2003-01-22 00:45:36 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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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2002-06-05 20:44:55 +08:00
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//osgParticle - Copyright (C) 2002 Marco Jez
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#ifndef OSGPARTICLE_SEGMENTPLACER_
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#define OSGPARTICLE_SEGMENTPLACER_ 1
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#include <osgParticle/Placer>
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#include <osgParticle/Particle>
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#include <osg/CopyOp>
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#include <osg/Object>
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#include <osg/Vec3>
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namespace osgParticle {
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/** A segment-shaped particle placer.
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To use this placer you have to define a segment, by setting its two vertices (<B>A</B> and <B>B</B>);
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when an emitter requests a <CODE>SegmentPlacer</CODE> to place a particle, the position is chosen randomly
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within that segment.
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*/
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class SegmentPlacer: public Placer {
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public:
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inline SegmentPlacer();
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inline SegmentPlacer(const SegmentPlacer ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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2002-06-06 21:25:36 +08:00
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META_Object(osgParticle, SegmentPlacer);
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2002-06-05 20:44:55 +08:00
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/// get vertex <B>A</B>.
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inline const osg::Vec3 &getVertexA() const;
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/// Set vertex <B>A</B> of the segment as a vector.
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inline void setVertexA(const osg::Vec3 &v);
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/// Set vertex <B>A</B> of the segment as three floats.
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inline void setVertexA(float x, float y, float z);
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/// get vertex <B>B</B>.
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inline const osg::Vec3 &getVertexB() const;
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/// Set vertex <B>B</B> of the segment as a vector.
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inline void setVertexB(const osg::Vec3 &v);
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/// Set vertex <B>B</B> of the segment as three floats.
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inline void setVertexB(float x, float y, float z);
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/// Set both vertices.
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inline void setSegment(const osg::Vec3 &A, const osg::Vec3 &B);
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/// Place a particle. This method is called by <CODE>ModularEmitter</CODE>, do not call it manually.
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inline void place(Particle *P) const;
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protected:
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virtual ~SegmentPlacer() {}
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SegmentPlacer &operator=(const SegmentPlacer &) { return *this; }
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private:
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osg::Vec3 A_;
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osg::Vec3 B_;
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};
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// INLINE FUNCTIONS
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inline SegmentPlacer::SegmentPlacer()
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: Placer(), A_(-1, 0, 0), B_(1, 0, 0)
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{
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}
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inline SegmentPlacer::SegmentPlacer(const SegmentPlacer ©, const osg::CopyOp ©op)
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: Placer(copy, copyop), A_(copy.A_), B_(copy.B_)
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{
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}
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inline const osg::Vec3 &SegmentPlacer::getVertexA() const
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{
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return A_;
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}
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inline const osg::Vec3 &SegmentPlacer::getVertexB() const
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{
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return B_;
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}
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inline void SegmentPlacer::setSegment(const osg::Vec3 &A, const osg::Vec3 &B)
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{
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A_ = A;
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B_ = B;
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}
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inline void SegmentPlacer::place(Particle *P) const
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{
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P->setPosition(rangev3(A_, B_).get_random());
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}
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inline void SegmentPlacer::setVertexA(const osg::Vec3 &v)
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{
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A_ = v;
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}
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inline void SegmentPlacer::setVertexA(float x, float y, float z)
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{
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A_.set(x, y, z);
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}
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inline void SegmentPlacer::setVertexB(const osg::Vec3 &v)
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{
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B_ = v;
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}
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inline void SegmentPlacer::setVertexB(float x, float y, float z)
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{
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B_.set(x, y, z);
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}
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}
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#endif
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