity() const { return _viscosity; }
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/// Set the density of the fluid.
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inline void setFluidDensity(float d)
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{
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_density = d;
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_densityCoefficient = 0.2f * osg::PI * _density;
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}
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/// Get the density of the fluid.
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inline float getFluidDensity() const { return _density; }
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/// Set the wind vector.
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inline void setWind(const osg::Vec3& wind) { _wind = wind; }
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/// Get the wind vector.
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inline const osg::Vec3& getWind() const { return _wind; }
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/// Set the acceleration vector.
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inline void setAcceleration(const osg::Vec3& v) { _acceleration = v; }
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/// Get the acceleration vector.
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inline const osg::Vec3& getAcceleration() const { return _acceleration; }
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/** Set the acceleration vector to the gravity on earth (0, 0, -9.81).
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The acceleration will be multiplied by the <CODE>scale</CODE> parameter.
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*/
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inline void setToGravity(float scale = 1.0f) { _acceleration.set(0, 0, -9.81f*scale); }
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/// Set the fluid parameters as for air (20<32>C temperature).
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inline void setFluidToAir()
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{
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setToGravity(1.0f);
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setFluidDensity(1.2929f);
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setFluidViscosity(1.8e-5f);
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}
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/// Set the fluid parameters as for pure water (20<32>C temperature).
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inline void setFluidToWater()
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{
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setToGravity(1.0f);
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setFluidDensity(1.0f);
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setFluidViscosity(1.002e-3f);
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}
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protected:
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virtual ~FluidProgram() {}
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FluidProgram& operator=(const FluidProgram&) { return *this; }
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virtual void execute(double dt);
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osg::Vec3 _acceleration;
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float _viscosity;
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float _density;
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osg::Vec3 _wind;
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float _viscosityCoefficient;
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float _densityCoefficient;
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};
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}
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#endif
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